Remake Science History.

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No. As said above, allocating research is a part of Civ strategy. Plus, already discovered techs by other civilizations would be selectable.

- Right.

So, when you're shooting at random techs in the dark, it's SOOOO strategy, right?

It's basically taking a deck of cards, then drawing until you get what you want. No strategy.

Religious techs, if based on Civ4 tech tree, could be very usefull also, especially if you discover them first. And it's not like if Civ5 you would have only religious techs to discover.

- You missed the point entirely. I was talking about if you wanted to do something else, yet you got this completely unrelated tech each and every time, it would get annoying.

Funny how you did change your opinion so easily. And now I learn that you didn't even do the effort to imagine my idea. Tell me: what's the point of your presence here?

- Funny, how unreasonably immature you are acting. I don't like your opinion, nor do I like your attitude to others, which is almost like saying that anyone who doesn't believe you is not following their own opinion.

Get this, your defense is little more than just trying to say that I'm apparently changing my opinion(Funny, though, how you don't even know what my opinion IS.), so what is YOUR purpose of being here, besides trying to call people out for not being on your side?

Axe rushed could become a factor of luck, indeed. But it would be to the other players to jump on this tech like lions, when resiting with weaker units, like Archers for example. In multiplayer that could be weird, granted, but not if losing a part of our territory becomes a common thing, as I descibed it in other ideas like rebellions.

- As the tech tree goes on, there will always be a very nice and convenient "Death Cushion" which would allow the first person who RANDOMLY got that tech to get a MASSIVE advantage over the other civs. Losing territory is normal in Civ, but why should we be forced to lose more to someone, simply because they randomly got Bronze Working?

Why should I have to deal with someone getting a lot more cities, because they just got Iron Working?

I'm about to beat the enemy, and oh joy, he just got Feudalism while I have Axemen. Great. JUST GREAT.

It would just be frustrating, unreasonable, and unnecessary.

LOL, isn't that the point of Liberalism?

- No, because you can SEE Liberalism, and PLAN on how to use it. If you DON'T see it, it'll just be a waste of a tech that you basically just wasted 20-30 turns(Speaking in Marathon/Settler/80-90% Science terms) doing NOTHING to help your own cause.

that's life! Or game.

- Too bad that, as a game, we don't have to deal with superfluous, or annoying gameplay.

I don't remember precisely, but I think that Sid Meier's Alpha Centauri has the thing you want.

- No, as that was not the idea I was planning. My idea was explained across other posts.

Yes. Do you think prehistoric men knew that Bronze Working existed before they discovered it? No. Tech advancement in all actual Civ games is only an interface in order to represent the fact that the player is managing a whole civilization. It just gives him control on things that are not relevant of human will.

- This is probably the biggest case of "Realism > Gameplay(WRONG.)" I have seen yet. It's for GAMEPLAY. Barely ANYONE wants to just sit there and know nothing about one of the biggest factors in the GAME.

They didn't just randomly research anything either. They knew SOMETHING about the technology, which is why every technology leads to another.

Would you like to play a complicated game without a manual on a huge part of it? I don't think so.

And they finally discovered a new tech at a certain and honest time. Just like my system.

- No. Not like your system.

Your system is if the entire world knew absolutely NOTHING about ANYTHING, and just randomly discovered something and learned how to use it almost instantly.

In Civ4 terms, it's as if no one knew ANYTHING, and occasionally a GS would appear and discover a random tech.

In the REAL WORLD, everything was being researched at the same time by multiple civilizations, many being far beyond their own technology, discovering many techs at the same time, most not being used. Basically, every tech up to the High-Modern was discovered, they just didn't have any use for it.

Many tech paths, barely any crossing. Some civilizations actually DESTROYED technology(Egypt's destruction), almost the exact OPPOSITE of your system.
 
- Right.

So, when you're shooting at random techs in the dark, it's SOOOO strategy, right?

It's basically taking a deck of cards, then drawing until you get what you want. No strategy.

So, when you're shooting at random techs in the dark, it's SOOOO strategy right? LOL.

