dh_epic
Cold War Veteran
Artificial Intelligence
I think AI is absolutely vital. And I think most additions should be pared down to something that you don't have to fiddle with every turn of the game, not just for the AI's benefit but for the player's benefit. But the very existance of a feature should never hinge on "oh no, the AI will have to work harder". Because if that's the case, you'd never add a feature to the game. The AI question is not if a feature should be added, but how a feature should be added.
Decide if the feature adds something to the game first. Then design the feature to be managable for both the player AND AI. After all that, if the feature still looks like a good one, compare it to other features to decide if it's worth adding to the game.
Most of the time something that requires constant oversight is a pain to the player before you even ask about AI. There's seldom much need to give AI veto power over bad features -- they'll appear much sooner.
Too Much Like Another Game, Not Enough Like Civ
I'm not one to criticize a feature for it being "uncivlike". What's Civ-like except for a feature that goes into Civ? I'm surprised people aren't still crapping their pants because they added a new worker unit, and cut out road and irrigation abilities for settlers. I'm surprised peoples' veins aren't bursting over adding the "overused" resource concept to Civ 3. But the game moves on.
Why It's Wrong to Stop at Government
Sure there will always be governments. And yeah, if they didn't add anything else, governments might be the only way to provide the player with choices about their gameplay experience. You're right. But it doesn't mean that governments are the best or only way to improve the game.
Giving the player interesting choices about their overall social structure could be improved in three ways, to my knowledge:
Mini-branches in the tech tree...
Issues every 20 turns... (Ordinances, Edicts, Dilemmas, Crises, whatever.)
Or social engineering. (SMAC-Style Sliders, and so on.)
These are different from Governments. Governments give the user but one single degree of freedom to define and customize their Civilization. Not to mention that most of the governments go unused, anyway. I admire your tenacity in giving bonuses to some of the secondary governments so they actually get used, and it's certainly not a bad idea, but where's the freedom?
Social Engineering
Look at Social Engineering. Multiple sliders give you multiple degrees of freedom. Even two degrees would be a huge bonus. Say, political and economic choices instead of this lump "government" concept. A few more degrees would give players the ability to be creative with their Nation's Civic Life.
And ultimately, you wouldn't be playing with them every turn. It would be a lot like your tax rate, except that instead of trading off between the tech tree and treasury, you might be trading off between happiness and waste, or between militarism and diplomacy. You're ultimately taking a bonus in one area at the expense of another.
National Issues
The great thing about issues (ordinances, edicts, whatever -- not that I'm going to swear up and down and live and die by their implementation in Civ 4), is they're grounded in some kind of reality. Not that it's bad to be abstract, but it's fun to have asthetics incorporated into the game. Technologies are all the same -- you could abstract all technology into a systematic nomenclature like "Social Technology #12" and build "Happiness Upgrade Level 2", but it's probably a bit more fun to have Monotheism and Cathedrals.
That's rule #1 of game design: You add the feature for what it does. You give it context after.
Taking a look at issues. An issue could simply be "You have been granted a permanant bonus. Choose one: military, economic, happiness". But it's probably more fun to frame it in the context of "farmers are uprising" or "priests demand justice" or "you discovered a recreational drug". Give the player a tradeoff.
(For a 500 turn game of Civ, with an issue every 25 turns, you deal with 20 issues. Each issue takes a minute. That's 20 minutes of gameplay added. Really not much when you compare it to something like workers, and the gameplay effort for the gameplay payoff. National Issues still wouldn't cause as many problems as workers for player micromanagement and AI.)
Ultimately issues are still tradeoffs between bonuses. And they beat government because you can push gradually in one direction (picking money friendly bonuses for a while), but not going all the way (picking war-like bonuses at a few opportune times). This is much more fun and free than being forced into a binary decision between "the war government" or "the money government".
I think AI is absolutely vital. And I think most additions should be pared down to something that you don't have to fiddle with every turn of the game, not just for the AI's benefit but for the player's benefit. But the very existance of a feature should never hinge on "oh no, the AI will have to work harder". Because if that's the case, you'd never add a feature to the game. The AI question is not if a feature should be added, but how a feature should be added.
Decide if the feature adds something to the game first. Then design the feature to be managable for both the player AND AI. After all that, if the feature still looks like a good one, compare it to other features to decide if it's worth adding to the game.
Most of the time something that requires constant oversight is a pain to the player before you even ask about AI. There's seldom much need to give AI veto power over bad features -- they'll appear much sooner.
Too Much Like Another Game, Not Enough Like Civ
I'm not one to criticize a feature for it being "uncivlike". What's Civ-like except for a feature that goes into Civ? I'm surprised people aren't still crapping their pants because they added a new worker unit, and cut out road and irrigation abilities for settlers. I'm surprised peoples' veins aren't bursting over adding the "overused" resource concept to Civ 3. But the game moves on.
Why It's Wrong to Stop at Government
Sure there will always be governments. And yeah, if they didn't add anything else, governments might be the only way to provide the player with choices about their gameplay experience. You're right. But it doesn't mean that governments are the best or only way to improve the game.
Giving the player interesting choices about their overall social structure could be improved in three ways, to my knowledge:
Mini-branches in the tech tree...
Issues every 20 turns... (Ordinances, Edicts, Dilemmas, Crises, whatever.)
Or social engineering. (SMAC-Style Sliders, and so on.)
These are different from Governments. Governments give the user but one single degree of freedom to define and customize their Civilization. Not to mention that most of the governments go unused, anyway. I admire your tenacity in giving bonuses to some of the secondary governments so they actually get used, and it's certainly not a bad idea, but where's the freedom?
Social Engineering
Look at Social Engineering. Multiple sliders give you multiple degrees of freedom. Even two degrees would be a huge bonus. Say, political and economic choices instead of this lump "government" concept. A few more degrees would give players the ability to be creative with their Nation's Civic Life.
And ultimately, you wouldn't be playing with them every turn. It would be a lot like your tax rate, except that instead of trading off between the tech tree and treasury, you might be trading off between happiness and waste, or between militarism and diplomacy. You're ultimately taking a bonus in one area at the expense of another.
National Issues
The great thing about issues (ordinances, edicts, whatever -- not that I'm going to swear up and down and live and die by their implementation in Civ 4), is they're grounded in some kind of reality. Not that it's bad to be abstract, but it's fun to have asthetics incorporated into the game. Technologies are all the same -- you could abstract all technology into a systematic nomenclature like "Social Technology #12" and build "Happiness Upgrade Level 2", but it's probably a bit more fun to have Monotheism and Cathedrals.
That's rule #1 of game design: You add the feature for what it does. You give it context after.
Taking a look at issues. An issue could simply be "You have been granted a permanant bonus. Choose one: military, economic, happiness". But it's probably more fun to frame it in the context of "farmers are uprising" or "priests demand justice" or "you discovered a recreational drug". Give the player a tradeoff.
(For a 500 turn game of Civ, with an issue every 25 turns, you deal with 20 issues. Each issue takes a minute. That's 20 minutes of gameplay added. Really not much when you compare it to something like workers, and the gameplay effort for the gameplay payoff. National Issues still wouldn't cause as many problems as workers for player micromanagement and AI.)
Ultimately issues are still tradeoffs between bonuses. And they beat government because you can push gradually in one direction (picking money friendly bonuses for a while), but not going all the way (picking war-like bonuses at a few opportune times). This is much more fun and free than being forced into a binary decision between "the war government" or "the money government".