aieeegrunt
Emperor
- Joined
- Jan 8, 2021
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- 1,912
Civilizarion Revolution games had a different “thematic” bonus for each Civ for each era. I liked that system
As a game mechanic it can be fun (though Religious Victory ruined what was a serviceable if not terribly interesting Religion system in Civ5 by nerfing passive spread and implementing the tedious theological combat). However, it's utterly lacking in any kind of historical flavor. I want to see less player control of religion, more conflict between state and religion, and the formation of religious diplomatic blocs; none of these things happens in Civ6 (the latter could happen occasionally in Civ5...if enough religions got eliminated). I want to see religion develop as something that emerges as something outside of a particular civ; civs can then choose to embrace it as state religion, tolerate it, or persecute it. Being a coreligionist should give a substantial diplomatic modifier. Having a state religion that is different from the majority of your citizens should have stability penalties (however that is handled in Civ7). This would be much more interesting, much more flavorful, and look a lot more like religion. tl;dr: Religion as it is currently implemented doesn't really look like religion.Any reason why? I think the Religion system, particularly in Civ 5, was very well done. Civ 6 improved it (although made the whole system bit too gamey for my taste, even if I enjoyed the aspect of Religious Victory).
As a game mechanic it can be fun (though Religious Victory ruined what was a serviceable if not terribly interesting Religion system in Civ5 by nerfing passive spread and implementing the tedious theological combat). However, it's utterly lacking in any kind of historical flavor. I want to see less player control of religion, more conflict between state and religion, and the formation of religious diplomatic blocs; none of these things happens in Civ6 (the latter could happen occasionally in Civ5...if enough religions got eliminated). I want to see religion develop as something that emerges as something outside of a particular civ; civs can then choose to embrace it as state religion, tolerate it, or persecute it. Being a coreligionist should give a substantial diplomatic modifier. Having a state religion that is different from the majority of your citizens should have stability penalties (however that is handled in Civ7). This would be much more interesting, much more flavorful, and look a lot more like religion. tl;dr: Religion as it is currently implemented doesn't really look like religion.
That's also a big problem. TBH I'd like to see religious units eliminated entirely or almost entirely.Ignoring the flavour or the historical accuracy accuracy, religious play in civ6 is just so much micromanagement... That kills it for me.
Ignoring the flavour or the historical accuracy accuracy, religious play in civ6 is just so much micromanagement... That kills it for me.
That's also a big problem. TBH I'd like to see religious units eliminated entirely or almost entirely.
I understand where you're coming from, but I think it also makes parts of the game...walled off?I actually disagree with this, from a game-design pov. there's a very strong reason why you have to design it like that: You need a "reward" for the player who focuses a lot on a certain aspect of the game. So for instance with religion, you pay an opportunity cost at building holy sites first instead of, say, campuses, but the reward is you might get to pick some of those juicy and extra strong beliefs. Imo. that's a good design principle, and one I have a hard time seeing them abandon. If anything, I think such a system should have applied to more parts of the game, for instance the era dedications, which would have made the era system a lot more interesting, i.e. only the first player to unlock a golden age gets to choose freely which dedication he will have. This is one thing I think Humankind did quite well.
When that's said, Civ6 fails on this design on multiple occasions because the AI will often have a locked order of selection and the options that are most interesting for the player will often sit unpicked by the AI even if you are last to the party. A notorious example of this is the work ethic belief, which is circumstantially overpowered (bordering on game-breaking) yet never picked by AI (at least not in a standard 8-civ game).
I understand where you're coming from, but I think it also makes parts of the game...walled off?
We already see a lot of comments about how certain Wonders are always taken by AIs, and those Wonders effectively don't exist for the player. If you make each aspect only winnable by one player, then those that haven't mastered that mechanic don't get a look in and are stuck with the leftovers. That doesn't really encourage player engagement. Unless I'm going for an RV or playing as basil II, I don't bother with a religion at all, in part because my investment has to go elsewhere first and so I don't get the bonuses that are benficial. That's not great game design.
You do get other benefits from an early religion like easier spread and unopposed conversions. I'm not sure why we need the beliefs to be unique to reward increased efforts to get religion. You could have lump sum of faith instead, or an increase in hammers or something.
