I think Civ 4 should move away from the war-game mentality that is prevalent in Civ 3. Civ 3 is basically a war-game because the main ways to win revolve around expanding your resources (people and cities) in order to produce more soldiers to further expand your resources (by capturing people and cities) in order to produce more soldiers to continue the cycle this method will enable either a military victory, a conquest victory, a cultural victory, a space race victory and (with a little tact) a diplomatic victory. The scoring system also rewards this style of play because most of the histograph points are earned primarily for population size and geographic area. The game also becomes easier by the industrial ages because the player has already conquered the lands of a couple of empires which makes it easier to grab even more land.
I think Firaxis introduced corruption and waste to discourage players from constant expansion however this mechanism doesnt work very well because it is irritating, unrealistic, and uninteresting. There are other ways to encourage players to try different methods to constant expansionism. Firstly, changing the scoring system so that only 25%-33% of the histograph points are awarded for population size, empire size, and army size and the other 66%-75% are awarded for other things such as trade links, economic power, international reputation, domestic happiness, development of infrastructure, technological discoveries, world map exploration, the skills and affluence of the population, the penetration of a civs culture into other civs cultures, number of wonders built etc etc.
In a previous post I suggested great city points to encourage players to develop super cities but there are many other ways points could be awarded for developing a civilisation. One suggestion would be at the start of an era players could be given objectives to achieve by a certain date.
For example during the ancient era all civs could be given the following objectives to achieve by 200 AD:
1) Build 12 temples. (100pts)
2) Build 8 coliseums. (100pts)
3) Discover & locate 4 other civs (200pts)
4) Build 8 aqueducts. (100pts)
5) Build 12 marketplaces. (100pts)
6) Build 12 harbours. (100pts)
7) Build 2 Great Wonders. (300 pts)
8) 6 techs discovered by your civ first. (300 pts)
9) Establish trade links with another civ. (200 pts)
10) No unhappy citizens. (300 pts)
Points calculated on 200 AD. Scoring is calculated as points multiplied by number of objectives achieved for a potential total of 18,000 points
Therefore, the player is given a short term aim in addition to the long term aim of winning the game and by constantly throwing in more objectives as the game progresses this should add to the challenge and appeal of the game. Notice that none of the objectives involve conquest this is because the conventional scoring rewards conquest the objectives are meant to be a bonus that is available in addition to the conventional histograph scoring mechanism.
Hope that I have made this post clear; I was kind of in a rush when I typed this any thoughts and opinions (in favour or otherwise) about this idea are welcome.
I think Firaxis introduced corruption and waste to discourage players from constant expansion however this mechanism doesnt work very well because it is irritating, unrealistic, and uninteresting. There are other ways to encourage players to try different methods to constant expansionism. Firstly, changing the scoring system so that only 25%-33% of the histograph points are awarded for population size, empire size, and army size and the other 66%-75% are awarded for other things such as trade links, economic power, international reputation, domestic happiness, development of infrastructure, technological discoveries, world map exploration, the skills and affluence of the population, the penetration of a civs culture into other civs cultures, number of wonders built etc etc.
In a previous post I suggested great city points to encourage players to develop super cities but there are many other ways points could be awarded for developing a civilisation. One suggestion would be at the start of an era players could be given objectives to achieve by a certain date.
For example during the ancient era all civs could be given the following objectives to achieve by 200 AD:
1) Build 12 temples. (100pts)
2) Build 8 coliseums. (100pts)
3) Discover & locate 4 other civs (200pts)
4) Build 8 aqueducts. (100pts)
5) Build 12 marketplaces. (100pts)
6) Build 12 harbours. (100pts)
7) Build 2 Great Wonders. (300 pts)
8) 6 techs discovered by your civ first. (300 pts)
9) Establish trade links with another civ. (200 pts)
10) No unhappy citizens. (300 pts)
Points calculated on 200 AD. Scoring is calculated as points multiplied by number of objectives achieved for a potential total of 18,000 points
Therefore, the player is given a short term aim in addition to the long term aim of winning the game and by constantly throwing in more objectives as the game progresses this should add to the challenge and appeal of the game. Notice that none of the objectives involve conquest this is because the conventional scoring rewards conquest the objectives are meant to be a bonus that is available in addition to the conventional histograph scoring mechanism.
Hope that I have made this post clear; I was kind of in a rush when I typed this any thoughts and opinions (in favour or otherwise) about this idea are welcome.