Although the defection-in-war-due-to-culture thing doesn't seem all that plausible.
I'm more interested in "balanced game mechanic" than "plausible" any day of the week with a Y in it.
Although the defection-in-war-due-to-culture thing doesn't seem all that plausible.
supply units, a weaker defeats a stronger force by raiding the supply units of the invader.
I disagree. I don't think there are enough technologies in Civ4 by a factor of 4 or 5; what's missing, really, is a way of balancing tech paths so that there are different paths through the tech tree which are beneficial in different ways. Different civs having different specific technologies is a simple wrong solution to this.
For ecample, imagine there's one path down which you can get to horseback riding early. Someone else can get to catapults early, but that's of limited use if the stack of catapults they drag to your city can be trivially taken out by your horsemen; and if they want defensive units good enough to protect the catapults, by the time they get that and catapults, you'll have got to heavy horsemen or knights or some other direction that helps you defend better again. Or if bribery comes back into the game you could have built lots of marketplaces and bazaars and what not and be enough richer than the invader to bribe every barbarian on the continet to come defend you, or bribe the enemy's defensive units to trash the catapults for you. Or if my notion aboiut cultural conversions were implemented, you could go in a diffferent direction again and make your culture so goshdarn awesome that the catapults sitting outside your walls would go "Hey, we really should be working for these guys" and defect to your side.
I don't want mechanisms like supply chains that are dealing with the problem of SoD by making SoDs harder; I want genuinely different strategies that allow you to overcome SoDs by ways other than confronting their strengths.
I don't like that one because it makes the game more tactical in scale and less grand strategy,
As your idea, it seems that techs with horses are far more advantageous than the regular techs, cheaper and faster to reach.
And the current Grand Strategy in the"
Ancient Era is: Built the biggest SoD
Middle Age is: Built the Biggest SoD
Modern Era: Built the biggest SoD
Future Era: Built the biggest SoD
so what is wrong with introduction of tactics into the game when currently it is the same thing over and over again.
No, they're not; you are misreading my example. What I am proposing is that horses are one path, heavy defenders are another, catapults another, wealth and bribery another, culture conversion yet another, and that each of these is a different way to win. Awesome culture could convert horses as easily as catapults; money could bribe horses as easily as catapults.
Different civs having different specific technologies is a simple wrong solution to this.
I'm no philosopher, but isnt strategy (long term) just an aggregation of tactics (now), which lead to the end goal?
So different civs would end up with different technologies, what i pointed out in my first answer.
I was not meaning each civ has its tech path, but the end result of such a tech tree.
It could work for a game like Alpha Centauri, but would not be very realistic in a game like civ, because techs are intrinsically linked between each others in reality
And without tech sharing, i guess it is prooved than the civilizations face a similar tech tree, as the iroquois had arrows and bows just like zulus.
However, a thing that i always wanted to see in Civ was golden ages. I mean, true golden ages, like the Greek one in antiquity. Golden ages that could completely reverse the strategy in a given area. This could be emulated by, indeed, a consequent number of techs that would be randomly accessible.
OK, I misread you. What you are actually saying is something I agree would happen, but it's also the objective I am aiming for in the first place; very different large-scale gameplay and development strategies allowing you to win in different ways.
I don't believe that this is actually the case near so much as the current Civ tech-tree model assumes.
I'll grant you that for the equivalent of the first six or eight techs, but compare medieval China to the mesoamerican empires of the same period and I think they would be, in Civ terms, quite different.
Ick. I like golden ages speeding up your research enough to get a pile of extra techs for the same time, but random acquisition, not for me, not at all.
It seems appealing in theory, but in practice, it could be very contraignant. Imagine you searched all the cultural techs and finally found out that a civ beat you in that domain and aim for a cultural win. you will have to search a whole new set of techs in order to win differently, with all the late it includes
It is not rare in Civ4 that a single tech provides several improvements.
By random acquisition I mean secret tech shorcuts in order to propose an alternate universe based on a premonition of the real deep tech path, not the superficial appearing one.
That does dedpend on how easy it is to switch one's focus on techs between Ages. But I would hope that you going for a cultural victory and having to compete with another civilisationalso going for a cultural victiry and one trying for an economic victory and one trying to take over the world would make for a more fun and challenging game in every respect.
I know; I am saying I think this is a problem.
Um, yuck. That is repellent to me, not least for the anthropocentrism of thinking we know what the real tech paths are; history has not actually finished yet.
Well, according to your very idea, it would be difficult.
This is realistic.
Competing with civs who genuinely go for different paths to victory ? Yes, it would. That's the point. It's adding to the levels of challenge in the game at a different level from just giving the AI bonuses.
No, it's not. It's using a definition of "tech" that I think needs to be broken down into more distinct subtechs, generally, each of which should have fewer improvements attached to it; I am inclined to favour most techs having only one improvement/unit/wonder attached.
I think Civ4 is already enough difficult as it is.
Yes, it is. A single science discovery in Science actually have several applications.
In what i describe above, you can see that the differenciation was only a part of History. Hence my idea of automatic tech trade that I pointed out in my previous posts.
I still hold the position that Civ 4 is about 66% as complicated as the ideal Civ would be.
Each application requires independent development, though; I think this is a reasonable argument for each application being an independent tech in Civ terms.
To my mind, this is yet another notion of increased realism that would harm gameplay.
Do you always win on Deity?