Marla_Singer
United in diversity
I strongly believe that exploration is made too easy in WTP. That’s a flaw which was already true in Vanilla Civ4Col and which has never been considered seriously. Rather than "helping the player", I've grown convinced over years that it just makes the exploration experience more bland. If you’re cautious enough with your scouts, being sure to maintain them in full health after fights against wild animals, you only have a really small chance to lose them, and they can easily explore the whole continent, from North to South poles, even before the middle of the game is reached.
Not only this doesn’t fit History, the US far west wasn’t fully explored untill the 19th century, but it makes exploration very bland. It ends up as a succession of goody huts opening and native tribes meeting that are chained one after the other with very little flavour. I personally feel exploration should be a big part of the game fun and spicing it up a bit would only make exploration feel more rewarding.
To start up the thread, here are some first suggestions in this regard.
Impassable territories
Ice : land exploration of Arctic wasn’t possible before the early 20th century because of lack of stable food supplies, and insufficient insulation for the crew against extreme cold. Looking for more realism, It would make sense to make that terrain type impassable for all units. Considering how little value those territories have, I hardly see what would be lost to the player here.
Jungle : vegetation is so thick in equatorial jungle that, even today, a modern full-power bulldozer cannot always « dig » into it. The only realistic way to travel into jungle is through rivers, even more in the Civ4Col period of time. As such, I think it would be great if jungle tiles were made impassable unless they are served by a river.
Maybe, just like for peaks currently, we could allow hardy pioneers on both terrains so that they could build improvements. This makes sense for gameplay reasons (as long as it's within the player's borders to avoid exploration exploit). I’m more skeptical at the idea to even allow seasoned scouts there though as that just doesn’t make any sense for a game supposed to end in the 19th century.
Food supply and surviving in the wild
There is something a bit weird in the game which is that a citizen living in the comfort of a town requires 2 food to survive whereas he doesn’t need anything to live in the wild.
An idea to make things more realistic in this regard would be simply that units would experience a 10% damage each turn they end in a territory which would have less than 2 food ressources which would mean tundra and desert, unless there is any food bonus such as oasis in which case they would get healed.
Exploring the seas
Having just read Stefan Zweig’s Magellan biography, it clearly strengthened my opinion that sailing exploration is really too easy in Civ4Col. Even worse, game mechanics makes it necessary in the end to discover every single ocean tiles to farm exploration points. Such a methodical exploration of the seas hasn’t happened in real life before motorboats were invented.
Here the idea would basically be to do the same thing as in tundra and desert. Units would experience a 10% damage each turn they end in a sea tile, unless it offers a food bonus supply in which case they would get healed. That’s precisely the way Magellan explored the South American shores. He established camps at the mouth of rivers because there was fish supply in those areas.
For gameplay reasons, we could consider exemptions for ships located in your own territorial seas (for defence), pirates (so that they wouldn’t be disadvantaged) and man-o-wars (so that war of independence wouldn’t get flawed).
Exploration points
Those changes would need to be play tested in order to have a better idea of their impact on the pace of exploration. If it’s significantly slowed down, then an adjustment on exploration points scale would be required.
As a matter of fact, on Marathon speed, it’s impossible currently to have all exploration points because founding fathers require 3 times more points whereas the map isn’t 3 times bigger. However, Marathon bringing absolutely no value at all to the game (as opposed to Civilization 4 in which it does bring depth to the game), I would even consider discarding totally so that new players wouldn’t pick that option believing it would be as fun as in Civ only to discover a super tedious game which wouldn’t bring the value WTP deserves.
Not only this doesn’t fit History, the US far west wasn’t fully explored untill the 19th century, but it makes exploration very bland. It ends up as a succession of goody huts opening and native tribes meeting that are chained one after the other with very little flavour. I personally feel exploration should be a big part of the game fun and spicing it up a bit would only make exploration feel more rewarding.
To start up the thread, here are some first suggestions in this regard.
Impassable territories
Ice : land exploration of Arctic wasn’t possible before the early 20th century because of lack of stable food supplies, and insufficient insulation for the crew against extreme cold. Looking for more realism, It would make sense to make that terrain type impassable for all units. Considering how little value those territories have, I hardly see what would be lost to the player here.
Jungle : vegetation is so thick in equatorial jungle that, even today, a modern full-power bulldozer cannot always « dig » into it. The only realistic way to travel into jungle is through rivers, even more in the Civ4Col period of time. As such, I think it would be great if jungle tiles were made impassable unless they are served by a river.
Maybe, just like for peaks currently, we could allow hardy pioneers on both terrains so that they could build improvements. This makes sense for gameplay reasons (as long as it's within the player's borders to avoid exploration exploit). I’m more skeptical at the idea to even allow seasoned scouts there though as that just doesn’t make any sense for a game supposed to end in the 19th century.
Food supply and surviving in the wild
There is something a bit weird in the game which is that a citizen living in the comfort of a town requires 2 food to survive whereas he doesn’t need anything to live in the wild.
An idea to make things more realistic in this regard would be simply that units would experience a 10% damage each turn they end in a territory which would have less than 2 food ressources which would mean tundra and desert, unless there is any food bonus such as oasis in which case they would get healed.
Exploring the seas
Having just read Stefan Zweig’s Magellan biography, it clearly strengthened my opinion that sailing exploration is really too easy in Civ4Col. Even worse, game mechanics makes it necessary in the end to discover every single ocean tiles to farm exploration points. Such a methodical exploration of the seas hasn’t happened in real life before motorboats were invented.
Here the idea would basically be to do the same thing as in tundra and desert. Units would experience a 10% damage each turn they end in a sea tile, unless it offers a food bonus supply in which case they would get healed. That’s precisely the way Magellan explored the South American shores. He established camps at the mouth of rivers because there was fish supply in those areas.
For gameplay reasons, we could consider exemptions for ships located in your own territorial seas (for defence), pirates (so that they wouldn’t be disadvantaged) and man-o-wars (so that war of independence wouldn’t get flawed).
Exploration points
Those changes would need to be play tested in order to have a better idea of their impact on the pace of exploration. If it’s significantly slowed down, then an adjustment on exploration points scale would be required.
As a matter of fact, on Marathon speed, it’s impossible currently to have all exploration points because founding fathers require 3 times more points whereas the map isn’t 3 times bigger. However, Marathon bringing absolutely no value at all to the game (as opposed to Civilization 4 in which it does bring depth to the game), I would even consider discarding totally so that new players wouldn’t pick that option believing it would be as fun as in Civ only to discover a super tedious game which wouldn’t bring the value WTP deserves.
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