Boris Gudenuf
Deity
It has always bugged me that the majority of countries and 'civilizations' played in the CIV games did not exist throughout most of the timeframe of the game. In 4000 BC, you'd be hard put to even find much evidence of the peoples who would later be Egyptian, Sumerian, or Chinese - probably the earliest recognizable 'civs' played. It has also bugged me that the UU/UA for a given civilization bore no relationship whatsoever to their surroundings - I could never come to grips with the idea that a bunch of Mongols plunked down on an island without a horse or any other animal larger than a rat would develop horse-archers magically, or that a bunch of Polynesians in the middle of the desert would start sailing as soon as they found a body of water bigger than a bathtub.
Rather than Play a Civilization, I want to Develop a Civilization, and I think, with a combination of specific Starting Situation, Loaded Technology Development, and Loaded Social Policies, it would be possible to develop a game that allows that.
For instance, instead of starting as a 'Civilization', you'd start as a Tribe. Pick your name: Cimmerians, Whosiers, Ringadingians, it doesn't matter although there are literally thousands that could be used. Then you pick the options for your Starting Position, which would be much more specific than they are now:
Primary Ground:
Desert, Plains, Grassland, Forest, Hills, Jungle
Water Source:
River, Lakes, Oasis, Seacoast
Resources (pick two)
Stone, Timber, Grain, Herd Animals, Fish
NOTE that these might not be concentrated enough to show up as 'resources' on the map, but they will shape the types of technologies your tribe will develop.
Primary Religious Influence:
Ancestor Worship
Animism
Totemism
Note that this gives over 700 possible combinations, which alone should be enough to satisfy the most ardent burrower into the niches of history.
The resources and surroundings of your Tribe will naturally guide them in certain directions, but your decisions make a difference, too - after all, the Celts, Germans and Slavs (Russians) all start in very similar geographical areas, but developed very differently. Technology will be influenced greatly by surroundings. A tribe in the middle of the desert using Oasis for their water will take a loooooong time to develop Seafaring or Sailing. A tribe that lives in a Jungle with Lakes and no Herd or any other kind of domestic animal will take an equally long time to learn how to build wagons or ride anything.
Some examples:
You select Desert, River, Stone and Grain for resources, Ancestor Worship.
Result: You develop Agriculture and Irrigation very quickly, since the position and resource combination give you bonuses for both of them. Irrigation leads quickly to a Social Policy of something like Centralized Leadership. This allows Organized Labor, and Stone (of course!) will allow you to build Monuments (to your Ancestors). Consequently, within the first 1000 - 1500 years of the game, you're on your way to becoming Egyptians...
You select Plains, River, Herd Animals, Timber, Animism.
Result No reason for Agriculture - it will take a long time to research, but you can get Domestication really, really quickly. If, instead of settling down you remain Nomads (which really should be an Option in Civilization) then Herd Animals lead you to quickly build Wheeled vehicles (chariots/war carts) and on to riding Horses as soon as you find some Horses (which will be a lot more common around any terrain that supports other Herd Animals). Herd Animals also gives you access to bone, sinew and glues for Composite Bows, and you're well on the way to becoming Huns or Mongols. NOTE, however, that either of these will be badly handicapped if they don't, sooner or later, settle down and seize or develop a city or two - nomad camps don't innovate very well, and while you can kick butt on the more sedentary types for a while, eventually they will come after you with rifles and cannon and kick your collective bowlegged butts.
To develop this kind of game system will take a huge amount of preliminary research before anybody writes a line of code: just to come up with all the resource combinations and tech/social decisions that lead to the individual National UUs, UA, and other characteristics will be a major task, and to keep the combinations unique enough that everyone in the game doesn't make a beeline for the same UU/UA...
But think of the incredible games when you start in the desert and realize that you have the option of ending up playing as Arabs, Egyptians, Songhai, or Navaho, and based on the AI's combinations of playing against a range of 'civs' from Assyrian to Zulu!
Rather than Play a Civilization, I want to Develop a Civilization, and I think, with a combination of specific Starting Situation, Loaded Technology Development, and Loaded Social Policies, it would be possible to develop a game that allows that.
For instance, instead of starting as a 'Civilization', you'd start as a Tribe. Pick your name: Cimmerians, Whosiers, Ringadingians, it doesn't matter although there are literally thousands that could be used. Then you pick the options for your Starting Position, which would be much more specific than they are now:
Primary Ground:
Desert, Plains, Grassland, Forest, Hills, Jungle
Water Source:
River, Lakes, Oasis, Seacoast
Resources (pick two)
Stone, Timber, Grain, Herd Animals, Fish
NOTE that these might not be concentrated enough to show up as 'resources' on the map, but they will shape the types of technologies your tribe will develop.
Primary Religious Influence:
Ancestor Worship
Animism
Totemism
Note that this gives over 700 possible combinations, which alone should be enough to satisfy the most ardent burrower into the niches of history.
The resources and surroundings of your Tribe will naturally guide them in certain directions, but your decisions make a difference, too - after all, the Celts, Germans and Slavs (Russians) all start in very similar geographical areas, but developed very differently. Technology will be influenced greatly by surroundings. A tribe in the middle of the desert using Oasis for their water will take a loooooong time to develop Seafaring or Sailing. A tribe that lives in a Jungle with Lakes and no Herd or any other kind of domestic animal will take an equally long time to learn how to build wagons or ride anything.
Some examples:
You select Desert, River, Stone and Grain for resources, Ancestor Worship.
Result: You develop Agriculture and Irrigation very quickly, since the position and resource combination give you bonuses for both of them. Irrigation leads quickly to a Social Policy of something like Centralized Leadership. This allows Organized Labor, and Stone (of course!) will allow you to build Monuments (to your Ancestors). Consequently, within the first 1000 - 1500 years of the game, you're on your way to becoming Egyptians...
You select Plains, River, Herd Animals, Timber, Animism.
Result No reason for Agriculture - it will take a long time to research, but you can get Domestication really, really quickly. If, instead of settling down you remain Nomads (which really should be an Option in Civilization) then Herd Animals lead you to quickly build Wheeled vehicles (chariots/war carts) and on to riding Horses as soon as you find some Horses (which will be a lot more common around any terrain that supports other Herd Animals). Herd Animals also gives you access to bone, sinew and glues for Composite Bows, and you're well on the way to becoming Huns or Mongols. NOTE, however, that either of these will be badly handicapped if they don't, sooner or later, settle down and seize or develop a city or two - nomad camps don't innovate very well, and while you can kick butt on the more sedentary types for a while, eventually they will come after you with rifles and cannon and kick your collective bowlegged butts.
To develop this kind of game system will take a huge amount of preliminary research before anybody writes a line of code: just to come up with all the resource combinations and tech/social decisions that lead to the individual National UUs, UA, and other characteristics will be a major task, and to keep the combinations unique enough that everyone in the game doesn't make a beeline for the same UU/UA...
But think of the incredible games when you start in the desert and realize that you have the option of ending up playing as Arabs, Egyptians, Songhai, or Navaho, and based on the AI's combinations of playing against a range of 'civs' from Assyrian to Zulu!