buffalo6542
Nuke Maniac
- Joined
- Mar 12, 2008
- Messages
- 272
i dont think that it would work. because if you build a spy, then you need a way to talk 2 them without speaking. thats why you need alphabet to build them
This is just the start of a concept, I understand the reasoning behind requiring alphabet to talk to your spys, and paper to draw your maps on to trade them. But I am trying to get away from the dash to research aesthetics so you can build the Parthenon, or Masonry to build the Great Wall.
I had an idea last night for a new research system. I have no big problems with the present one, but I think this is one aspect of the game which is balanced way to far towards gameplay at the expense of realism.
We all know IRL research is mainly by accident. No one sits down and goes "Tell you what, lets look into developing the concept of replacable parts. We should have it pinned down in 20 years"
so my proposal for Civ 5 research is this. you have a tech slider, but it is divided into various categories, Military, Building, Economic, etc, and you can adjust those with sliders too, so you can decide to give high funding to military research in general, but until military research builds up a certain amount of beakers, you dont know exactly what you are going to get out of it. So In the later game, If you are giving a high priority to military research, you may get rocketry, you may get stealth, you may get laser etc... after completing a certain amount of research, lets arbitrarily say 800 beakers worth of military research, your advisor appears and tells you "Sir/Madam, our military research has led us to discover a new technology which could come in very uself, ROCKETRY. do you want to a) increase military funding so we may soon exploit this tech to our advantage b) decrease military research on this. we have other priorities or c) keep military finding at present levels. We can wait.
this would apply to every type of tech except political ones (Monarchy, Democracy, Communism etc). I think like IRL, they should become available to you when social circumstances make them available. So:
Communism becomes available when you have at least 5 factories, and there is a revolt in one of the cities with a factory (this could be a random event).
...I don't quite get what it is that people opposed to micromanagement actually want from their games, though. ... A game where you can manage a vast empire over a large span of game time and still finish it in an evening ?
Part 1) If the game is to abstract stuff away to an empire-wide level, or a region-wide level within an empire, it can't possibly do so with with flexibility and power of a human player who puts the time and effort and understanding into using every little element for maximal effect...
Part 2) If those levels of abstraction are to be available in something that is recognisably Civ, they will be abstractions of situations where there are still individualeach doing their specific thing, and if that is there under the hood anyway, I want to be able to get my hands on it directly.
It seems wrong to me for the levels of achievement and accomplishment one can get by learning to master complex, time-and-energy-consuming gameplay to be reduced to a matter of pushing a few buttons and letting the AI do it; ... but don't keep the dedicated players from getting into the fine detail.
If I don't click on it to see what I can do with/ to it, I don't want to be penalized*. Likewise, if you click on it and change something, you should be rewarded, at least with some tangible effect worth the effort.
It seems that it "not getting the benefit if you don't click" is the same as being penalized.
Look, personally I'm a fan of micro management (to a degree, I'm not checking what tiles is being worked in every city every turn) but I recognise a lot of people arent. surely new MM features can be brought in if optional?
As you say about lowering science, it is a trade-off wealth for research, why anyone would choose to hamper their own research I can't imagine but you seem to think it is a good idea. Perhaps to provide some money to pay for fires in forests or cities, repairs after floods/hurricanes, or disasters in mines/resources. It might also be useful for maintenance in early cities if you grow far too fast but you can turn your research rating down at the time, unless it is already at 0%.
This whole argument sounds to me that the game should be just as easy the less you have control over, so what? You want someone who just sits there and presses go to have as successful city as someone who micromanages?
I have no argument with people who want to be able to play the game without micromanaging; if what they really enjoy is a quick simple win, then let them have it. I don't understand finding that fun, but I do grasp that not everyone in the world is like me.
I do think, though, that mastering the game, being able to win at higher levels or to control it decisively at lower difficulty levels, should require willingness to understand and manage things at a fine-grained level.
I am not sure I understand the concept of slowing the Global tech rate down for a cultural victory, surely you want to get to electricity as fast as possible and get the wonders from around there, Eiffel Tower, Broadway, Rock and Roll, Hollywood. Or is it that if you are getting further ahead your opponents are more likely to rush a wonder to keep up?