I enjoy the religion-building game . . . the spreading part with the dueling priests, not so much. Your idea of taking much of the religion out of the player's hands sounds interesting, but there has been pushback to that from some of the fans in the past. I guess people who play God games like to have the control.As a game mechanic it can be fun (though Religious Victory ruined what was a serviceable if not terribly interesting Religion system in Civ5 by nerfing passive spread and implementing the tedious theological combat). However, it's utterly lacking in any kind of historical flavor. I want to see less player control of religion, more conflict between state and religion, and the formation of religious diplomatic blocs; none of these things happens in Civ6 (the latter could happen occasionally in Civ5...if enough religions got eliminated). I want to see religion develop as something that emerges as something outside of a particular civ; civs can then choose to embrace it as state religion, tolerate it, or persecute it. Being a coreligionist should give a substantial diplomatic modifier. Having a state religion that is different from the majority of your citizens should have stability penalties (however that is handled in Civ7). This would be much more interesting, much more flavorful, and look a lot more like religion. tl;dr: Religion as it is currently implemented doesn't really look like religion.
Just about every Civ has had the Late Game Tedium issue where the outcome is more or less decided but it’s now Next Turn Simulator for 4 hours.
I usually just call it so I can start a new game
Yes, every civ game has failed to solve the late game tedium issues which is why Shafer's solution is not to even try and just chuck the last half of the game. If players are going to quit anyway, might as well, end the game for real.
Nice interview. Seems like they all on the same page about what the issues are with Civ as most players are. I wonder if those three would be up for answering questions submitted by this forum?
Iv'e had a similar idea as Shafer - don't include late game on release. If the life of a version of civ is going to be 8 year there's plenty of time to put out a expansion instead.
If it doesn't go through the late ages it's a different game.
So... you could make a game from ancient to Medieval, maybe Printing Press or some landmark.
... what would the game that is "From Medieval to present day" be like? Would you change a lot about the formula, given that lands are all settled?
When you start breaking up and focusing on specific time periods, it starts to either sound like a scenario or a Paradox game.
.No, borders do not come just with empires - borders are often defined long before any empire rising.Oh, the UK knows what a straight line is. Just look at Africa.Spoiler reply on :I think the US is the exception to the rule rather than the rule, though. The benefit of planned building. Most, at least from what I've seen, are not completely arbitrary, but defined how historic realms were defined, usually by things like rivers, mountains and other geographic features that made it easier to defend, or at least recognise where the line was. Since the person designing the Earth evidently didn't have access to ruler, thsoe rarely conveniently fall in nice geometric shapes. I'm not sure the UK even knows what a straight-line even is.Yes, natural features often define borders, but just as often they don't. Borders come and go with the empires that make them; having them present from the start of the game feels like an exercise in absurdity to me.
The big issue with the late stages can be 2 cases a) what aieeegrunt points out: you have basically won already, and it'd be tedious to finish it b) the empires are so big that maximizing them to win would be too tedious.
Yeah, I think that you couldn't do it quite the way Paradox does it, for a game on Civ's timescale. You might, however, start with a bunch of geographically-defined regions, such as steppes or valleys or whatnotAs SupremacyKing2 pointed out, EL and HK have hexes, yes, but settlement is divided into regions--you can't just settle anywhere. To me it is very strange that the map is divided up into regions before there is anyone to decide why that should be the case. Granted, HK's anemic system of expansion also leaves a sour taste in my mouth.
Maybe people should get a pointer to the game "Old World", which basically only focuses on the ancient mediterranean.
Since Soren was the lead on that, he also implemented a few things which he discussed in the interview, mainly the event-driven diplomancy. The tech tree itself also got some nice features.
The big issue with the late stages can be 2 cases a) what aieeegrunt points out: you have basically won already, and it'd be tedious to finish it b) the empires are so big that maximizing them to win would be too tedious.
Having different scenarios/setups for later games might indeed be something to consider, but would probably make the whole thing also a lot more complicated for the players, might break the flow, and would be hard to balance.
I'm thinking of the Civ5 scenario generator though, which tries to implement something like this.
I'd love more dynamic regions, a middle ground between the "why those predetermined and fixed borders" and "hey, this place is nice, strange that it had no history at all until we decided to build a city there at turn 150."As SupremacyKing2 pointed out, EL and HK have hexes, yes, but settlement is divided into regions--you can't just settle anywhere. To me it is very strange that the map is divided up into regions before there is anyone to decide why that should be the case. Granted, HK's anemic system of expansion also leaves a sour taste in my mouth.
Maybe people should get a pointer to the game "Old World", which basically only focuses on the ancient mediterranean.
Since Soren was the lead on that, he also implemented a few things which he discussed in the interview, mainly the event-driven diplomancy. The tech tree itself also got some nice features.
The big issue with the late stages can be 2 cases a) what aieeegrunt points out: you have basically won already, and it'd be tedious to finish it b) the empires are so big that maximizing them to win would be too tedious.
Having different scenarios/setups for later games might indeed be something to consider, but would probably make the whole thing also a lot more complicated for the players, might break the flow, and would be hard to balance.
I'm thinking of the Civ5 scenario generator though, which tries to implement something like this.
I haven't been following Old World very much, but it struck me as a Paradox style game with a few Civ features
