- Joined
- Aug 3, 2020
- Messages
- 851
SSSR, or USSR.CCCP
SSSR, or USSR.CCCP
This is impossible for a number of civilizations already in the game and for more that would otherwise be added in future expansions. No, thanks.2. Little more complex, add enough civs so every civ have natural successor so its feels like civ change never happened (Germanic Tribes-Holy Roman Empire-Prussia-Germany for example etc)
Yes the new patches must improve artificial intelligence, diplomacy , economics, historical percoses , revolutionary mechanics, secessions of cities and peoples,I don't know about more dark age stuff, but I definitely feel like Civ 7 does not handle the issue of large empires well. It has introduced 'hard' rubber banding, specific crude measures to stop players running away from others.
Previous games have instead played with softer measures, happiness, food and loyalty modifiers for empires that get too big too fast. I don't think any of them worked perfectly, in fact Civ 6 just allowed you to kind of ignore it at times. However, that is the direction I feel the game should have gone in. A player should be able to try and expand quickly if they want to, but there has to be a downside. Getting too big should make you unstable, and require a period of stablisation to settle things down before trying again. There needs to be subtle, but real penalties for getting too far ahead in any shape. If you race ahead in science, then that probably should mean you have fallen behind somewhere else.
Yes it's complex to build those systems, so Firaxis instead found the most blunt way of doing things, by taking away players toys and bringing everyone down to the same level. Basically Socialism as a design concept, no wonder it didn't work!
That's basically the model that Millennia used, plus leaders. It didn't work out very well in Millennia, though. It felt very lifeless and, after a few games, very boring.Not quite about fixing the age transition proper, but back to the problem of civ continuity, I'd fix it in a very different way that's mostly tweaking a few things here and there...
Instead of the current civilization and leader model, have a Civilization and Culture model.
The civilization (what the game used to call Leader): this is who you are playing for the entire game, the *identity* of your factions. A civilization consists of a Civilization name and adjective, a leader (some civilization, sighs, may give you a choice of leaders), a leader ability (which works for the entire game), a city list, a banner, and a jersey color, plus other representative things here and there.
The culture (What the game used to call civilization): this is the set of bonuses that represent what form your civilization take during a given era ; what it looks like for a specific period of time, and what mechanical bonuses it enjoys throughout the game. They consists of a unique unit, infrastructure, unique policies, etc all specific to one game era. They are NOT named after countries (in general), but instead their names reflect specific historical periods (Victorian, Edwardian, Belle Époque, Gilded Age), Socio-Geographic period (Western Frontier, etc), dynasties (Tudor, Han, Maurya, etc), phenomenons, etc. They do not define how your civ is named, what your city list is, and so forth.
AND WHAT I HAVE BEEN MAINTAINING FOR MONTHS IS THE INUTILITY OF LEADERS, WHILE INSTEAD, POLITICS, ECONOMIC CHOICES, AND EVENTS DEFINE A CIVILIZATION AND A HISTORICAL ERA THAT DEFINES A CIVILIZATION.Not quite about fixing the age transition proper, but back to the problem of civ continuity, I'd fix it in a very different way that's mostly tweaking a few things here and there...
Instead of the current civilization and leader model, have a Civilization and Culture model.
The civilization (what the game used to call Leader): this is who you are playing for the entire game, the *identity* of your factions. A civilization consists of a Civilization name and adjective, a leader (some civilization, sighs, may give you a choice of leaders), a leader ability (which works for the entire game), a city list, a banner, and a jersey color, plus other representative things here and there.
The culture (What the game used to call civilization): this is the set of bonuses that represent what form your civilization take during a given era ; what it looks like for a specific period of time, and what mechanical bonuses it enjoys throughout the game. They consists of a unique unit, infrastructure, unique policies, etc all specific to one game era. They are NOT named after countries (in general), but instead their names reflect specific historical periods (Victorian, Edwardian, Belle Époque, Gilded Age), Socio-Geographic period (Western Frontier, etc), dynasties (Tudor, Han, Maurya, etc), phenomenons, etc. They do not define how your civ is named, what your city list is, and so forth.
AND WHAT I HAVE BEEN MAINTAINING FOR MONTHS IS THE INUTILITY OF LEADERS, WHILE INSTEAD, POLITICS, ECONOMIC CHOICES, AND EVENTS DEFINE A CIVILIZATION AND A HISTORICAL ERA THAT DEFINES A CIVILIZATION.
You gots to chill my guy. Everyone here has heard you; you’ve only said it roughly 1000 times. And everyone has explained how the limitations of a turn based 4x game that can run on personal computers is not the place for that.
AND WHAT I HAVE BEEN MAINTAINING FOR MONTHS IS THE INUTILITY OF LEADERS, WHILE INSTEAD, POLITICS, ECONOMIC CHOICES, AND EVENTS DEFINE A CIVILIZATION AND A HISTORICAL ERA THAT DEFINES A CIVILIZATION.
Really? We're in 2025, not 1991 or 2003. Games evolve, but the problem in Civilization hasn't changed, neither in artificial intelligence nor in mechanics.I've got to second what j51 said. I think everyone here hopes you get a game you enjoy somewhere, but what you're looking for sounds more like a complex simulation than a game, certainly not a Civ game.
The thing people seem to be annoyed about with 7 is that Civ has evolved...Really? We're in 2025, not 1991 or 2003. Games evolve, but the problem in Civilization hasn't changed, neither in artificial intelligence nor in mechanics.
Tradotto con https://laratranslate.com/translate?lng=it
There should be a game that has a dynamic simulation that also takes into account random events, similar to Civ 4 but much more complex.I'd say at this point, Luca's dedication to his historical model, against tides, fortunes and (especially) the almost universal opposition of everyone else on these forums over, what, four years is really admirable.
Still not my cup of teas as far as games go, and it never will be, and I don't think Civ should do it, but there's more original thinking, willingness to change, and creativity in a single post advocating for this model than in all the "Civ should go back to the static civilizations we're familiar with" posts of this forum combined.
No, I didn't feel alienated by Millennia. Please don't tell me how I feel.There is nothing more lifeless, almost by definition, that a completely static system where the only choice is made at game start. We're just used to it, to the point of feeling alienated by anything new.