Full Prereq Options, Random Techs, Civ Fissioning, AI Editor

Tholish

Emperor
Joined
Jul 5, 2002
Messages
1,344
Location
Japan
Currently only buildings have the full array of prerequisite options.
They can require buildings, units, governments, techs resources you name it.
Why shouldn't units also have that, and govs and even techs. But that's an editor improvement.

To improve the game experience cheaply go to a system of random tech advances. Let test tubes earned each turn determine the probability of a researched advance being achieved on that turn rather than having research simply add up until a certain number of test tubes have been earned.

If you want to change the tech system more, you could have alternate hidden prerequisite structures, like multiple preplaced start locations, allowing many varieties of combonations but still structured. All you see is what you can research next, not where it wil lead. Its like unexplored terrain. When you research Writing, this time, does it allow Monarchy, or Mathematics? Maybe these tech trees could even be flexible by civ. I get a Writing--Monarch tree this game, you get a Writing--Mathematics tree. That adds more complexity to the game, without adding that much more learning curve for the player. It adds to experience without demanding more concentration.

Civ fissioning. Civs should spin off from existing civs sometimes. This could occur as a result of isolation, low culture, unrest, etc.
Again, more work for programers, not more work for the player. It just adds depth and texture, something that happens, not stuff the player has to check every turn. Saying don't do it because it adds without taking away is like saying don't add better forest graphics because then you would have to get rid of the snowcapped mountains. Its something you give the player, not something you demand.

Speaking of which, a better Diplomacy interface so you can check for possible tech trades with every civ every turn with fewer mouse clicks. Not saying automate this into a spreadsheet so the newbie fun is lost, but simply making it easier to navigate to or having a scroll button like with the cities would be nice.

More unit modability,by which I mean
1. variable support costs.
2. specialized workers.

This will require a smarter AI. That idea plus the concept of modability of everything leads to what about a whole AI editor. Let modders write the Civ5 ai for you, just give them the tools.

And all new changes of any kind should be togglable, or at least editable. No more Railroads MUST have infinite movement.

Civ 3 conquests just totally rules as an improvement over plain civ. Do a similar improvement on it, not a back to the drawing board.
 
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