Mod to Civ4, wish for Civ5, or Business Case for a Competitor to Firaxis?

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Part of my perspective in entering the brainstorming arena for “the ideal game” is as a long-time player of Civ from version 1 on up (skipping 3 for the simple reason I was too in love with 2 to give it up); Age of Empires; and Medieval Total War. With each game there was an experience I was looking for, which each game partially met, and in other areas partially disappointed. Over time Civ has been the one that disappointed the least and came the closest to the ideal in the most areas. Another part of my perspective is as an amateur historian: quite frankly I have an unnatural love of “living in the past”. All aspects of history, from “what if” scenarios, to digging into the details of how people lived in certain places and times, to political and military history, what battles were won, and how, and why, and what were the deciding factors. Part of the appeal of these strategy games to me is the ability, ever-so-imperfect, to fantasize to a certain extent that I am taking the place of an actual historical leader (which is also why my preferred way to play Civ is custom scenarios mimicking historical conditions).

This effort here is one of rounding up all the various aspects of what I wish were in “a” game, whether it be Civ, or a modified MTW, or a dramatically changed AoE, or just a completely new and different game. And maybe I would be the only player who would enjoy playing it, or maybe there are more people like me out there. But let’s see.

High Level Principles:
1. The game should immerse the player in the experience of leading a civilization, from its struggle in primitive challenges, up toward the ladder of power, prestige, and glory, across that civilization’s history. This game should not “feel mathematical”. It should not encourage the player to pull up spreadsheets for statistical analysis, to calculate production points, food yields, turn advantages, or other such minutiae. A KING never would have had such tools at his disposal. The art of leadership was always more approximate, and always with many more random and intangible factors involved. This isn’t to say numerical yields wouldn’t be reported in the game, but rulership should never be such an exact science as what Civ4 presently is. The game will need to feel less predictable, more gritty, less mathematical, less clinical, less abstract, and more real, than Civ4 is today.
2. To throw the player off the scent of extremely deep micromanagement, spreadsheet calculation, and obsessive coin-counting in his game play style, random events from the mild to the extremely significant, should play a much more prominent role in the game. The yield to a tile, for example, may be predicted by some steward as an estimate, but there may be a bumper crop in which it yields more, or some factors that make it yield less (ranging from lazy workers, to bandits, to bad weather conditions, etc.) Mitigation of factors that play on tile yields should be just as approximate as the estimates of yields. You know, for example, that deploying soldiers to a location will REDUCE the chances of bandits stealing from farms, but there’s no way, in advance, to calculate by how much. “25% less banditry” is too mathematical a representation. Simply tell the player this measure will …help.
3. Realism will NOT be a dirty word in this game. Ridiculous cartoony graphics will not be acceptable in the design phase. Any image of any thing represented in the game, should look like that thing. It should not look like a cartoon abstraction of it. When you see combat, you should SEE COMBAT, for crying out loud, not a laughably stupid pantomime of a knight pretending to joust a longbowman. And if you can’t present it realistically, it’s probably best not to represent it at all.
4. Empires in history were run by adults, and there is no excuse not to include a more adult experience in this game. When you plunder a city, there should be an option to fully experience what it was like to plunder a city in ancient times. When you hold court at your castle to enjoy being king, hopefully you needn’t watch a movie like “The Other Boleyn Girl” to understand what some of the perquisites of kingship could be. The game is giving the player an experience, an escape from the dullness and existential nausea of modern reality, and there is no excuse to do it in half-measures. And to interest the players on more levels than the loins, it will be useful to also include court intrigue, and the dangers and realities of internal court politics of ancient, medieval, and modern empires. “Montezuma” with his stack of knights should not be the ONLY worrying thing on the mind of a player, of this game.

Some details:

Economy: Civ4 is a fairly good foundation for the economy I would be looking for, with some tweaks. A city’s production should represent the city’s output, which can focus 100% on some major task, or more often, divide out into different economic outputs relevant to the resources worked nearby. If citizens are working a pig farm, the city’s output for that citizen unit will be… pigs. If citizens are mining, the city’s output for that other citizen unit will be… copper or iron or whatever mineral it is they’re mining. (And there’s no reason, ever, for citizens to mine “dirt”, so there should have to always be some mineral in a hill TO mine, in order for it to be mined!) Or besides working tiles, citizens can also expend their energy on working metals (to produce weapons); processing foods (to produce consumable food); art (to increase culture); inventions (to increase science); or mercantile efforts (to increase commerce). A leader should have the option of “micromanaging” a city to optimize these efforts, but the game I envision should also have an array of candidate City Governors to appoint whose management can be more or less trusted based on their resume of traits. Some might show a stronger inclination to math, making them more likely to optimize a commerce city. Some might show greater military interests, making them more likely to boost the city’s military output. And so on. This is an important layer of abstraction to add since it represents what rulers of empires actually did: they APPOINTED people to manage the day to day affairs of localities for them, to free them up for the bigger picture of leading the empire. Obviously those appointments needed to be watched from time to time, not only to ensure an appointee’s qualifications and acumen, but his loyalty!

