EpicWestern
Warlord
- Joined
- May 6, 2015
- Messages
- 260
Here are a couple ideas for adding randomization methods to civ7:
Semi-Randomizing:
I find that a lot of decisions in civ7 (or any 4x game for that matter) I'm torn between doing the best thing, which I've likely done before, or doing something else which seems not at good but at least its a change of pace and is somewhat interesting. That decision is mildly unpleasant to me. Yes, I err toward variation but it just irks me a little when I'm also trying to build a beast of an empire and I don't want to weaken it any way. I enjoy both perfecting my build and the variation inherent in the game, but those things are in conflict with one another. So we can completely randomize that choice, but then we're robbing ourselves of a potential strategic decision point. So I'm proposing the game implement randomization options where we *sometimes* have a decision chosen for us. Take mementos for example: I don't really want to have to choose between all the mementos with a lot unlocked, if I did have to choose I would probably just always pick the best ones, but I also don't want to completely skip out on that feature of the game. So how about the game randomizes one of the mementos, and the other I choose to see what matches up nicely with it. It need not be 50/50, I think I would prefer something like 75% random 25% choice for most decisions. This could work for narrative events as well. If I see something like a choice between 25 influence and 50 gold, I might normally always take the influence because that just seems obviously better, but if the game has follow up narrative events I'm effectively locked out of that event because I'm playing proper strategy. If the game forces me to take the 50 gold route sometimes, I get to see what's going on. The main usage of course would just be picking new civs after each age. It seems like picking your second civ to match up with your first one is a choice the game encourages, but I imagine after time this eventually just leaves the weaker civs being locked out.
Saved-Random:
There should a randomization option that prioritizes new options and options not recently chosen. For example when picking a random civ (any age), it would first randomize between civs not chosen before, and if they all have, it chooses between those not chosen in the last 5 games or whatever.
All of this seems fairly easy to implement compared to stuff like fixing the AI or UI. I'm already doing some version of it manually with just a d20 or googling an RnG.
Semi-Randomizing:
I find that a lot of decisions in civ7 (or any 4x game for that matter) I'm torn between doing the best thing, which I've likely done before, or doing something else which seems not at good but at least its a change of pace and is somewhat interesting. That decision is mildly unpleasant to me. Yes, I err toward variation but it just irks me a little when I'm also trying to build a beast of an empire and I don't want to weaken it any way. I enjoy both perfecting my build and the variation inherent in the game, but those things are in conflict with one another. So we can completely randomize that choice, but then we're robbing ourselves of a potential strategic decision point. So I'm proposing the game implement randomization options where we *sometimes* have a decision chosen for us. Take mementos for example: I don't really want to have to choose between all the mementos with a lot unlocked, if I did have to choose I would probably just always pick the best ones, but I also don't want to completely skip out on that feature of the game. So how about the game randomizes one of the mementos, and the other I choose to see what matches up nicely with it. It need not be 50/50, I think I would prefer something like 75% random 25% choice for most decisions. This could work for narrative events as well. If I see something like a choice between 25 influence and 50 gold, I might normally always take the influence because that just seems obviously better, but if the game has follow up narrative events I'm effectively locked out of that event because I'm playing proper strategy. If the game forces me to take the 50 gold route sometimes, I get to see what's going on. The main usage of course would just be picking new civs after each age. It seems like picking your second civ to match up with your first one is a choice the game encourages, but I imagine after time this eventually just leaves the weaker civs being locked out.
Saved-Random:
There should a randomization option that prioritizes new options and options not recently chosen. For example when picking a random civ (any age), it would first randomize between civs not chosen before, and if they all have, it chooses between those not chosen in the last 5 games or whatever.
All of this seems fairly easy to implement compared to stuff like fixing the AI or UI. I'm already doing some version of it manually with just a d20 or googling an RnG.