[GS] Future Update?

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I have already developed class system in my mind and when the sun rises from the west and sets to the east and I have time I am so modding it in some minor benefits way.

Craftsmanship unlocks Craftsmen who are unable to leave their house due to health problems and so they work at home (Center) -> Production from Centers
State Workforce unlocks Laborers who leave their homes to work the lands -> Workers on plots
Guilds unlocks Specialists who work in districts, so while they leave their homes, they do 'graceful' work as opposed to 'hard' work -> Specialists on district plots
Military Tradition unlocks Soldiers who leave the homelands to endanger their lifes in the name of my glorious empire -> Units

Those who will publicly disagree with my class manifesto will be placed into Dungeons, which is Sewers I renamed into Dungeons, so now the +2 Housing is just me accomodating dangerous idnividuals who oppose my benevolent rule. That is until we switch to Communism, which in no way goes along with my class manifesto, but damn those bonuses are worth self-defenestration.
 
Those who will publicly disagree with my class manifesto will be placed into Dungeons, which is Sewers I renamed into Dungeons, so now the +2 Housing is just me accomodating dangerous idnividuals who oppose my benevolent rule. That is until we switch to Communism, which in no way goes along with my class manifesto, but damn those bonuses are worth self-defenestration.
Would building four dungeons still be an inspiration for the Civic that gives Democracy?

That made me think it would be cool to have a Police Station building in the Neighborhood that would add loyalty and stop partisans from spawning so you don't have to constantly put spies in your Neighborhoods.
 
Would building four dungeons still be an inspiration for the Civic that gives Democracy?

Yes, because you can choose to not go to the dungeons by doing exactly as I say. What could be more democratic than choice!

Seriously speaking, there may be space for entire espionage and counter-spionage district, with Jail, Police Station and similar. I'd rather that than it being just Tier II Government Building. The Spies you catch are already considered 'in jail' going by the icon so one may expand that concept.
 
Yes, because you can choose to not go to the dungeons by doing exactly as I say. What could be more democratic than choice!

Seriously speaking, there may be space for entire espionage and counter-spionage district, with Jail, Police Station and similar. I'd rather that than it being just Tier II Government Building. The Spies you catch are already considered 'in jail' going by the icon so one may expand that concept.
That's actually how the system worked in Civ4. I much preferred it to Civ6
 
Class and Ethnicity would be great. Don't really think they can add class, but Ethnicity/Nationality is doable, along with migration mechanics.

Migration is the big thing for me.

God, why won't Paradox just make Victoria 3 already?
I've been thinking of this since summer (when my computer broke down).
At first, I thought of it as something I'd like to see in a 3rd XP, but then (in autumn) I did think further so now I won't expect it (what I wrote down then) to be doable..:think:

Spoiler Nomadic and session play :

Based on posts in https://forums.civfanatics.com/thre...t-civ-more-asymmetrical.649621/#post-15554604

A hunter-gatherer unit with some charges to set up Settlement (like suggested in https://forums.civfanatics.com/thre...-of-civ-franchise.648966/page-6#post-15545690).
Having "in-between-turns" while nomadic civ (compared to settled civ) would make it easier to run safe, but also give more turns for them to run around and collect some goodies, while settled civs would get more time to spend on actual civ building. I'm thinking "seasonal" "in-between-turns" (session play) when wandering animals would be followed/herded and Settlements to be established, granting shelter and trade options.

I think "in-between-turns" (session play) could be interresting for civ play in any "marginalized circumstances" - eg you've lost control of the empire so must travel by night to take care of business and avoid being catched; perhaps a new empire will rise for you in the dark. A lot of mod potential here, I think.

Strategical turns - Tactical/Operational (in-between) turns
In a total revamp (or Civ7), I'd like to see the mishmash of strategical and tactical/operational decisions/moves to be gone, because it makes gameplay to much counterintuitive and the AI can't handle it well.
I've left out this part here - to be continued in another thread..

Spoiler People Claim, Class, Corruption, Ethnicity, Grievance, Health, Leadership and Loyalty :

No country for no men! The People layer (lens) will show groups of nomadic/pastoral people and they do claim the yields. You may grab all resources but there will be grievances generated. Even sent gold at Emergencies are earmarked to and will be claimed by the suffered people, so better invest resources well.

