LESS IS MORE: scrap the modern age!

u really think that those that are designing the game come here and really go out of thier way to implement these ideas ...that is pure fantasy- ideas are a dime a dozen- its what u do with ideas that is important- and i am sure that the creators of this game have more ideas than they know what to do with- i think at times - ol fans can get a bit unrealistic as to their impact.....
 
naziassbandit said:
Still not realistic.

Why only in the industrial ages? In the roman empire, for example, The city of rome was so huge ( over million inhabitants, more that in the whole of italy, during that time of course) that it could not feed it self, and most of the grain was supplied form africa.

Not only Rome. In the 400s BC, Imperial Athens was supplied through the Hellespont and the Bosporus with Ukrainian grain, making it last 27 years against Sparta in the Peloponnesian War.
troytheface said:
u really think that those that are designing the game come here and really go out of thier way to implement these ideas ...that is pure fantasy- ideas are a dime a dozen- its what u do with ideas that is important- and i am sure that the creators of this game have more ideas than they know what to do with- i think at times - ol fans can get a bit unrealistic as to their impact.....

Even though ideas come up fairly frequently, destroying our self-esteem isn't cool, either. I'd rather be deluded into thinking that I'm important than be shown that I'm not.
 
Aside from the joy of discussing a game I like...

I think part of the challenge is not so much ideas but constructive criticisms of Civilization 3. A constructive criticism isn't something like "there's no robots! we want robots!" No, a constructive criticism is more like "the last half of the game is often a bore and we need new game play options by then".

Then they can look at ideas -- theirs, ours, ones that haven't been thought of yet -- in context.

(And they do read these forums, although it's probably more casual than anything. At any rate, you can see them, if you know how to look.)
 
People said I’d better suggest some ideas to improve the game instead of suggesting to scrap part of it, so here are some… :cute:

One of the problems I mentioned in my post that started this thread was that all production was derived from the land, the raw resources. And that this system, the further in time you go, makes less sense as most added value comes from factories, banks and research labs, to say it in civ terms, and no longer from raw materials.

The solution to this is in my opinion relatively simply, ties in well with elements already present in previous civ incarnations, and has been mentioned by many other people in several varieties in the past.

Civ3 has two elements that affect production. First: shields, which mainly represent raw materials which are then in cities converted to finished goods (units, buildings…). Second: strategic resources which are a precondition for building certain stuff. But those resources are also raw materials, so you’re still stuck in the basic paradigm that raw resources are all you need to be a great power.

My suggestion would be to scrap the concept of shields, and instead:
a) expand and quantify the concept of resources,
b) add “labour” as a new requirement for producing stuff.

Quantifying resources has been suggested a lot before. Instead of controlling one of a resource being sufficient to provide your entire civilization with that material, you’d for example need two iron to train a swordsman (besides also a amount of labour), ten iron to build a factory, or two coal as a fuel to maintain your factory. Similarly, a luxury resource would only make a fixed number of people happy.

A tile of iron could provide several iron per year, eg something between one and five, a number that could be improved by tile improvements and researching technologies. If you produce more iron than you need yourself, you could stock it to a degree or trade to other civs.

Besides resources, which are still tile-based, the second requirement for production would be “labour”. That would be mainly derived from people. Farmers, those who work the tiles in your city radius, could provide a small amount of labour. However to become a really big producer, you’d need to appoint “labourer” specialists in your city, just like we already have scientists or entertainers. Those urban citizens would provide lots more labour than the rural tile-workers.

To make such a production system possible, tiles would have to provide more food, so you can support a, as the game progresses, bigger and bigger urban population that doesn’t produce food. Also specialists should also be able to be unhappy-content-happy, unlike previous civ games where they were taken out of happiness calculation.

The basic labour production of your citizens could be increased by technology and city improvements. For example a guild in the middle ages or a factory in the industrial age. There could still be stuff on the land that would provide a labour bonus, eg a forest, a horse or cow special tile.. But the reason those would provide labour and speed up production would be because they help the people build things - wood as a fuel, or a horse to transport materials - not because they would be raw materials. So the main focus would be: people => labour. And not eg hills with mines producing shields or labour. :hmmm:.

