Ideas for The Perfect 4X Historical Game

It would be cool to see civilians divided into various factions whose opinion of you provides bonuses. Clergy, scientists, merchants, industrialists, Militarists, Artisans can be examples. Can someone care to expand please
 
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Should each Civ have a unique architecture style or should some share depending on culture groups
Here are some ideas by Leugi
https://docs.google.com/document/d/13XGI1jEsf9xVQUl7kak42iJVj4Y7eTlVTJfDthxTsMc/edit
Only most factions have a different style. Even non cosmetic buildings are affected (Mesoamericans would get a temple while Japan would have a Shinto shrine)
I also want the Nomina mod in the concept
(Excuse me, I’m a Civ player who is more interested in cosmetic detail than technical details)
 
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Should each Civ have a unique architecture style or should some share depending on culture groups
Even with unlimited development time and resources to make custom everything for everyone, graphical assets still need to communicate what they are at a glance to players.
If you only have say, 4-6 civilizations, like many RTS games, then you can have totally different looks for each culture; players only need to learn a few things anyways. (See starcraft, warcraft, age of mythology, etc.) However, if you have ~40-50 civilizations, like civ6, you start to run into issues. The only saving grace in civ6 is that districts are so rigid, but if you at all went to anything more flexible than that, it would be unreasonable to have 50 variations of a temple or workshop. I do enjoy the cultural grouping styles though, and in some cases those are necessary - it's not like we know what the gauls' or zulus' skyscrapers would look like, for example. I think civ5 did a better job on later game cultural styles than civ6, though. (This may be due to districts, are just how same-y the late game graphics are.)
 
Yeah I understand (I always end up making my game projects so big). The big idea is each Civ feels culturally big minus a few districts. Ps. For civs without skyscrapers either inspire by modern adjacent cultures (Caral has a NeoAndean Style, Sumerian have middle eastern, etc) or use something based off the cultural diversity mod
 
I guess sharing is better
Egyptian uses their iconic style
Sumerian uses a Mesopotamian style
Shang uses a Chinese style
Olmecs use a Mesoamerican style
Harappans uses an Indian style (although technically they were not Indians
Caral would use an Andean style shared with Inca
 
Maybe it's just me, but the aesthetics are like... the lowest priority possible for me. I wouldn't mind a transition into a semi-'painted' look instead, that is much easier to animate.
 
My design is a mix between painted and stylish hexagonal (But We need to remember style over substance

IMHO we need to keep in mind that all graphics and 'aesthetics' must serve a Purpose: to make it easier and more entertaining/engrossing to play the game. If the graphic styles are such that it is hard to tell what kind of District or which Civ's city you are looking at on the screen, then they are a negative factor. Having 50 + styles virtually guarantees a steep learning curve, possibly a vertical one, while you try to learn what, if anything, each of them means.
Historically related styles for Civs and 'families' of Civs by all means, but never forget that the graphic representations are also supposed to convey information about the game and how it's playing, not confusion over what you are viewing.
 
Yeah sorry, ironically I am actually not good at 4X games
I’m just dragged in by my mild interest of history
And most of my game concepts are Overambitious
 
Yeah sorry, ironically I am actually not good at 4X games
I’m just dragged in by my mild interest of history
And most of my game concepts are Overambitious

Overambitious is not a bad start - it's much easier to scale back than to try to ramp up from a slow beginning.

Meanwhile, about the use of Regions or Territories either like Humankind or a variation thereof.

When I first encountered this concept in Endless Legend, I thought it was a neat solution to the 'collection of separate cities' that too many Civ VI games turn out to be. Plus, that was a Fantasy Game so I wasn't worried about equating it to any kind of 'real life' development.
Then I saw it and in the OpenDev got a chance to play with it in Humankind, and it grated on me: artificial boundaries for territories on top of artificial Eras and artificial developments of Civs that have no relationship to each other in a supposedly-historical 4X game. Aaaargh!

But, having looked at it more and thought about the very real problems of individual City Placement Civ-style that it does solve, I'm no longer completely against it.
But, to make Regions work in a Historical 4X game, there are going to be two requirements:

1. The development team will have to have input from a Population Geographer (I'd offer my sister, who has a PhD in the field, but she's retired) to make sure the regional boundaries Make Sense. For instance, rivers are not population boundaries - people live on both sides of the river and use it as a highway to move back and forth and, especially, up and down the river with goods and people. That means that rivers will usually flow through regions, not at the edge of them.
Until they become Political Borders, which are almost always drawn along the river, because it's so convenient - but the border still leaves people living on both sides of the river. A good historical example of this is the Classical Rhine, which was the border of the Roman Empire, heavily fortified and patrolled by the Legions. But there were Germans living on both sides of the river, and a great deal of Roman presence across the river in Germany, so that by the 5th century CE the German settlement at what is now Wiesbaden - several miles on the 'other side' of the river, was incorporated as a Roman City!
That means that Regional boundaries cannot be Hard Wired. The original, pre-urban settlement boundaries may change when they become Political boundaries, and as the settlement pattern changes - much more slowly and in response to many other non-political factors - boundaries may also change.
The mathematical models for population spread and placement, by the way, are pretty complete and precise, which is why I said the game development team should just hire a Population Geographer: based on both the artificial and natural geography (mountains, rivers, roads and infrastructure) they can predict pretty precisely where population is going to spread and cluster, and therefore where the 'natural' boundaries of population Regions will fall - my sister made a very good living doing just that for decades, predicting population shifts for local and regional governments and institutions.