According to "Law of social cycle", in every group of people (society) there are four (4) classes - warriors (Admirals/Generals), intellectuals (Scientist/Theologians/Writers/Artist/Musicians), acquisitors (Merchants/Engineers) and labourers (Citizens/Migrants) - who find basic fulfillment in four different kinds of ways.
I find those theories interesting to use here as mechanisms for gameplay (especially if combined with competing subgroups). https://en.wikipedia.org/wiki/Law_of_social_cycle
Spoiler Law of social cycle :

Basically, Social power is destined to pass from one class to next in the prescribed order, or cycle. The 'age of warriors', which brings strict order to society and a return to fundamental values, essentially leads to excessive focus on strong man rule and warfare. It is followed by an 'age of intellectuals', which bring a sense of liberation in the mental sphere but soon replace that freedom with the yoke of newer ideas. Over time this age merges into an 'age of acquisitors', which brings progress in the material sphere, but this is soon replaced by increased physical and mental exploitation. In such cases, it may fall on moralists (Religious or Civ leader) to accelerate the movement to the next age to shorten the exploitative phase of each age.

Example of different class preferences.
Spoiler Sociocultural evolution and Historical materialism :
Herbert Spencer, who argued against government intervention as he believed that society should evolve toward more individual freedom, differentiated between two phases of development as regards societies' internal regulation: the "military" and "industrial" societies. The earlier (and more primitive) military society has the goal of conquest and defense, is centralised, economically self-sufficient, collectivistic, puts the good of a group over the good of an individual, uses compulsion, force and repression, and rewards loyalty, obedience and discipline. The industrial society, in contrast, has a goal of production and trade, is decentralised, interconnected with other societies via economic relations, works through voluntary cooperation and individual self-restraint, treats the good of individual as of the highest value, regulates the social life via voluntary relations; and values initiative, independence and innovation.
https://en.wikipedia.org/wiki/Sociocultural_evolution
Economics
https://en.wikipedia.org/wiki/Historical_materialism


Leadership will evolve from a tactical roll in a nomadic Diarchy (where the strategic roll is ascribed to an Elder) until enough Loyalty (from the people) has been earned to pick up Chiefdom (and the Elder will then become a middle tier that would about halve the grievance gap between the leader and the followers, in this case you and your migrant people). As you progress through the Civics tree, more tiers will be gained to further stabilize the relationship between the leader and the followers, though non maintained may derail into corruption problems.
Perhaps there better be Authority, another factor, to complement Loyalty. That could differ on several levels and fluctuate over time depending on government type, techs/civics gained and your actions - eg the Authority built up through Oral tradition would be lowered by gaining Writing.

While AI nomadic tribes might be of non-stratified egalitarian or acephalous ("headless") societies.
Spoiler Non-stratified egalitarian or acephalous societies :
"Assumptions about human behaviour that members of market societies believe to be universal, that humans are naturally competitive and acquisitive, and that social stratification is natural, do not apply to many hunter-gatherer peoples.[9] Non-stratified egalitarian or acephalous ("headless") societies exist which have little or no concept of social hierarchy, political or economic status, class, or even permanent leadership.
https://en.wikipedia.org/wiki/Egalitarian
https://en.wikipedia.org/wiki/Acephalous_Society
https://en.wikipedia.org/wiki/Social_stratification

Basically, react and intervene to show who's the boss!

I hope something makes sense.:whew:

As mentioned in one of the spoilers, my intention is to make another post, once I get enough inspiration to put this and other thoughts together to a nice and clean carpet of text. :please:
 
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I have already developed class system in my mind and when the sun rises from the west and sets to the east and I have time I am so modding it in some minor benefits way.

Craftsmanship unlocks Craftsmen who are unable to leave their house due to health problems and so they work at home (Center) -> Production from Centers
State Workforce unlocks Laborers who leave their homes to work the lands -> Workers on plots
Guilds unlocks Specialists who work in districts, so while they leave their homes, they do 'graceful' work as opposed to 'hard' work -> Specialists on district plots
Military Tradition unlocks Soldiers who leave the homelands to endanger their lifes in the name of my glorious empire -> Units

Those who will publicly disagree with my class manifesto will be placed into Dungeons, which is Sewers I renamed into Dungeons, so now the +2 Housing is just me accomodating dangerous idnividuals who oppose my benevolent rule. That is until we switch to Communism, which in no way goes along with my class manifesto, but damn those bonuses are worth self-defenestration.
From an utterly eurocentric point of view, that seems right. :thumbsup:
 
Can we PLEASE talk about castles/thrones/palaces? I hear people talking about there not being enough features for Firaxis to make a new expansion, but doesn’t anyone remember how fun it was to customize your own throne in civ 3? Not only could you look back with pride on your past achievements as a civilization, but the thrones reflected your character, and I think that the different combinations that you could use to build your throne would make it all the more interesting, especially now that the technology is here to add so many custom options.
 