I meant allocating workers on tiles is strategy, in order to optimize your research rate. And, you would still be able to choose already discovered techs. I don't see what's so complicated to understand here.

- You missed the point entirely. I was talking about if you wanted to do something else, yet you got this completely unrelated tech each and every time, it would get annoying.

Why unrelated tech? That's the course of human history, that he felt on random techs that he used or not.

- As the tech tree goes on, there will always be a very nice and convenient "Death Cushion" which would allow the first person who RANDOMLY got that tech to get a MASSIVE advantage over the other civs. Losing territory is normal in Civ, but why should we be forced to lose more to someone, simply because they randomly got Bronze Working?

Why should I have to deal with someone getting a lot more cities, because they just got Iron Working?

I'm about to beat the enemy, and oh joy, he just got Feudalism while I have Axemen. Great. JUST GREAT.

It would just be frustrating, unreasonable, and unnecessary.

No, it's not normal to lose territory in Civ4. It is normal to earn territory.

I wish territory loss and acquisition in Civ5 to be a lot more instable, reflecting nations changes and fall of empires.

- No, because you can SEE Liberalism, and PLAN on how to use it. If you DON'T see it, it'll just be a waste of a tech that you basically just wasted 20-30 turns(Speaking in Marathon/Settler/80-90% Science terms) doing NOTHING to help your own cause.

I see no difference in the fact that Liberalism to be visible or not. you may push up a little this right that you have to express yourself...

- No, as that was not the idea I was planning. My idea was explained across other posts.

It looks like greatly to Alpha Centauri, if you prefer to pouring your bile other than discuss your idea, fine, but hey, don't complain about my sarcasms.

- This is probably the biggest case of "Realism > Gameplay(WRONG.)" I have seen yet.

The doctor said me the same thing last day.

It's for GAMEPLAY. Barely ANYONE wants to just sit there and know nothing about one of the biggest factors in the GAME.

They didn't just randomly research anything either. They knew SOMETHING about the technology, which is why every technology leads to another.

Would you like to play a complicated game without a manual on a huge part of it? I don't think so.

I fail to see what you want to proove here...

- No. Not like your system.

Your system is if the entire world knew absolutely NOTHING about ANYTHING, and just randomly discovered something and learned how to use it almost instantly.

OMG. But what's your problem with my system? A random tech ("?") would take some time to be discovered, reflecting the time people put in finding new ideas, just like the actual Civ4 system... However, a king or an emperor could simply not direct science, letting this direction to the hasard of the life and human spirit.

In Civ4 terms, it's as if no one knew ANYTHING, and occasionally a GS would appear and discover a random tech.

In the REAL WORLD, everything was being researched at the same time by multiple civilizations, many being far beyond their own technology, discovering many techs at the same time, most not being used. Basically, every tech up to the High-Modern was discovered, they just didn't have any use for it.

Maybe everything has been researched in the same time as you say, but researching a tech "?" is precisely of that purpose. You are researching among all the undiscoerved techs and, as a game mechanic, you fall on one concrete tech to be exploited.

Many tech paths, barely any crossing. Some civilizations actually DESTROYED technology(Egypt's destruction), almost the exact OPPOSITE of your system.

ROFL. I don't see any contradictory term here. You must explain yourself better, little boy, or you could not continue this debate.

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Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
That is, IMO, exploiting the AI: to be sure that it won't reach some particular tech before you so you can trade it to them.

How is it different from putting a settler in first to be sure they do not reach a good city site before you ? Would you think it an exploit to use units of yours to block an AI settler until you could get your settler to the site you want ?

Plus, I fail to see a groundbreaking strategy in that; why not only search the techs you directly need?

If all you want is a simple direct linear game rather than one with more possibilities for manipulation, that would work.

And if you want to trade to the AI, why not serach a tech that is very usefull to you AND that the AI do not have in the same time?

Nothing in what I am saying prevents you from doing that. I just do not want only to be able to do that.

