Acidictadpole
Chieftain
- Joined
- Feb 18, 2010
- Messages
- 9
War, changing ideals, changing requirements is what makes Civ a great game in general, but with the addition of social policies we have noticed a specific direction you must lead your civilization in throughout its existence, even if something drastic happens on the playing field you cannot alter the direction you want to take your civilization in.
I think implementing a scheme to re-acquire and re-deploy your spent policies would be a great addition. This 'revolution' of government for your Civ would be very advantageous for many reasons:
First thing that comes to mind is, how badly could players abuse this? And I'm pretty confident in saying: "Not much". First off, the implementation would require some kind of deterrent from using it too liberally. Civ IV had the anarchy mechanic, and being unable to change your civics without a 5-turn (I think it was 5? Someone correct me plz) break. These mechanics could be applied successfully to this idea too, perhaps with an incremental penalty (since you'll have more and more points to spend later in the game). Some ideas:
These ideas are just quick brainstorming. I was really hoping for a way to change what social policies you have in place, so I'm just getting ideas out in hopes that people see them.
I think implementing a scheme to re-acquire and re-deploy your spent policies would be a great addition. This 'revolution' of government for your Civ would be very advantageous for many reasons:
- Being able to change from a very expansive empire early on to a more economy/science/military based empire later.
- Altering your playing strategy due to surrounding conditions
- Altering your strategy depending on other civilizations' actions
- Reacting to a change of mood in the player (Previously been focusing on expansion, come home after a bad day and feel like crushing your neighbours)
First thing that comes to mind is, how badly could players abuse this? And I'm pretty confident in saying: "Not much". First off, the implementation would require some kind of deterrent from using it too liberally. Civ IV had the anarchy mechanic, and being unable to change your civics without a 5-turn (I think it was 5? Someone correct me plz) break. These mechanics could be applied successfully to this idea too, perhaps with an incremental penalty (since you'll have more and more points to spend later in the game). Some ideas:
- Incremental time of Anarchy starting with 1 turn and increasing by 1-2 turns per use.
- 0.5 Turns per changed policy (rounded up). A changed policy is where you remove a policy from your current plan. Don't necessarily need to apply it immediately, but applying it doesn't cause anarchy.
These ideas are just quick brainstorming. I was really hoping for a way to change what social policies you have in place, so I'm just getting ideas out in hopes that people see them.