Levgre's Civilization "X" thread

added COMPONENTS of UNIT PRODUCTION, CITY EXCHANGE of COMPONENTS, RESERVES vs. STANDING ARMY, and UNIT TRAINING, in post 7.
 
I like what I see here. Looks complicated in writing of course, but would probably be much easier to grasp if presented as a game. I can't help but think that if somehow melded with my economic idea (or a variant of it) this would make a great game. One thing about the sliders though, make sure the effect of them is significant enough, or a player might not bother too much about it. (More significant than in Europa Universalis for instance. I guess you have played that.) Only part I think sounds a bit too complicated is that under "some info on later economics" - trust in different currencies and such might be too economical for most players.
By the way, it's remarkable how your idea for reserves and mobilization is almost exactly similar to what I had envisioned for my economic model.
 
I like what I see here. Looks complicated in writing of course, but would probably be much easier to grasp if presented as a game.

I tried to put emphasis on sliders, trends, visualizations, etc., so relatively complex concepts could be manipulated easily. I think most of the stuff would be pretty easy to grasp, or ignore instead (I ignored many of the windows in Civ4 for a long time, I think it is best if that is possible here also). Although they could be powerful if you leveraged them through mastery, so none are insignificant.

I can't help but think that if somehow melded with my economic idea (or a variant of it) this would make a great game.

I read your economic model halfway through writing my posts, although not comprehensively, like the calculations. While I didn't go into specifics much for my economic aspects(nor am I able to without further research), it seems we have the same aims with the economy so yours would replace the scant amount of stuff I've put down so far. I may have been influenced by your reserves/standing army part (and then forgot), although I was more thinking of the US reserves when i did it :p. How do you let peaceful nations defend militarily, yet not have to mirror the aggressiveness/warlike nature of other nations? Then the aspect of reserves is much more important in the earlier ages, I believe, because military relied a lot more on manpower, and I don't think we want catapults to be the main solution to large stacks, again.

"One thing about the sliders though, make sure the effect of them is significant enough, or a player might not bother too much about it. (More significant than in Europa Universalis for instance. I guess you have played that.)"

I agree, they need to have a significant effect. My opinion is that they should be designed to be able to be create game-changing strategies. On the other hand, being able to close your culture to other civs would make so you could run a country more or less unfettered, by many of the sliders, to play a play style closer to civ4. It is like the evolution from civ3 to civ4 o being able to run a specialist economy. You 'can', but you don't need to. I haven't played Europa Universalis, games I have played that may have influenced the sliders are Hearts of Iron, and Sims (Sims uses sliders a lot, although for personality traits and metrics of sims, of course).

"Only part I think sounds a bit too complicated is that under "some info on later economics" - trust in different currencies and such might be too economical for most players."

Well, I think it would be okay if it was simple enough, and furthermore, not have too 'drastic' an effect on the game. While real life currencies very greatly, the currencies could be designed only differ by a factor of 1:1.5 or 1:2, as a max, so normally in the range of 1.1-1.4. I'm thinking sort of on the level of inflation in civ4, it makes a difference, yes, but you won't especially notice it.



i know there are a variety of people here who are interested in a new civ-type game, and have different interests and knowledge to contribute... perhaps something will end up coming out of it.
 
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