By the way, being able to choose early what later techs we want is not realistic at all.

Do I need to reiterate yet again that I do not care for "realism" when it cuts against gameplay ?

And as we pretty always choose the same path every game, I think a little variation each game could help.

Ah. Now I think I see a bit more clearly.

I don't use the same tech path every game, far from it.

This really reads to me like you wanting to have an aspect of the game made more lively for you, which you could make more lively yourself by shaking up the way you play.

If you want a groundbreaking military tech for exemple, you just have to maximize your research so you may multiple you chances of having it. And maximimzing yuor research is strategy.

How can you make a strategic plan if the cost is entirely unpredictable ?

And hoping is way more fun than directing, because when you fall on an interesting tech, it gives you this feeling of novelty that I personnally lack greatly from Civ2.

Again, why not choose a different tech path for novelty ?

Exactly. I don't want to check every turn, if I have this possibility, the advancement of all civs around me.

Which does, incidentally, seem to me to have the major disadvantage of smoothing out tech differences between civs and stopping them from developing distinct strategies.

And as espionnage is not always active, that would make it null by the way.

How espionage should work in Civ is a whole different argument; I am not assuming it would be by a model that works the way you assume here.

I feel tech trade is very desavantageous, and it would not upset me if it was not a so important weight in the game balance.

Well, if you're rejecting all the strategic options I raise here, no wonder you find it disadvantageous; because it sounds like you're not actually bothered to be any good at it.

You call it "strategy" with all the big words and all, what amuses me sorta, and I see them only as mean exploits. That's it.

It seems really weird to me that someone as eager to resort to realism in other arguments is so dismissive of realistically manipulative diplomatic sneakiness as a game element.

As I can see it t Well, at least it should spare the annoying question and answering (searsh) of "what tech the AI have, what the AI is now researching for, what tech it doesn't have should I research", what is really a pain IMO.

Oh, entirely agreed; this should be something that's available for all the AIs you have contact with on one button at any time.

And if the AI changes it it would mean an exploit. To me, that is not strategy, this is only human malignancy, the same malignancy that leads to capitalizing on exploits. It is not my cup of tea at all.

And if you play against humans, do you not capitalise on their weaknesses as players if you want to actually win ?
 
I meant allocating workers on tiles is strategy, in order to optimize your research rate. And, you would still be able to choose already discovered techs. I don't see what's so complicated to understand here.

Why do you think "already discovered techs" is a benefit ?

Your model makes it easier to catch up when you're already losing, and harder to get ahead when you are winning. It's a mechanic that forces civilisations towards equality all the time. Is this something you genuinely see as a plus ?

I wish territory loss and acquisition in Civ5 to be a lot more instable, reflecting nations changes and fall of empires.

Unsurprisingly, I disagree here too.

However, a king or an emperor could simply not direct science, letting this direction to the hasard of the life and human spirit.

But you're not playing "a king or an emperor". You are playing a civilisation.
 
How is it different from putting a settler in first to be sure they do not reach a good city site before you ? Would you think it an exploit to use units of yours to block an AI settler until you could get your settler to the site you want ?

It is very different by this that AI tech preferencies, on which base you can fool it, are certainly not as random as one could expect. It follows a "decryption" of average AI behavior in order to exploit it. That, is not a legitimate move that one can expect from the honest average player. It is more entitled to programmation than honest, in all the meanings of the term, playing.

If all you want is a simple direct linear game rather than one with more possibilities for manipulation, that would work.

No this has nothing to do with a "simple direct linear game". Those are just things over basic understanding. Again, that kind of "manipulation" has nothing to do with playing. It is just analysing the weaknesses of a program and turn them back against it.

Nothing in what I am saying prevents you from doing that. I just do not want only to be able to do that.

The fact is, that researching a tech that you won't use, only for the purpose of trading it to the AI, is exploiting the AI. Plus, it is very counter natural to research a tech you won't use.

Do I need to reiterate yet again that I do not care for "realism" when it cuts against gameplay ?

The fact is, it would not cut against gameplay.