Armies, quite simply, were never mined out of the hills. I don’t care what anybody says. The soldiers came from out of the homes of the citizens. Their weapons were first mined out of the hills, and then crafted by the city’s blacksmiths and expert armorers. Some cities specialized in the crafting of different weapons, often influenced by the resources available to said cities: Castillian steel allowed for a flourish of expert SWORDSMITHS. English yew trees allowed for expert bowyer shops (the source of the overpowered “longbow” unit in Civ4). It isn’t that bows couldn’t be made in Castille or swords couldn’t be made in England, but the core competencies of the various craftsmen made it more optimal to source different weapons from different places. And yes, weapons COULD be BOUGHT on the open market. At a premium, yes, but they could be bought. And can still be bought today. In fact, you don’t have to know how to make an M-4 in order to buy an M-4. But obviously if you CAN make one, you can save money. In brief, any economy should deeply consider the dimension of weapons trade. Cargo ships sailing for foreign shores were laden not only with wine or silks or butter, but sometimes with swords and suits of armour, or expertly-bred cavalry horses, or crafted bows and arrows. Kingdoms did this because there was GOOD MONEY in it. Chaching. Foreign trade routes proliferating weapons are an effect difficult to see in Civ. The value of trade routes would need to increase, but it would be even better for the game to present a trade screen showing merchant ships asking the king’s permission to sell their wares abroad, and showing what the tax revenue would be from such sales. The player could disallow selling weapons to kingdoms he fears, or allow such sales to (rich) kingdoms he wants to make money off of; or sell the weapons at a discount to kingdoms he wants to encourage to fight other kingdoms.

The staffing of armies should be a process of pulling from a city’s population for the men, and pulling from the weapons stockpile to equip them. To improve the army’s competence, there should be an optional training period. Great military instructors (a concept from Civ4’s BtS) could obviously improve the quality of such training, and possibly even partially shorten the time requirement. Further investments such as archery ranges, cavalry lists, etc., could add to the skill of specialized units, when trained.

Weapons quality should be a factor. High quality steel expertly made into high quality swords should give a combat bonus of some sort. Roughly cobbled swords cheaply made by low-rate smiths, should be used at a penalty. Cost versus value.

Logistics should matter. An army needs to be fed, and it needs to be paid, unless they are slaves or draftees, in which case they will be likely to flee at the first sign of danger on the battlefield. Without solid supply lines, you have no logistics. The army ceases to be fed, and ceases to be paid. Morale and health begin to suffer, and increasingly over time. Morale should also be affected by other factors such as victories or losses in battle. The charisma of their leaders. Whether they were allowed to keep some plunder last time they sacked a city (and whether some of that included women!) Combat effectiveness should include these morale and health scores as a modified value prior to any calculation of combat odds.

Scouting and espionage should matter *more*. Without scouting you’re not going to know the composition of enemy forces. Without espionage you’re not going to know what their morale and health are like. With highly effective espionage you will be able to know what their plans are, or may even be able to assassinate or bribe their leader. This should add to the espionage engine already begun in Civ4.

Military defeat should not always mean total annihilation of units. Many times in historic battles, an army was routed and defeated in spite of losing fewer than 10% of their troops. They can flee the battlefield in a panic, and often did in fact. MTW represents this fairly realistically, and this game I’m envisioning, would also.

As mentioned earlier, court intrigue and domestic politics should be a factor for players to deal with. It should not be assumed that “all is well at home”. In fact the domestic threats were often more dangerous than foreign ones, to real kingdoms of earth human history. There’s no reason to prevent the player from experiencing this dynamic.

Wonders in real life almost never had any “practical” value. The value they brought to the empire that built them was GLORY, a concept approximated in Civ by “culture”, although this is a pool of pride that also shares in that amassed by military victories, great riches, and scientific achievements. In fact it may be preferable to consolidate all victory conditions into a single victory: the GLORY victory, which can come as a combination of wonders, conquests, art, etc. (which need not be a perfect balance of all those sources—domination and conquest are military glory, but still glory!)