2. As part of that, the 'culture bomb' of Civ VI will still have a place in a regional system: changes in culture, settlement, religion, population in general will change the boundaries. So, instead of 'attaching' one region to another and having a city spread out over two regions, as Humankind seems to do, the boundary of the region the city is in should 'bomb' to include Districts of the city as they spread outside the original region. This might mean that a region/city expands by the endgame to include all of an adjacent region or the mechanism might be that the city develops 'suburbs' in the second (or third, etc) regions.
New York City is a good example: Manhatten Island is an obvious separate region, where the city started, but now the city has boroughs or suburbs on both sides of the Hudson and East Rivers, Long Island, Connecticut and New Jersey. It's all effectively the New York City megalopolis, but extends over several different political/regional boundaries.

Done right, a regional system would solve many of the aesthetic and Empire problems in the Civ games: borders being totally wrapped around individual cities, cities separated by 'foreign' territory and 'empires' that resemble nothing ever displayed on any historical map. But the system has to reflect the reality of how people spread over the landscape, which is what defines regions in real life.

Finally, when it comes to founding Cities, I think it's time for the Settler-Only system to go. It's been around for nigh on 29 years now in the Civ franchise, but it's too limited. My understanding is that Humankind allows most cities to be founded either all at once or as Outposts to grow into cities later, and all done by any ordinary military unit. I suspect (not having seen their final system yet) that might be a little too Unlimited, but the idea of a fort, settlement, hamlet, outpost, trading post, or some other tiny collection of people eventually growing into a city is far closer to the historical 'norm' than plunking down a mass of 100s or 1000s of settlers all in one mass unit for Instant City.
A system in which, perhaps, any military unit could start a fort or outpost as a 'seed' for a city, which would attract population based on how many resources are nearby to be exploited - resources in this case including good farmland (high yield Food tiles) or, early on, fishing and hunting (forest, river, and shoreline) would be more 'organic' and historically accurate. It would also be more accurate that the settlement, if on the border or outer edge of the Civ, would attract population from the Outside, including other Civs, rsulting in a Mixed Po[ulation city which could bring problems later on if the stqbility or loyalty of the Civ falters.
 
I’m asking about my compilation doc. Should I include all the text and edit it according to later edits. Just want to know
 

This could be related to Food as Amenity or a variation thereof. For a perfect historical example, a French nobleman just before the Revolution of 1789 became obsessed with the possibilities of the Potato as a Universal Food, and gave banquets in which every dish from starter to dessert was some variety of potato preparation. The US ambassador attended one of these, loved one dish, and brought it home to the USA. That's how the 'French Fry' of fried potato chip, slab or stick, got introduced to the United States by Thomas Jefferson, and some form of that 'finger food' has been introduced back all over Europe. Similar "Processed Food" could be included as, for instance, Sandwiches, ice cream, pizza and pasta, etc. And even more processed food items like Soft Drinks of various kinds could also be added to the Amenity Mix.
 
Cool, I also wanted to state I am compiling posts for my doc and I need help making a concise gameplay description
Formatting has become more confusing for me and some posts are too verbose
How shall I organize it
 
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Hopefully the Secret Societies implementation is changed to allow concepts like Cuisine to be added to the game. That could be what the upcoming game mode will do. Right now the discovery conditions are hard coded.

In general, I would like to see a complete revamp of Resources and Amenities. Specific to this discussion, most of the Amenity-producing Resources should be manufactured or secondary from at least the Industrial Era onwards. Modern populations are not particularly joyful over Ivory or natural dyes, incense and spices, but they do drool over new automobiles, personal computers, telephones, electronic tablets, music players, fashionable clothing made of all types of (mostly artificial after 1940 or so) materials, and mass entertainment of all kinds: television, movies, music, etc.
The means by which to keep your people reasonably content with your machinations should change dramatically, and part of the change will also be what type of government and politics they will put up with - Ancient or Classical populations may obey a God-King and Renaissance folks not mind a Divine Right Monarch, but none of those are going to make the grade in the Atomic or Information Era without a lot of translation or 'reinterpretation'.

All of which is back to my Base Argument: The game should be a lot more dynamic than it is. You should have to be constantly 'tweaking' things to keep all your platters spinning on the sticks as your Civ progresses. "One more turn" should not be a major consideration at all, but "- another fine mess to get myself out of" makes for a far more interesting game, IMHO
 
I’ve decided to just take the stuff from my favorite posts and form a civilopedia like doc with some revisions for consistency

having issues formatting Lakely’s Resources and can you explain that timeline list you mentioned with the 50 Neolithic cultures @Boris Gudenuf. Just curious
 
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