Ah. Now I think I see a bit more clearly.

I don't use the same tech path every game, far from it.

This really reads to me like you wanting to have an aspect of the game made more lively for you, which you could make more lively yourself by shaking up the way you play.

There are so few techs in Civ4 that it would be dishonest not to recognize that you follow more or less the same tech path in Civ4. Except for the few techs that you can miss out that I reviewed earlier, it is pretty the same evolution each game, although the order of them may differ.

With my system, it would be a brand new tech tree each game.

How can you make a strategic plan if the cost is entirely unpredictable ?

By allocating workers on squares like cottages, even though I wish cottages disappear in Civ5.

Again, why not choose a different tech path for novelty ?

LOL. Because if you can see the techs before researching for them, it is not a surprise anymore... for such a simple reason as that.

Which does, incidentally, seem to me to have the major disadvantage of smoothing out tech differences between civs and stopping them from developing distinct strategies.

I don't get you here. In what the fact that you don't have to check AI techs each turn prevents civs to develop distinct strategies? You could always have the good old tech tree a la Civ4, but forbid tech trading, as it is possible in Civ4 by the way. The only reason why I don't use this is that i fear that the AI to be much more easy to beat than with this on.

If this is a complain on the general idea though, I understand that my idea is contradictory with your idea of a wider tech tree in order to play different strategies. But hey, you have this is Alpha Centauri, although the bit of blind redsearch in it may repulse you.

How espionage should work in Civ is a whole different argument; I am not assuming it would be by a model that works the way you assume here.

I assume nothing about the way espionnage should work. By the way, about espionnage, i can say that AI spies annoy me greatly. Plus, the way tech stealing works sees me dubitative, as I nevre managed to steal a tech to the AI, the option simply does not appear.

Well, if you're rejecting all the strategic options I raise here, no wonder you find it disadvantageous; because it sounds like you're not actually bothered to be any good at it.

Because it is a pain for me to chack AI advancement evey turns. Oh, I can occasionnally chack them, but most of the time I fall on unfair trades that I do not validate (Emperor), when the interesting techs are red and impossible to trade, or the unfair factor preventing to do an equal trade (for techs of the exact same value for example)

It seems really weird to me that someone as eager to resort to realism in other arguments is so dismissive of realistically manipulative diplomatic sneakiness as a game element.

The only sneak out there is the AI. :D I hate it, and i have to confess that nothing is more iritating for me to see Montezuma to feak out, when he is the unfair one.

For what I know, exploiting the AI should be the face of the token, but doing so is simply too much contraignant and needs to much 'out game' knowledge for me.

Oh, entirely agreed; this should be something that's available for all the AIs you have contact with on one button at any time.

One button may be too contraingnant for me still. I would rather see no tech trade at all (and the Ai difficulty taking account of that), or automatic tech trade.

And if you play against humans, do you not capitalise on their weaknesses as players if you want to actually win ?

Heh heh, human does not suddenly trade some marginal tech that is abstruse. Plus, tech trade is most of the time off in multiplayer, what is a good thing.

As to capitalize on their weaknesses, no, because considering the numer of different players there is on GameSpy, it is impossible to learn from them.

And if you finally know some guys more closer, you are simply unable to access to their data, unlike you can do for the AI.

Against human players, I do my whole best during the game, and at the end I know if this was enough or not, by looking the screen, if there a "Naokaukodem wins", I am happy, even triomphant some times :D, if I see "Naokaukodem loses", I say myself that I will try to do better next time.

Why do you think "already discovered techs" is a benefit ?

It would a benefit for you, that like to choose you next tech among others.

Your model makes it easier to catch up when you're already losing, and harder to get ahead when you are winning. It's a mechanic that forces civilisations towards equality all the time. Is this something you genuinely see as a plus ?

It could belong to the "simple to play and hard to master" sentence.

Unsurprisingly, I disagree here too.

But that would make a sequel worthy of its number. If Civ5 still plays on a basis of Civ4 or Civ3, not sure I will purchase it.