Most of the factors I haven’t mentioned above, as being shortcomings in Civ4, can borrow heavily from Civ4 as a template for overall game play, with some tweaks. Agricultural resources should be expandable (such as taking a few head of cattle to husband a new herd of them elsewhere), and mineral resources, while plenty in raw nature, should be depletable. Forests should be both growable and depletable, depending on how they’re harvested. And a greater variation of resources should be represented, for a richer tapestry of economic activity within cities. Also there should be an imperial pool of resource accumulation, especially of food. Slaves should act more like specialists (consume food, deliver hammers). Other than that, and what’s been mentioned earlier, Civ’s core economic engine is pretty good.
 
You're not alone in wanting a game like this... I agree with almost everything you say, although some of the concepts would be extremely difficult to implement properly for the modern era. But hey, that's not our problem. I notice you didn't mention the Europa Universalis series among the games you listed as inspirations. They definitely hold some good concepts. I think EU2 had a scoring system that made it possible to win by playing as a nearly worthless one-territory nation - if you managed to survive, that is.
 
I'm definitely going to have to check out EU. There's a EU3 out too, now that I google it. It may be that that game takes me 80% of the way there, and I'll be satisfied with it.
 
I like your idea of specialized weaponsmiths:king:
 
IMO EU3s biggest drawback is that it is only set in the real world between ca 1400-1800, thus giving it somewhat less replayability than Civ. Seeing as you like historic type games I'd recommend you to give it a try, as it certainly has many good concepts. But I guess you'll be busy with Empire TW for a time now..? ;)
 
IMO EU3s biggest drawback is that it is only set in the real world between ca 1400-1800, thus giving it somewhat less replayability than Civ. Seeing as you like historic type games I'd recommend you to give it a try, as it certainly has many good concepts. But I guess you'll be busy with Empire TW for a time now..? ;)

ETW has an even narrower time scope than EU3, but I'll still give it a look see. I didn't like M2TW or RTW because they completely screwed up the campaign map, which was PERFECT in the original MTW.
 
High Level Principles:
This game should not “feel mathematical”. It should not encourage the player to pull up spreadsheets for statistical analysis, to calculate production points, food yields, turn advantages, or other such minutiae. A KING never would have had such tools at his disposal. The art of leadership was always more approximate, and always with many more random and intangible factors involved. This isn’t to say numerical yields wouldn’t be reported in the game, but rulership should never be such an exact science as what Civ4 presently is. The game will need to feel less predictable, more gritty, less mathematical, less clinical, less abstract, and more real, than Civ4 is today.

Real life is mathematical, too. It just has alot more variables. So what you want is something that is not realistic, if you make it random. It seems that you view the world unscientifically, and you want to extend that into the gameplay as well. And I actually disagree with your points that kings and leaders didn't view life mathematically, because the good ones often did. There are more traits that make a good leader than just a strong use of mathematical knowledge, but it's one that sure helps!
 
Real life is mathematical, too. It just has alot more variables. So what you want is something that is not realistic, if you make it random. It seems that you view the world unscientifically, and you want to extend that into the gameplay as well. And I actually disagree with your points that kings and leaders didn't view life mathematically, because the good ones often did. There are more traits that make a good leader than just a strong use of mathematical knowledge, but it's one that sure helps!

Show me a 100% accurate computer model of the weather and the stock market and then tell me that all of real life is "mathematical".

Until then, feel pwned.
 
We can't because we don't know all of the variables. Taking the stock market, you would first need to know all of the variables, then all the possible permutations of the variables, and by the time you may even have assembled all the information, you would need a massive supercomputer to do it.
 
Show me a 100% accurate computer model of the weather and the stock market and then tell me that all of real life is "mathematical".

Until then, feel pwned.

I believe I very clearly said that real life has many more variables than civ. Just because we aren't aware or don't acknowledge every variable does not mean that it is not mathematical.

The stock market's primary volatility lies in human emotion and psychology. So while it is very mathematical, it is virtually impossible to ascertain without intruding on each person's thoughts. That doesn't mean that alot of people don't make alot of money every day using mathematics in the stock market - they do. But rather than real data they need to rely on statistics - a loose generalization of the real mathematics, due to the fact that analyzing every person's brain would be ridiculous not to mention unlawful, even if we did have a complete understanding of the human brain to accurately do so.

Weather is very mathematical, too, but our current understanding of it is very limited. Very small measurable changes can produce extremely different end results, so any small detail that is not accurately reflected leaves the answer completely off. Again, human mathematical or analytical error does not constitute the loss of a mathematical basis.

Just because you are not a mathematical person does not mean you can ignore reality.
 
We can't because we don't know all of the variables. Taking the stock market, you would first need to know all of the variables, then all the possible permutations of the variables, and by the time you may even have assembled all the information, you would need a massive supercomputer to do it.

So how did a king in ancient times know all the variables?
 
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