Everybody listen! This one is important!

Indrius

Anarchist
Joined
Jun 15, 2001
Messages
36
Location
Vilnius, Lithuania
It's all about the parallel building and science researching. I've got an idea how to make the game more realistic.

At first. In the real world there are many researches at the same time and there can be built many buildings too (am I right?).

In the game this could be done like this:

i.e. if you produce 15 science units (or how to say) per turn and you can choose to research "medicine" or "nuclear fission". So it would be much better to spend 5 science units on "medicine" and 10 science units on "nuclear fission". (or smf like this)

The same thing would be with buildings.

If you produce 30 production units and you can divide them as you wish.
i.e. 10 production spend on AEGIS cruiser, 5 production spend on wonder building, 14 spend on rifleman training and 1 spend on Police building.


It would be much more realistic.
What do you think?

P.S. And sorry. My english is very bad. Isn't it?
smile.gif
 
It's a good idea, but no players would choose to use it. Think about this:

Lets say that a cruiser costs 60 (lets just say) and a rifleman costs 30. You have 15 production per turn. You could choose to spend 5 per turn on the rifleman and 10 per turn on the cruiser, and they would both be done simultaneously in 10 turns. OR.... You could just build one first then the other. Your riflemen would be done in 2, and 8 more and your cruiser is finished. That's still 10 to completion, but you had that rifleman for a lot longer. Or you could do the cruiser first, 8 then 2.

The only way that they could force players to use such a feature (I agree it's realistic), is if continual, long-term dedication to something actually got you a bonus. This makes sense with research. If you put on 1000's of scientists and try to rush it, it'll move much quicker than if you had, say 10 scientists, but not 100x as fast, that's for sure. I think that both tech and construction projects should not depend inversely on the resources you put in. The current model could be seen like this:

t = p/r, where t is the time it takes, p is the project total time, and r is the resources you dedicate to it. This is unrealistic. It should be something like t = p/(square root of r) or something like that. So that if you have 1 scientist doing a project and you want the work to go twice as fast you have to add 3 more scientists. Twice as fast again takes another 12...

What do you think?

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Civilization I Master of masters and webmaster of Civilization III Arsenal
 
Maybe you're right. Maybe. But the feature you have described would be realistic too. (maybe better than my)
 
Both of these things would add realism, but is realism really the goal here? If civ were completely realistic, our orders wouldn't get to units or cities for months in the early game and reports from them would be similarly delayed. Being able to micromanage is well and good, but most stuff should be left simple, because the point is for it to be fun.
 
Maybe it's better to just split production between units & city improvements.
When you don't build any units, the city should automaticly asign all production to city improvements and vice versa.
 
The logic behind the original idea is sound but it would take way too much time to implement. Think about it, a decent civ with 20 good cities cranking out 100 shields per turn would take forever to manage. You'd have to have a lot of patience for that.
 
DELSULLY wrote:
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The logic behind the original idea is sound but it would take way too much time to implement. Think about it, a decent civ with 20 good cities cranking out 100 shields per turn would take forever to manage. You'd have to have a lot of patience for that.
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Well I don't mean exactly building city improvements. But I mean science researching too. You don't have to divide science "production" in every city. It could be done in one window at once.
 
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