In this forum, there are many fine ideas and suggestions. But I think that philosophically, it is important to distinguish between revolutionary concepts as opposed to minor tweaks.
First let me explain these terms:
Revolutionary Concepts are those that fundamentally changes gameplay and adds an additional level of depth, realism and component. It profoundly impacts the game.
Example: Luxuries & Strategic Resources of Civ 3
I consider this to be a revolutionary concept. You need it to maintain happiness and produce various improvements and units. So you have to find them, secure them, build transport paths to them, trade for them, deny other civs these resources, etc. It gives real depth to non-existent trade of past Civs and creates more inter-dependence between civs. If you disabled it from Civ 3, the game would be so different that it is not worth playing because it is so much a fun, interesting and exciting part of the game.
Minor Tweaks are features that while an improvement to the game does not profoundly impact the game.
Example: Faster Units can retreat from battles with Slower Units
A nice change but hardly revolutionary. If this feature were disabled in Civ 3, it wouldn't fundamentally change the game
There are of course also concepts that fall in between, I guess call them "semi-revoluationary" concepts.
Although there is nothing wrong with discussing tweaks, I think we should focus on discussing various revolutionary and semi-revolutionary concepts that we overwhelmingly want to see in Civ 4. We should also not waste time discussing tweaks that are so minor we could easily mod it ourselves.
It is because of revolutionary concepts that made Civ 3 such a worthwhile game to buy and play. It is because of a near total lack of revolutionary concepts that made Civ 2 somewhat of a dissapointment when I bought and played it.
It would be good if we could make a short list of these revolutionary concepts and semi-revolutionary concepts for Civ 4. In this thread it would be good to make a list of these concepts (but no discussion of implementation of these concepts). I think this will help to focus our discussion on the "big picture".
First let me explain these terms:
Revolutionary Concepts are those that fundamentally changes gameplay and adds an additional level of depth, realism and component. It profoundly impacts the game.
Example: Luxuries & Strategic Resources of Civ 3
I consider this to be a revolutionary concept. You need it to maintain happiness and produce various improvements and units. So you have to find them, secure them, build transport paths to them, trade for them, deny other civs these resources, etc. It gives real depth to non-existent trade of past Civs and creates more inter-dependence between civs. If you disabled it from Civ 3, the game would be so different that it is not worth playing because it is so much a fun, interesting and exciting part of the game.
Minor Tweaks are features that while an improvement to the game does not profoundly impact the game.
Example: Faster Units can retreat from battles with Slower Units
A nice change but hardly revolutionary. If this feature were disabled in Civ 3, it wouldn't fundamentally change the game
There are of course also concepts that fall in between, I guess call them "semi-revoluationary" concepts.
Although there is nothing wrong with discussing tweaks, I think we should focus on discussing various revolutionary and semi-revolutionary concepts that we overwhelmingly want to see in Civ 4. We should also not waste time discussing tweaks that are so minor we could easily mod it ourselves.
It is because of revolutionary concepts that made Civ 3 such a worthwhile game to buy and play. It is because of a near total lack of revolutionary concepts that made Civ 2 somewhat of a dissapointment when I bought and played it.
It would be good if we could make a short list of these revolutionary concepts and semi-revolutionary concepts for Civ 4. In this thread it would be good to make a list of these concepts (but no discussion of implementation of these concepts). I think this will help to focus our discussion on the "big picture".