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Can we PLEASE talk about castles/thrones/palaces? I hear people talking about there not being enough features for Firaxis to make a new expansion, but doesn’t anyone remember how fun it was to customize your own throne in civ 3? Not only could you look back with pride on your past achievements as a civilization, but the thrones reflected your character, and I think that the different combinations that you could use to build your throne would make it all the more interesting, especially now that the technology is here to add so many custom options.

I loved that feature in Civ 2 and Civ 3. One of my favorite mods for Civ 5 brought that back allowing you to build the castle and throne room. I have been wishing that they would do something like that again
 
Can we PLEASE talk about castles/thrones/palaces? I hear people talking about there not being enough features for Firaxis to make a new expansion, but doesn’t anyone remember how fun it was to customize your own throne in civ 3? Not only could you look back with pride on your past achievements as a civilization, but the thrones reflected your character, and I think that the different combinations that you could use to build your throne would make it all the more interesting, especially now that the technology is here to add so many custom options.

If they were to switch to a paid DLC 'content', free game mechanics in updates model as has been suggested, this would be exactly the sort of thing they could sell as a paid DLC (that doesn't actually affect the game).
 
Would building four dungeons still be an inspiration for the Civic that gives Democracy?

That made me think it would be cool to have a Police Station building in the Neighborhood that would add loyalty and stop partisans from spawning so you don't have to constantly put spies in your Neighborhoods.

I’ve never understood why you get 1 neighborhood building.
 
I’ve never understood why you get 1 neighborhood building.

They’re actually missing a lot of opportunity there. Like a fire station that could deal with droughts and reduce damage of other disasters. A playground to add amenities. Or maybe a movie theater to increase culture in that city and tourism from great works in your empire.

I’m sure there’s more that’s just quick off the top of my head. Maybe offer seven buildings and limit them to four.
 
They’re actually missing a lot of opportunity there. Like a fire station that could deal with droughts and reduce damage of other disasters. A playground to add amenities. Or maybe a movie theater to increase culture in that city and tourism from great works in your empire.

I’m sure there’s more that’s just quick off the top of my head. Maybe offer seven buildings and limit them to four.

-Hospitals
-Recruitment Center
-Public parks
-Bomb Shelters

Neighborhoods are seriously underused.
 
-Hospitals
-Recruitment Center
-Public parks
-Bomb Shelters

Neighborhoods are seriously underused.

I'm still a proponent of giving neighborhoods a T2 (or 3, if balance requires it) building that incentivizes large cities. By the Industrial Era, the need for more housing is low as most cities will already have built the districts they need to build. If they added Neighborhood buildings that rewarded large populations then the housing Neighborhoods offer would carry more valuable. I'm thinking along the lines of +.5 Science per population from a Public School, +.5 Culture from a Movie Theater, etc.
 
I'm still a proponent of giving neighborhoods a T2 (or 3, if balance requires it) building that incentivizes large cities. By the Industrial Era, the need for more housing is low as most cities will already have built the districts they need to build. If they added Neighborhood buildings that rewarded large populations then the housing Neighborhoods offer would carry more valuable. I'm thinking along the lines of +.5 Science per population from a Public School, +.5 Culture from a Movie Theater, etc.
I'm fine with only one building per Neighborhood, but I would like more options like the ones you've mentioned, Public School and a Cinema would make sense, rather than just picking a Shopping Mall usually every time like I always do.
A building for production purposes would be nice too, maybe even faith but I can't think of any that would fit into a Neighborhood.
 
I'm fine with only one building per Neighborhood, but I would like more options like the ones you've mentioned, Public School and a Cinema would make sense, rather than just picking a Shopping Mall usually every time like I always do.
A building for production purposes would be nice too, maybe even faith but I can't think of any that would fit into a Neighborhood.
Maybe a community church could do faith per pop? Are we just seeing adding neighborhoods as a strong go tall bonus? That could also work.
 
Reminder that there is very little you can do against a tornado aside from not settling near plains lest your pops get massacred. A tornado shelter would come in handy more often than not.
An evacuation bunker or emergancy service centre should protect or mitigate damage done by nukes, storms, eruptions and river flooding. (not really costal flooding though)
 
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