kokoloko2k3
Chieftain
- Joined
- May 20, 2004
- Messages
- 3
I can think of many aspects where the civ series in general is very unrealistic, at least on the domestic side of things. I have a couple of ideas on how to improve this realism, but I am still struggling with how to implement some of them (they involve representing EVERY citizen, not just displaying 1 face to represent several thousand ppl, etc, so computer speed and user desire to micro-manage are some major limitations). However, I was just walking back from McDonalds and I thought of a way to revamp the science aspect of Civilization.
In real life, the gov. doesn't decree "Ok, all scientists have to research sanitation now, because that's what we want to improve next!" Rather, the government provides economic incentives, through grants, to research various technologies that will improve its stance militarily, socially, etc. My idea is to have, somewhere in the early-middle of the tech tree, the "Privatized Research" advance. This advance would release government control of scientific research, but would allow the player to put "grant money" out on specific technological advances he wanted to encourage his scientific community to pursue. All of the currently researchable technologies would be displayed in the science advisor window, and the player would move a slider to designate how large the incentive grant is for that technology. Each town would have a certain number of scientists, based on which city improvements the town contained: (ie:New York has no University and no Library? New York has no scientists and, therefore, produces no research.) One notable effect of this is that the monetary incentives effectively only guide research, not drive it so, the player could (assuming he had some scientists) put no grant incentives down and still have research conducted, however, it would be slow due to the fact that scientists are all researching different things. Another scenario: Tech1 takes twice the research time of Tech2. The player assigns 66 gold as an incentive to research Tech1 and 33 gold as an incentive to research Tech2. These technologies would finish at the exact same time!
The "privatized/regulated" status of research would be in full control of the player (similar to "Mobilization" in civ3) and the basic idea would be a tradeoff between cost and control. Tell me what y'all think about this!
In real life, the gov. doesn't decree "Ok, all scientists have to research sanitation now, because that's what we want to improve next!" Rather, the government provides economic incentives, through grants, to research various technologies that will improve its stance militarily, socially, etc. My idea is to have, somewhere in the early-middle of the tech tree, the "Privatized Research" advance. This advance would release government control of scientific research, but would allow the player to put "grant money" out on specific technological advances he wanted to encourage his scientific community to pursue. All of the currently researchable technologies would be displayed in the science advisor window, and the player would move a slider to designate how large the incentive grant is for that technology. Each town would have a certain number of scientists, based on which city improvements the town contained: (ie:New York has no University and no Library? New York has no scientists and, therefore, produces no research.) One notable effect of this is that the monetary incentives effectively only guide research, not drive it so, the player could (assuming he had some scientists) put no grant incentives down and still have research conducted, however, it would be slow due to the fact that scientists are all researching different things. Another scenario: Tech1 takes twice the research time of Tech2. The player assigns 66 gold as an incentive to research Tech1 and 33 gold as an incentive to research Tech2. These technologies would finish at the exact same time!
The "privatized/regulated" status of research would be in full control of the player (similar to "Mobilization" in civ3) and the basic idea would be a tradeoff between cost and control. Tell me what y'all think about this!