Finite Monkey
Warlord
- Joined
- Nov 15, 2005
- Messages
- 186
I'm reading this book right now and its interesting so far (A side note, why no Vikings in CIV4?). What really got me thinking after reading the first half of the book though is how much weather (and human abuse of the world) really impacted civilization throughout history. I also remember reading the designers notes in the back of the book about the intial thoughts to implement a Dark Age as opposed to a Golden Age which they ultimately settled on for gameplay enjoyment.
So the developers thought of Penalties (dark ages) first, then went with Bonuses (Golden Ages). Why not apply both to a Civ game in weather patterns? Not things like a hurricane (Like Civ 3?) or tornado, but large scale warming or cooling. Yes you have the option on playing on Deserts or Ice Age, but I enjoy some randomness in my city placement (I love finding iron right next to the capitol). Here is my suggestion:
Tiles can change between fertility and warmth. Much like how Global Warming worked in past games. However instead of just going drier and warmer things can also grow colder and wetter.
1. These changes should be on a long term but not necessarily permenant basis.
2. The changes should be regional. The game clearly already makes regions to some extent (Deserts, Jungles, Plains etc) so hopefully it would not be to much to have the weather patterns effect a region.
3. The changes are never guarnteed to happen, should happen infrequently (Maybe 2-3 times per game) and the chances of severe drought or increased rainfall should be small enough that they rarely entirely ruin a city but enough to make it significantly better or worse. So 2-3 tiles in a particular region may be enough.
4. The tiles changed each shift in weather should be different so you can not plan for the grassland to go back to a plain etc.
5. The kicker (Props to Dr. Diamond) is not just weather realted but player related. To really mess with the Civ 4 chop rush, if you chop down a significant portion of your trees that area is more likely to suffer weather changes and those weather changes are more extreme.
I'd be happy to discuss other points from the book, and I know there are fans of Guns Germs and Steel in this forum.
CONTINUED
So the developers thought of Penalties (dark ages) first, then went with Bonuses (Golden Ages). Why not apply both to a Civ game in weather patterns? Not things like a hurricane (Like Civ 3?) or tornado, but large scale warming or cooling. Yes you have the option on playing on Deserts or Ice Age, but I enjoy some randomness in my city placement (I love finding iron right next to the capitol). Here is my suggestion:
Tiles can change between fertility and warmth. Much like how Global Warming worked in past games. However instead of just going drier and warmer things can also grow colder and wetter.
1. These changes should be on a long term but not necessarily permenant basis.
2. The changes should be regional. The game clearly already makes regions to some extent (Deserts, Jungles, Plains etc) so hopefully it would not be to much to have the weather patterns effect a region.
3. The changes are never guarnteed to happen, should happen infrequently (Maybe 2-3 times per game) and the chances of severe drought or increased rainfall should be small enough that they rarely entirely ruin a city but enough to make it significantly better or worse. So 2-3 tiles in a particular region may be enough.
4. The tiles changed each shift in weather should be different so you can not plan for the grassland to go back to a plain etc.
5. The kicker (Props to Dr. Diamond) is not just weather realted but player related. To really mess with the Civ 4 chop rush, if you chop down a significant portion of your trees that area is more likely to suffer weather changes and those weather changes are more extreme.
I'd be happy to discuss other points from the book, and I know there are fans of Guns Germs and Steel in this forum.
CONTINUED