With such a system you could simulate a Japan which has lots of citizens and factories, but no raw materials. They can still import them and be successful. This isn’t possible with the shield production system.

***

Another issue I touched was that Civilization can’t recreate trader countries such as Portugal, the Netherlands or Venice. Here I’ve also got some ideas, but unlike the idea regarding labour above, this idea has little already existing roots in Civ3, so the possibility it could ever become reality is rather slim…

In any case, just like in Civ3 inter-civ trade would happen in the diplomacy menu by selling or buying resources. The problem in Civ3 is that you only need to know each other and have a connection by road or harbour with each other to make trade possible, even if the trade partners live on the opposite sides of the world. This makes it impossible to represent in-between traders such as those mentioned above.

The solution could be to have trade routes actually running over the map, also an old often suggested idea. The AI could auto-calculate what’s the shortest/fastest (or cheapest – see below) trade route from one capital to another. Roads, rivers, available technology would play a role to determine the best route, and of course often sea routes would be preferred, in most of history the easiest way of transporting stuff.

To make sure there’s an incentive to create a better road, harbour network etc, there should be a cost in gold to make an interciv trade possible. The longer the trade route between the two civs is, the more expensive it is to maintain. This encourages to trade with neighbouring civs instead of civs on the other side of the world, and encourages improving your infrastructure.

Another thing that could affect the cost of a trade route is how often it passes through cities, colonies or trade posts (a new tile improvement?). If the imaginary trade caravan or ship can’t resupply at one of these every x tiles, the cost of the trade routes increases. So for example Portugal knowing a sea route to China isn’t enough. To trade cheaply they would have to build a series of trade posts and supply points along the way where the trade route could pass through. Once the investment made, the Portugese could then trade the Chinese resources at a cheaper price to other European civs than if those tried to trade with China itself or with the muslims who have a land trade route with China.

A benefit for a civilization to let a trade route its no part of pass through its territory could be that each trade route provides a bit of gold to every city it passes through. That way those civs would too have an incentive to improve their infrastructure network and attract trade. This way for example cities on the Silk Route could be recreated. Or of course civs could embargo trade from certain civs and prevent some routes running over their territory.

Trade routes that run over the map open the possibility for pirates and raiders that could leech some gold off the trade route. This would in turn increase the use of navies to protect against piracy, and thereby solve the frequent complaint that navies don’t serve the important role they played in history.

In any case, I think having a trade system a little more expanded than “connect your capitals by road or harbour and you’ve got instant trade” would add a whole new dimension to the game, and solve many of the current problems.
 
building on your idea we could make workers (laborers) cheaper and have their tile improvements consume them. Therefore, after building the farm, the guy has to stick around and farm it, for the food to be sent back to the city. resources would be gotten thru a mine like system. if there's gold you need people to mine it. assign more miners, get more gold, until there's no more gold, at which time you have a lot of workers looking for a job. the gold could be used in the place of shields or labor in the cities. you don't need to have enough to "hurry production" all at once, but it can be contributed to the factory or university or whatever. once these factories or universities where built some of your people would work in them filling out thier assigned roles. of course this may be classified as bean counting so if the idea is discarded i will not be suprised. I merely feel that the shield system should be scrapped and some sort of economy that can be influenced, but not controlled by the state should be introduced.
 
I haven't read the entire thread, but I must just make this one point:

How could you call the game "Civilization" if there was no modern era?

Even the box-art of CIV4 shows the world lit up brightly at night implying a 'modern' feel to the game:


source: http://mrexonline.com/site/viewforum.php?f=5

From what has been described, a game without the modern era would realistically just be Age of Empires less the industrial weaponry. So basically, removing the modern era just makes it another AoE game.

The game needs to be improved by far the most in the modern era, where it's unrealistic compared to the ancient era. Improve the units and provide some valid points for reaching the modern age other than to win via a space-race victory :)
 
StavrosMelb, I think the topic of the thread is facetious. By threatening to scrap the modern age, the hope is to have a frank discussion about how to improve the modern age. I don't think anyone really wants to cut the modern age.

