Seasons

heres a big one why artillery can only shoot i square away in real life a art could prolly hit 150-200 miles away so in game i would say three squares
 
@Punkymonkey

Russian winters are not just occasionally severe. Napoleon came to grief there too. By adding winter suddenly a lot of historical processes become more plausible. For example Viking armies sailing south during winter to plunder- in a game with winter such armies would be far more effective where it is warmer, and their home bases made safer from invasion by the cold etc. Also settler expansion into colder lattitudes would be slower to account for the winter, which makes sense too. Historically civilization did start in more temperate zones first.

The idea about certain territories doing damage is a good one, though i think the prospect of seasonal change would make the game more strategic. I notice that the usual debate between "more strategy" or "more detail" hasn't come up, because seasons gives both.
 
@sark6354201

I dont really see this being too specific... its quiet simple, easy to implement and if your far north or south, or in a desert it adds a bit of stratagy. Seems very much like civ type of addition to me.
 
I don't think it would work for a normal game of Civ, but instead, maybe have climate fluctuations over the course of a game much like global warming is already in the game. World cools, tundra near the poles and desert around the equator grows, grassland shrinks while plains grow. World warms up, deserts grow further away from the equator grassland takes over tunrda while plains take over grassland, rivers and lakes shrink or even disappear, marshlands pop up in the colder areas.

This would be neat because it would keep players on their tip toes adapting cities tiles to the changes (no more roading, irragating, mining then leaving workers to join cities or clean pollution up) and cause cities, even civs, to wax and wane.
 
While I don't think seasons are needed (or even appropriate) for the main game, they could be wonderful for scenarios.

Gradual climactic change could be an interesting dynamic though.
 
Waiguo_Chaoren said:
Considering how devastating winters have been historically for military campaigns (Napoleon in Russia, WW2 in Russia),

Or you could just say that russia is in permenant winter and that they get a 25% defence bonus in their teritory
:)
 
If that was the case I could assure you that Russia would not be included in any of my games, that is way too unbalancing :cry: :lol:

Could be an option you can turn on and off, seasons or not.
 
Well, maybe just because it gives you so little food in an artic type tile you automatically get a huge defesive boost from a fort or city built in that type of terrain. or something. Maybe a Taiga terrain?
 
the orginal idea of seasons is a good one and i think i would like that and the idea from Chauliodus a couple posts up and both and u got ur self a game
 
Seasons can be programmed so that players can fix the rotation to suit themselves- every turn for more tactical effect, every 50 turns for more gradual climate change, or just turn it off. Events such as flooding, typhoons, drought etc. might be connected to the cycle as well.
 
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