Idea: Realistic Improvement Spawn

Is "Realistic Improvement Spawn" a good idea?


  • Total voters
    51
  • Poll closed .
Maybe I am the weird one but I control the specialists as well :). For example, I have my spy cities, where I have only spy specialists to go along with the national wonders/world wonders I build specifically for them, my science guys for my science cities, merchants for my cities with the gold production national wonders/world wonders etc.
 
i never automate anything when it comes down to cities. i never automate workers (even in the late game; i group them in large stacks instead), i often check which tiles my cities work and i certainly always set the specialist myself (and i find it very annoying that sometimes after a city grows my settings are changed)! cities are the most essential part of the game and it seems for me that very little is left if you cut out all the city management.

well i no longer wonder why the game is so very easy for me even when playing on deity difficulty. i guess if you let the automation do all the management you end up not much better then the AI instead of being the most dominant civ in the world already in medieval.
 
Maybe I am the weird one but I control the specialists as well :). For example, I have my spy cities, where I have only spy specialists to go along with the national wonders/world wonders I build specifically for them, my science guys for my science cities, merchants for my cities with the gold production national wonders/world wonders etc.
certainly you are not weird. i couldn't imagine playing the game without all that control over your cities. somehow that's civilizations and it has always been this way.
 
You make it sound so simple..
That's a huge gameplay change, and since I kind of like the worker aspect and the almightiness it gives the player, I know it's not for me.
If you want to go down that road though, maybe you can combine it with Dynamic Citiy Development and use its new commerce type for subsidizing.
 
You make it sound so simple..
That's a huge gameplay change, and since I kind of like the worker aspect and the almightiness it gives the player, I know it's not for me.
If you want to go down that road though, maybe you can combine it with Dynamic Citiy Development and use its new commerce type for subsidizing.

It is simple - at least the idea.

Anyway, my free time has taken an unexpected nosedive, so I may never get around to adding this to Civ4, but that just means I might mod it into Civ5. ;)
 
I couldn't imagine playing the game without all that control over your cities.

True. For me, controlling the cities and developing the infrastructure is the essence of the game.
 
The idea is very very interesting. Drake L. Dragon voices something I have thought about for a long time while playing Civ: who is the player?

I agree that the game is about managing everything, basically, that have to do with the running of a civilization, and does thing quite well, even if there are areas left out (drugs, for one thing) and somethings are in a gray-zone (like the ability for units to survive for 8000 years). Before implementing a feature such as this, I think one have to think about what constitutes the Civ game and where the strive for realism ends.

To be totally realistic, A LOT of things will have to change. First, make the player a line of rulers that begin as the tribe leaders, and which evolve during the game, changing Traits (and introducing a whole new mechanic here with age-dependent Traits) as time goes along, usually by selection, but sometimes there are no choice (only one heir, assassination attempt succeeds and you take control of an line of competitors instead, etc.). Second, that line of rulers should be able to control one city at a time only, until modern times, at least (the capital at first, but would be able to move to other cities at the cost of money and turns) and would have to rely on giving orders for everything else. These orders would have a chance to be carried out depending on things like the leaders popularity and fearfulness, civics, distance to current city and so on. Third, something like this idea would have to be implemented for the civ as a whole, but not only dynamic improvements! Dynamic city founding (based on expeditions, resources, rivers, luck, economy, distance to neighbor, etc), dynamic research (based on culture, civics, resources, the choice of research path (which should be simple: economy, power, religion)) and so on! Also, time is ticking, and the rulers only have so much time, so would have to make choices as to how to spend it.

Thus, the player have only indirect control of a lot of aspects of the game. He/she can still rule the capital, but not much else. Wherein lies the fun in that? Well, the things you CAN control gets much more important. Would you try to influence the research? Or would you rather try to direct your military, so that the soldiers can avoid boredom and beat up the enemy instead of harassing the peasantry? Or would you spend your time hunting, letting the civ take care of itself while you have a good time? Because in real life, unhappy leaders make bad judgements.

Of course, all of this makes the game into a whole other game than civ. Civ is about micromanagement. It is about optimization. I would definitely test a feature such as this, and I would probably like it a lot, but in the end, that would be another game.
 
Top Bottom