But you're not playing "a king or an emperor". You are playing a civilisation.

That should change.

The more when I see stupid things like cultural conversions, that are made so pacificly that it is not believable.
 
It is very different by this that AI tech preferencies, on which base you can fool it, are certainly not as random as one could expect. It follows a "decryption" of average AI behavior in order to exploit it. That, is not a legitimate move that one can expect from the honest average player.

Yes of course it is. It's exactly the same as figuring out what tech preferences another human player is likely to go for and taking advantage of that.

Again, that kind of "manipulation" has nothing to do with playing. It is just analysing the weaknesses of a program and turn them back against it.

And how is that any different from analysing the program's weaknesses in any other field of the game ? If you don't analyse your opponents' weaknesses and attack them, how are you ever supposed to actually win ?

The fact is, that researching a tech that you won't use, only for the purpose of trading it to the AI, is exploiting the AI. Plus, it is very counter natural to research a tech you won't use.

You have a strange idea of "natural".

The fact is, it would not cut against gameplay.

This is getting repetitive; I just gave you a whole list of aspects of gameplay a few posts back that it would rule out - so to me, yes it would weaken gameplay. You also want to cut out cultural conversions, which is taking out a whole parallel strand of gameplay. It feels like you want a game that's a lot simpler and more boring than Civ is now.

By allocating workers on squares like cottages, even though I wish cottages disappear in Civ5.

So what do you want Civ to consist of - just fighting wars and allocating workers and that being it ?

LOL. Because if you can see the techs before researching for them, it is not a surprise anymore... for such a simple reason as that.

OK, let me try to get this clear. You are saying that a random choice between, say, four or five techs you could possibly get next is "surprising" and "novel", but getting to deliberately pick one isn't - even if you deliberately pick one that's not the one you would normally pick ? Is this the position you are expressing ?

In what the fact that you don't have to check AI techs each turn prevents civs to develop distinct strategies? You could always have the good old tech tree a la Civ4, but forbid tech trading, as it is possible in Civ4 by the way. The only reason why I don't use this is that i fear that the AI to be much more easy to beat than with this on.

That's not what I meant, sorry I wasn't clear.

You are proposing a system where if another civ has Tech A, then it becomes cheaper and easier for you to develop tech A.

Logically, this means that any time one civ develops tech A, it becomes much easier for every
civ to develop tech A than to go in a different direction and develop tech B.

And what that means is that it is going to be much easier for civs to all follow the same tech development path than to all followe different ones.

And that means that differences in strategy based on having different techs available will be reduced, no ?

I assume nothing about the way espionnage should work.

You said "And as espionnage is not always active, that would make it null by the way."
That is an assumption about how espionage is going to work.

By the way, about espionnage, i can say that AI spies annoy me greatly. Plus, the way tech stealing works sees me dubitative, as I nevre managed to steal a tech to the AI, the option simply does not appear.

I'm happy to argue about how espionage should work but I think it would belong in a different thread.

Because it is a pain for me to chack AI advancement evey turns. Oh, I can occasionnally chack them, but most of the time I fall on unfair trades that I do not validate (Emperor), when the interesting techs are red and impossible to trade, or the unfair factor preventing to do an equal trade (for techs of the exact same value for example)

So you want a game where you don't have to bother checking on your enemies and it's "unfair" when simple trades don't work, but nonetheless you can't actually apply any more subtle tactics to make trade work in your favour, or gain any benefit from actually making the effort to study and master a different aspect of the game ? Is that a fair summary of your position ?

For what I know, exploiting the AI should be the face of the token, but doing so is simply too much contraignant and needs to much 'out game' knowledge for me.

What do you mean by "contraignant", exactly ?

I would rather see no tech trade at all (and the Ai difficulty taking account of that), or automatic tech trade.

It seems to me you are asking for Civ 5 to be lobotomised even more than Civ Rev, here.

Heh heh, human does not suddenly trade some marginal tech that is abstruse.

And since when has the goal of real-world diplomacy not been to manipulate people into doing things that benefit you ?

