Season's

taltho

The Essoteric Copious
Joined
May 24, 2003
Messages
109
Location
Alaska
How about winter, spring, summer, fall.
these could alter transportation, hevy snow fall can handicap production, heavy whther could handicap plains, until modern tech of course, with modern computer stabalization and modern radar this would'nt be a prob.
It would also alter croping and game migration this would alter food sources.
Like here in Alaska outside is a freezer and game comes down from the mountains, yet in the summer we grow record vegtables like 120lb cabages witch are huge, because of 22 hours of direct sunlight, we can store more food this way. anyway I don't like the tundra because it genraly has little food source's.
without roads in the tundra foot units aint go'en anywhere cause realalisticly they can't, same as most wheeled or mounted unit's. so I sugest using dog-mushing and sonwmobils.

Ok this may be alittle far fetched or hard to iplament but it is reality.

Let me know.
 
I bet this could be implimented, but only if Civ strayed from the 50year turns. Turns would have to be at most 1/4 of a year, and if you wanted to go from 4000BC to 2050 AD that would be around 26004 turns inclusive. So i doubt it will happen, no one would want to play for that long at one time i dont care who it is.
at 1 minute a turn thats still 433.4 hours.
 
Well it dosent take 150 to 300 years to build a warior or 500-800 to build a spearman either the years asosiated with a turn are irelivent to the effect.
But thanks for respoding so quickly though.:)
 
They wouldn't work, because they are no seasons when turns are counted in years. And you couldn't have the game using 1/4 year-turns for the whole of 6000 years!
@taltho: they do not build A warrior, but a whole BUNCH of warriors. It is not very unrealistic for a civ to take 150 to 300 years to build a real bunch (not very specific, I know) on warriors.
 
I know that unit's represent regiment's but I think the effect of seasons would be cool.
maybe every 4 turns, or every 8 turns or somthing like that. just to feel the efect.
I also grew up in Airizona and during the monsoon things grow better befor ethey go back to there origonal stagnent desolate self's. in the mean time we have flash flooding witch fill's the resovoures, witch are manmade.
 
shyrramar: they would be sevral generations of bunches of warriors like 4 generation's and grandpa warriors fight slow and get in the way of straping young pissed off warrior's.

altho this may not be a good Idea, it is reallistic, or maybe premature.
 
Seasons are NOT realistic when your turns are counted in years! There are no seasons that happen every four years!? It would be very unnecessary and unrealistic to have winter for one turn (like 20 years), then spring for 20 years, then summer... There is simply no point in seasons if the turns are not counted in 1/4 or 1/2 years. And they cannot be counted as such.

And to have those implemented just to feel the effect is a bad idea in my opinion. There would be a whole lot of work to be done to make the graphics to all seasons - that time can be used to something else.

What comes to those granpa warriors: it is not the people that take time gathering, it is the weapons and the attitude. And what's wrong with granpa warriors? There are many headlines of a frisky 90-year-old granma beating the crap out of two unsuspecting burglars! :lol:
Those young pissed off warriors would be in for the treat of their lifetime!
 
weather could be implemented realistically if it were done in more of a pattern ...ice ages have come and gone ect.
 
Originally posted by troytheface
weather could be implemented realistically if it were done in more of a pattern ...ice ages have come and gone ect.

True. There has been some discussion on this in Random Events (if I remember correctly). It would be a nice implementation if done properly. In the last 6000 years climate has changed dramatically (Sahara, for example, was quite a lush place some 6000BC, which doesn't quite hit the 6000 years time frame, but that is quite irrelevant). This could perhaps be introduced into the game..
 
Instead of seasons, climactic effects would be better. Currently, I can produce a scout and have him live 6050 years. During this time he can go through jungles, deserts with no water, ice-capped mountains and frozen tundra. This has got to stop!

I think the best way is to cause damage to units in hostile environments unless they have supply lines. I also believe that units should be banned from going half-way around the world (in the AA) and giving you instant access to their maps.

I am going to start a new thread on this.
 
I want to thank every one for there responce's to this topic,
I apriciate the inteligable coment's and explanation's.
I'v learned that our currant capabilities will not alow this.
I really like the idea of an evolving landscape we have a form of this now with the global warming efect. But how would it efect civ playability?
 
where am i :confused: i was looking for ............. you dont yo now that i am out of here see yaaa
 
This is a great concept.

To quote myself from the "Killer Feature" thread:
"We all know how the mini-map in the corner of the screen shows us both the territory of countries and the geography of the world? Well what about a setting where you can see the atmospheric/meteorological conditions of the entire planet say after the invention of satellites?

~or...

There could be two layers of the playing map itself wherein you can see the world's geography as you can in CivIII, as well as being able to 'zoom out' or pull back to see the worlds atmospheric weather patterns from a space orbit perspective after gaining an appropriate advance such as satellites or space flight."

The ice age point is a good one. They come randomly and would last a decent length of time and that would make for exiting game play as well as a test of a civilizations endurance. Significant climate changes should be a part of the next game for sure.
 
hmm this would relate to haveing the random map maker use more detailed and scientific data on plate techtonics and climetology. This in turn could relate to volcano and earthquake disasters in more reasonable locations.
 
If it can take 100 years to move your warriors to another city, it can take 100 years for each season.

Or civ could just have some little ice ages, which really happened.
 
Shyrramar said:
Seasons are NOT realistic when your turns are counted in years! There are no seasons that happen every four years!? It would be very unnecessary and unrealistic to have winter for one turn (like 20 years), then spring for 20 years, then summer... There is simply no point in seasons if the turns are not counted in 1/4 or 1/2 years. And they cannot be counted as such.

And to have those implemented just to feel the effect is a bad idea in my opinion. There would be a whole lot of work to be done to make the graphics to all seasons - that time can be used to something else.

What comes to those granpa warriors: it is not the people that take time gathering, it is the weapons and the attitude. And what's wrong with granpa warriors? There are many headlines of a frisky 90-year-old granma beating the crap out of two unsuspecting burglars! :lol:
Those young pissed off warriors would be in for the treat of their lifetime!
What about it taking 25 years to move a single tile? How about it taking a Destroyer 60 turns, aka 30 years to circle the planet?

People need to realize the only reason there's a date attached to turn #s is in order to give the illusion of time passing. If they changed things from "4000 BC" to "Turn 1" then it wouldn't change gameplay at all. Because it's a superficial aspect of the game.

And people can't seem to figure that out. ;)
 
It's an interesting idea, but I doubt it would be implemented. In addition to the Duration of Each Turn Problem, there's other considerations:

* Firaxis would have to make 4 sets of every tile/city graphic (spring, summer, fall, winter). This is a huge amount of work, for limited effect on gameplay.
* They'd have to compute a tile's distance from the equator, and its overall position on the world to come up with "realistic" seasons based upon their location. Again, this just seems like too much work, for too little effect.

-V
 
I should also point out that as the game gets closer to the end the number of years that pass per turn gets reduced. At the end of the game 1 turn = 1 year. An improvement/wonder's culture points also doubles every 1000 years, so in the early game a wonder would double its culture points in less turns than in late game.
 
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