Does Civ need a change?

DGuller

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Jan 21, 2002
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Seeing how the first three Civ games are based on more or less the same concept, your nation is just a bunch of cities, I've wondered to myself if it needs a change. I've started thinking about it more seeing how Civ 3's engine is so complex and unpredictable that even the programmers that created it unleash three new holes by plugging the old one with each patch. I've played Imperialism games and found them to be highly enjoyable as well. I wonder if the marriage of Civ and Imperialism 2 would make a great, fresh game combining the advantages of both.

What I like about Imp 2 is that you have actual provinces with resources in it, not just a city. You don't have to lace every tile with a road or railroad, just have them within one hex of resources tile and connect the road to the capital. Also, the roads actually take resources to build, which I think is more realistic. With the provinces, the armies don't actually have to march tile-by-tile, but march province by province. I actually don't like the Imp 2 idea of delivery an army to any sport in one turn, but maybe it would have Civ's movement points, like if you have two neighboring province towns connected by the roads, it would take 1/3 movement. If they're connected by railroads (completely), then it's instant (they still have to wait until next turn to attack). With it, the battles make much more sense. Instead of one-on-one battles, the whole group of army units (with limits) fight in one battle, which you can fight tactically yourself. More advanced units take advantage of their advantages, not just have better odds in the roll of the dice. The spearman is going to get shot up by a tank before he ever gets close to it. The riflemen, in big number, will decimate hand-to-hand units before they even get in their range. Also, another strength of Imp 2 is that navy plays a huge role, not a token one like in Civ games. If you have the strong navy (which doesn't take 500 years to reach its destination) that will blockade the enemy's port, you will cripple him, since he won't be able to trade safely and collect resources from overseas lands. Here comes the trade model: trading in Imp 2 is much like market, the nations offer their resources each turn, to the most liked nation first, or the one that subsidizes you more. Because of this, you have to maintain good relations with at least some countries. And you need to trade, you probably never have enough resources, and you need to export goods to make money. Tech tree is also better thought out, you can research up to four techs at a time, and spies don't give you techs instantly, just speed up the research. Imp 2 is not the perfect game, but it is very clean and never gets tedious.

Having said that, Civ can also contribute greatly to my dream game. I like their idea of town population, while Imp 2 is basically a centralized game where only your capital matters. Population should probably affect how many tiles you can collect in the province, but production should still be centralized, it cleans up a lot of clutter when you have a lot of cities. The culture could be used to build up provinces in the start of the game, only it shouldn't expand in boring circles, but expand onto tiles you choose or determined somehow else. The reasons is that it's unrealistic to have provinces that all look like circles. I still like the idea to build up stuff like temples and marketplaces in each individual province. It's diplomacy model is also much superior, it just have to be programmed right.

I really like both games, but Civ to me seems outdated and increasingly sluggish towards the end. Sometimes, when I get too many cities, I get tired of babysitting 20 new cities and give up the game. Imperialism 2 is a very well thought out game, it can help Civ to be interesting at all times. Do you think it's a viable groundwork for the next Civ game? Or am I dreaming too much? I want to hear what you think about it, especially those who played Imperialism 2.
 
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Good point. I think that civ is horribly outdated. Before you all start raving, hear me out.

Civ one was, at its time, the most advanced game of the genre out there. Civ 2 wasn't far behind. Now, in 2002, the idea of leading a civilization through history could be portraited alot better. By sticking to the old concept, the game becomes a bit strange, as you pointed out.

Civ4 should be a complete remake of the game, if it ever comes.
 
Yes, you caught my point. Civ is an old engine, and when you try to implement new stuff like culture and resources to it, you get very problematic and highly unrealistic implementation. It needs to have a fresh start, I can't think of anything new that can be introduced to the genre as it is.
 
I think that the idea of building "things" is a bit outdated. Wouldn't it be more realistic to fund militia instead of poor defending units? Giving a certain province some kind of weak defensive capaciyy, instead of having three warrior units sitting on a hilltop for 3000 years?

The trade was a good improvement of civ three, instead of building caravans, that trecked endlessly over tghe continents, you simply trade with other nations. This idea could be used in many more aspects.

Workers could be another unseen unit. Instead of "building" a workforce that then starts walking around fixing things, you collect workers for a certain project. In civ, the same guys that build Via Appia was around to later build the Suwz Canal, in reality they were both large numbers of workers collected for a certain project. At the end of this project, it was up to the respective leaders to decide if it was profitable to keep them for some other task, or to "disband" them. Walking those guys halfway across the globe to irrigate some fields was never an option.

Warfare i civ3 is perhaps the biggest glitch. Due to the idea that war occurs in the same turn system as history itself, units become too slow. Upgrading their move will not solve this problem, that would simply cause more worries. Perhaps WAR should occur i a completely different turn system? When war is declared, the time line is in weeks, days and hours later on, instead of decades and years. The problem now is that victory in the field is worth nothing. In 1066, the battle of Hastings, or Senlac hill if you want to be precise, decided the fate of England. This could never occur in civ3, since it would take 50 years for the Normans to reach London, and the rest of the Saxon cities.

It is wrong to try to portrait both the strategic problems of war and the development of culture, religion, science and technology in the same time frame.

Please keep this discussion up, DGuller, I think we are on to something here...hopefully some gamedesigner out there is listening.
 
The only problem with the province idea (which I like BTW) is that it would be difficult to believe that in the year 4000-2000 or so BC that the loose group of cities that is your empire could be considered a province. Cities just work best for the begining. Maybe if you start out with cities and they later incorporate into provinces that would allow you to span the years (I don't like the idea of just aquiring a whole area...the culture expansion, where your border grows to encompass more land over time would be nice to see....and instead of it giving one city more land to use it could give the province or even directly to the country, if you wanted to even get rid of provinces, more resources to draw from).

Also, the idea of making settlers seems absurd to me, if you want to think in terms of real life. Wouldn't a gov't instead of producing a settler unit instead offer money to citizens to move to a different area to live and maybe the gov't (civ) could desinate areas that they claim as theirs so they could "direct" where the "settlers" go? Also it would lead to interesting situations where people could break off from the main country when they "settle" these new lands.

As with all games there will be liberties taken. There is no way a strategy game designer can make a world conquest game truely "realistic" because there is no way to have an A.I. for each one of the population (all the citizens have their own actions) plus also account for weather, changing economoc markets, etc... So it will come down to a best representation plus liberties taken to make the game fun.
 
Good points, Palehorse. I think the bottom line of your arguments is that the different ages should be more divided. I agree that the thought of building settlers in 1850 is absurd. Did the Swedish gouvernment decide in 1780 that 1/3 of the population should emmigrate to America and start breeding kids to do that? No, it does not work that way.

Then again, it could be argued that the settler unit idea is a good representation of earlier colonization, like the German tribes that eventually settled in Europe, or the classical greek colonization of the Mediterrainian area.
 
Right, plomeros, I would agree with that assement.

The only thing is when we start taking the game so far from it's roots we are no longer talking about a Civ game, we are talking about making a new one....
 
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