Against human players, I do my whole best during the game, and at the end I know if this was enough or not, by looking the screen,

And again, what does "doing your best" consist of ? Placing workers and building units and that's it ? You completely rule out diplomacy as an arena in which to do your best ?

It would a benefit for you, that like to choose you next tech among others.

It's a benefit to me to be able to catch up fast on someone who's winning, but it's not a benefit to me for someone else to be able to catch up fast when I'm winning. If I'm a good player I should be in the second position much more often than the first, no ?

It could belong to the "simple to play and hard to master" sentence.

Yes, but if that's all you want, there are much simpler games than Civ in the world.

But that would make a sequel worthy of its number. If Civ5 still plays on a basis of Civ4 or Civ3, not sure I will purchase it.

You don't think that continuity in the way Civ works is a plus for people to buy new versions ?

That should change.

No, it shouldn't. It's the very essence of what makes Civ Civ, and Civ 4 has diluted it too much already with different leaders having different traits.
 
So, when you're shooting at random techs in the dark, it's SOOOO strategy right? LOL.

I meant allocating workers on tiles is strategy, in order to optimize your research rate. And, you would still be able to choose already discovered techs. I don't see what's so complicated to understand here.

- Right. We already have that, so why SUBTRACT strategy?

Why unrelated tech? That's the course of human history, that he felt on random techs that he used or not.

- You couldn't be any more wrong. After the BEGINNING techs, every single tech led someone to wonder about the next one, and therefore, the civilization would have a BASE to work on(Which is why everything is NOT random)


No, it's not normal to lose territory in Civ4. It is normal to earn territory.

- Both are true. But, WHAT mod/difficulty are you playing?

I wish territory loss and acquisition in Civ5 to be a lot more instable, reflecting nations changes and fall of empires.

- You mean Influence Driven Borders and Revolutions? They have that.


I see no difference in the fact that Liberalism to be visible or not. you may push up a little this right that you have to express yourself...

- Another "Oh you don't agree with me you're so gullible" attempt. Look, the more you do that, the more obvious it makes it that your own argument is collapsing.

If Liberalism is visible, you can use it as you please, leading to a large amount of strategy based PURELY on that, like the Oracle.

If you get Liberalism at the wrong time, you end up wasting it, which is what will happen CONSTANTLY.



It looks like greatly to Alpha Centauri, if you prefer to pouring your bile other than discuss your idea, fine, but hey, don't complain about my sarcasms.

- As most would expect, I can take this as absolute proof that your argument has been beaten into the ground, either that, or you think that everyone who doesn't agree with you is wrong, in which you need better social skills AND arguing skills.

But hey, if you want to keep attempting to insult me, making yourself look immature, then go ahead. It only wrecks your own argument.


I fail to see what you want to proove here...

- My words exactly.

OMG. But what's your problem with my system?

- ... Have you even READ my posts yet?

A random tech ("?") would take some time to be discovered, reflecting the time people put in finding new ideas, just like the actual Civ4 system...

- It would not include the fact that if everything was left like that, every tech would have to be a dead end. Almost every tech leads to another, and do you know why? It's because the FIRST tech makes the NEXT tech more obvious, and they think, for instance. "Well, we found this metal that makes our stuff stronger, I wonder what would happen if we melded it...", BAM, Bronze Working is the base.

Yours is basically a bunch of people running around brainstorming, the first one to come up with a good idea wins, instead of people getting, say, Rifles, and wanting to mass produce them, researching Replaceable Parts

However, a king or an emperor could simply not direct science, letting this direction to the hasard of the life and human spirit.

- Maybe for the very first techs, but beyond that, EVERYTHING HINTED TO SOMETHING ELSE.

ROFL. I don't see any contradictory term here. You must explain yourself better, little boy, or you could not continue this debate.

- Debates do not have pitiful insults and hilariously immature remarks and ignorance.

If this was a debate, you would've been forcibly ejected by the first post against me.

Moderator Action: Stop the flaming.
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
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