Darkhrse said:
Just want to say that I accept and agree with Solo4114's assessment that the game is flawed where its simulation of war is concerned. But I want to go on and say: what war game isn't? Or further than that, simply say: what game isn't flawed in any way?
Civ IV, to me, is first and foremost a strategy game. There is another thread I've just seen where people were discussing the various odds in which they've won or lost a round. To me this clearly says: you can't send a lone tank against a troop of longbowmen--it's suicide. But that's strategy, or more specifically, being tactical.
The point of the game, however, is to have fun and I do have fun playing the game. And I suspect, despite his arguments, Solo4114 continues to have fun with Civ IV.
Exactly. The game's still fun to me, and having used the odds calculator now, I run into the problem of "medieval unit beats high tech unit" a lot less often, but I still see a lot of this as a flawed representation which, if fixed, would make the game MORE fun.
Some folks disagree and that's where we end up at loggerheads. When my sense of "fun" and your sense of "fun" simply don't match, well, of course we'll disagree. And that's ok by me.
But I've had this type of debate with people in the past in other games. Sometimes it was "they should add this" and sometimes it was "They should get rid of this and not allow it." To my way of thinking, the simple solution to this is to add OPTIONS to the game.
You can add in all the various minutia and intricate calculations like era differences or mechanical failures or whatever you like as an option. You can add in this or that feature that makes the game more concrete and less abstract, and simply have it as a checkbox in the options menu. If the issue becomes either (a) that it's impossible to code effectively, or (b) adding this or that feature wouldn't be worth it for the amount of manhours it'd take, hey, I can accept that. Making computer games is a business and time is money. If you can't justify the cost, then much as you might want to add a given feature, it's not worth it.
If it CAN be added, though, I see no reason to add it as an option. This way everyone's happy. The folks who want more realism and detail can have it, and the folks who don't can turn it off (or on, depending on the default position). What I don't get is people who don't even want options added to the game, however (assuming that doing so is feasible and economical for development time).
I'll give you an example. I've played Steel Panthers: World at War (actually I started playing the original Steel Panthers and then downloaded WaW years later). This is a fun game that tries to recreate in turn-based manner tactical battles in WWII. You control small armies which are made up of individual tanks grouped in platoons, and platoons of troops grouped into squads. The game has PLENTY of flaws in it, such as order of battle issues (IE: what gear was used in this historical point, what kind of availability was there for that particular item). People debate this stuff on message boards and come up with new OOBs to use. All well and good. The game's still fun either way, though, it's just some people want to play it one way and others want to play it another way. The game is flexible enough to allow this, though (much like Civ 4 allows XML editing). Also good.
One thing that really makes the game enjoyable, though, is the fact that it's got a ton of options for realism addicts and for people who just don't want to deal with hyper realism. For example, you can turn on command & control variables which make it so that you can only issue so many orders in a given turn. Realistically, a general can't give orders to EVERY SINGLE unit in a particular timeframe (say, 15 minutes). The C&C stuff manages this and recreates it in sort of an abstract way. You can also check a box for "mechanical failures" if you want, so that tanks literally CAN lose a tread, have a gun jam, have turret optics go screwy, have an engine breakdown, etc. There's other options like this.
I tend to play with some turned on and some turned off because that's how I like to play. Others are more hard-line about it and play with everything on or everything off. The beauty of it is that you can play how you like.
That's basically what I'm advocating for here. I think Civ 5 (or a future expansion pack) can take this game and make it a ton more realistic, detailed, and complex than it is without (I think) requiring a ton of recoding. I think you can set these things up as options for players to check on or off, and thereby give folks real flexibility in their gaming. So, if you want tech era disparities, great. If you want mechanical breakdowns or just general "supply lines" for warfare, no prob. Just check the box. If you'd rather not deal with it, leave the box unchecked and have at it. If you're running a multiplayer game, establish the rules ahead of time and check what boxes you like.
Civ 2 did this and I thought it was a nice touch. I'm sure there were at least a FEW people who chose the "old civ" approach to combat, just because they liked it better. I think this kind of stuff would be added, and that it'd remove what I perceive as flaws, but still have the option for other people who think the game is perfect as it is to play it as it is right now.