Zegangani
King
- Joined
- Oct 9, 2020
- Messages
- 897
That's exactly what I'm trying to achieve with 4Xpansion Pass. I'm excited how this Experiment will turn out and be received by the Players. If it will be received well perhaps it might even convince Firaxis to try some of the Ideas (for civ7/XP) they are hesitant about.Generating more opponents early just means more opponents to steamroller later - if they last that long.
The answer, I have argued, is a Dynamic Game in which various 'minor powers' - City States, Barbarian Camps, even Tribal Huts if you make them permanent - can develop into Civs if All Goes Well for them. The other half of that, to avoid the Early Game Steamroller simply continuing to Roll, is Internal Disruption to Civs.
- And that may be historically accurate, but it will be an extremely Hard Sell to (most) gamers.
I can make a good case that the French Revolution and its immediate aftermath had more effect on the French Civilization than any other single event, and especially than any external threat or conquest. Likewise, with the exception of the Norman Conquest, the internal English Revolutions (Civil War, Glorious Revolution, Industrial Revolution) changed England/Britain far more than any external event.
BUT who wants to contend with cities and improvements and districts you have lovingly built up suddenly turning on you?
And especially in Civ, which has always given the gamer near-complete control over events and decisions, how do you suddenly include systems like Newly-Developing New Civs, Revolutionary Movements, Ideologies, even Religions that he cannot directly control and that may utterly disrupt his carefully-drafted Civ?
The goal of the mod is basically:
- add some more interesting things that help with Immersion/micromanagement/fix some Issues that the game suffers from/fill the gaps that feel empty,
- push Challenges more towards the human Player, with much more internal things to manage (flipped loyalty mechanic: loyalty comming internally, instead from the outside / revised Amenities System / Population's Opinion on their Leader...etc), a way to restrict the actions the human Player can take (similar to the Order's system in OldWorld),
- add ways for players that have fallen behind to catch up,
- add ways that might help stop civs from steamrolling while also helping weaker civs to catch up: like with Client States, where the "vassal" may benefit a lot from being a client state of a strong and more advanced civ, but the "master" may not benefit as much as with conquering cities, which will have some more downsides (to make client-states more appealing)
- make the Diplomacy more fleshed out and deep ,
- make civs more evolving: Barbarian Clans/City-States may later end up as a major Civ, and major Civs that struggle may turn into a CS and/or leave room for new Civs merging from the remnants (like through Civil War),
- a balanced game that allows for longer gameplay till the late game, where many systems get even more interwoven, so that World War Scenarios might be inevitable if there are too many powerhouses with different Ideologies,
- ...etc.
I might get a working beta version of Client-States next Week, so for anyone interested, I can provid you the mod+the design document if you would like to test it when its ready.