As such, I agree with you. There needs to be more than the space race to give the modern age a valuable twist, late in the game when domination is already so close for someone.
 
dh_epic said:
StavrosMelb, I think the topic of the thread is facetious. By threatening to scrap the modern age, the hope is to have a frank discussion about how to improve the modern age. I don't think anyone really wants to cut the modern age.
Just keeping you all on your toes, that's all ;)

Anyway out of curiousity, how many of you actually get to the modern age in a typical game? Most games I do reach this era, mostly because I like large maps with 10 civs or so.

The worst thing about getting this late into the game is the amount of time it takes inter-turn while the AI moves, there's another thing that really needs to be improved on.
 
[QUOTEStavrosMelb]The worst thing about getting this late into the game is the amount of time it takes inter-turn while the AI moves, there's another thing that really needs to be improved on.[/QUOTE]

I know GalCivs had something called multi-threading, where the computer would think during your turn. However I do not know much or the feasibility for Civ. Can one of the more programming savy here help me out?
 
If they're building it from the ground up, anything's possible. Who knows how they're approaching the AI? But I wouldn't hold your breath for a deep blue that doesn't cheat.

But yes, that would be a key ingredient to improving the modern age. I hit the modern age half the time, but when I do so, winning is already a foregone conclusion, not to mention that it takes forever to seal the deal with those turns being so long.
 
I believe they should alter it or shorten it, and add the computer age or have the discovery of computers start a golden age for every civ that develops that tech. Very similar to the 1990's, with the advent of computers there was a massive jump in productivity, commerce and in industry overall because computer automation is far superior to man power. Even though it may lack originality, creativity, or imagination.
 
Somebody probably said this. Anyway, the main argument here is that there are too few things to do in the Modern Age. By that time you have etheir conquered or been conquered. But how about starting the game in the modern age. You could start with a few cities, ancient techs researched and stuff like that. And i have no doubt modders will fing a way around the economy=pop thing.
 
I think that you should start out on a standard sized map, with only your starting position.... zoomed in...[ maybe some barbarian nations ] then once you reach another tech, or a certain point in time, the map gets bigger, and if you have conquered the small map, and all the other barbarian civs, you take control of that area and a bigger map popps up, with more land, and u can start to see more civs... and this keeps going until the beginning of the modern age when the whole map is reaveled... and good for u to explore...

Just a thought... maybe someone could alter it a little..
 
I dont like the idea of scraping the Modern age. I realy dont want to be playing another AoK game :S.
 
I've said it elsewhere, but I think the Modern age's problem is that it's too generic, even in civ terms. The upgrade paths (Infantry > Mech Infantry, Tank > Modern Armor, Fighter > Jet Fighter) though following the general form of technological progress, are enormous leaps.

The game mechanic essentially fails to take into account that technology's progress increases exponentially in the Modern age - we have, over the past 100 years, advanced more than the rest of all human history combined.

The jumps, especially in units, don't really reflect that terribly well. Getting Tanks out of the blue and then suddenly going to Modern Armor is the same as going from a force composed entirely of Warriors to Horsemen, and then to Cavalry, with no intermediaries.

Where are the first, ugly, slow tanks? Where are the first main battle tanks?

Similarly, how is your first plane out of the box a sleek, monocoque prop-fighter or four-engine bomber? And how do you go from that to a modern Mig-29, yet not get a jet-bomber?

The Modern age is just very poorly done in terms of units relative to the pace of technology. I think the tech tree isn't quite right either. Instead of a few expensive techs, it should've been broken up into even more techs than Industrial, with lower costs, to represent the explosion in different scientific fields. This would enable an environment where new discoveries are being made all the time, different countries (civs) persue different paths, and military forces are in a constant state of evolution, rather than the current plodding through techs and tank-rush syndrome seen in Civ3.

Shortly: the game slows down in the Modern age when it should speed up, mainly because unit and tech advances are not handled properly at all relative to the increase in knowledge the period represents.
 
My solushon is:
Make Corporatons that are privat and that do as thay like. => make money
They are the Barberians of the Modern AGE.
 
You just revived a thread over three years old. Congratulations on making a magnificent and frankly rather bizarre :bump: on your second post.

Methinks that BtS has done quite well with making the modern era better, tho I have to say I've always shined in modern times/the lategame in all Civ-style games be it Civ III, Civ IV, or SMAC.
 
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