crimson238 said:
I think, TGNL, that the main reason behind me not liking it is it's perhaps too closely mirroring history, and feel that somehow, or rather i fear that somehow, this will deduce from the rewrittability of history in the game. I am all for less frequent wars, I can understand that there needs to be a profitable path to peace for the AI to take if it so chooses, but, i think that there also has to be the ability to be war like. Do you get what i mean?
IN order to make the game fun for all players they must do a fine balancing act. Now, IMO, i think the war side of the game is very well done. I like waging war, and so does the AI. They do need to smarten the AI, re work someof the units, and ofcrouse, build more viable paths to peace.
I dont think the way to do this would be more exspensive units. Imagine, you have a few cities in the industrial age, say it was a bad start for you, You have to go to war.
Well, by the time you finish building up those eletite troops which now cost more, it's the modern age, and they are obsolete. Granted im embellishing perhaps a lot there, but you get the drift.
I may just be paranioia, I'd still buy civ 4 reguardless. But I think that causing war to be more mostly in civ might also deduct some of the fun.
I personally do not want to have to go through every city and begin recruitning people whenever the AI atumble across one of my resources, or whenever I have to go invade a small island, for say, spices.
Ofcoruse this is not to poo poo any ideas, as i said, i can't exactly put my finger on it, but i think that's the basic dislike of this idea.
Excellent, Really, Thank you.
Before i begin, I'll note, i think i agree more with sir schwick than he agrees with me, i definetly like what he said in response.
I understand your fear of mirroring history, and that it would reduce the fun of the game, rewritteability. My goal is to mirror the catalysts, hopefully in a way that creates new, unique situations but with a familiar feel, if that makes sense.
What i enjoy most about history, and these games, is seeing the individual elements that contributed to a situation, where each on its own was largerly insignificant. The game right now,i feel, lacks these catalysts, id like to see them introduced, and if that is something you dislike, then i fully appreciate we will disagree. But While I want familiar events, i want them to combine in new ways to create new dynamic situations.
Let me give an example to try and be more clear.
if i ally with any 2 nations in the game, i can garauntee within 20 turns they will declare war on eachother and put me in the middle, its like its hard coded. the reasoning, apparantly, is without a fear of me, they see an opertunity to hit eachother. thats it. And its empty and pointless and unfufilling.
Now once, just once, it was magnificent. I allied with 2 empires, and there were 11 left in the game. 2 insignificant empires declared war on eachother over some resource, and those 2 enacted treaties, who enacted treaties, and on and on, until finally myself and my 2 allies found ourselves being drug into opposite sides of a nasty World War. It was a beautiful display of dominoes falling.
I could see where you might say that mirrors history,it was a rather like the situation that started world war 1, but so much else was different, and it came about naturally, on its own, that i did not at all find this stale, or a simple recreation. That was one of my favorite times playing civ 3. Thats what i seek to recreate, not the situation, but the way the situation came about.
I don't want it to happen every time, and definetly not everytime in the same way, but as i said, right now, things almost always happen the same way, i get 2 allies, and they declare war on eachother for no real reason, putting me in the middle
To put that in perspective of this idea, whenever one empire gets large enough in this game, that empire becomes unstoppable, unbeatable. It'd be the equivelant of us all being persian, or romans, or us all being spanish, or us all being brittish.
But thats not the case, in each situation these great powers were defeated, atleast in part because the strains of a large empire are such that a smaller empire is not completely outmatched. the greeks kept the persians at bay, Barbarians crushed the romans, the brittish defeated the spanish and the colonies succussfully rebelled, with aide ofcourse.
I totally concede the micromanagement required to draft from each individual city whenever war or the threat of war arises, would probably be unacceptable and unfun, Some solution is definetly needed
What sir schwick states about handling mercenaries works i think. Perhaps allowing you to draft/conscript from an advisors screen, where a list of cities is displayed with the current food stockpile, hapiness, etc displayed for easier management would do it.
Which brings up a point, I also think part of this is too many cooks in the kitchen. I really like alot of the ideas offered by others, but concede they may not work well together, or require some careful comprimise. Im mostly for troops, professional atleast, which are more expensive to upkeep, not neccessarily more expensive to build, with a main goal of leveling the playing field between massive empires and smaller ones, but that definetly is not the only goal.
so your concern that the smaller empire is at a disadvantage hopefully would not be the case, since he is actually more able to conscript and draft without causing debilitating civil unrest, than that major empire he is fighting. even though the larger empire has more resources to draw on, he is much more limited in how much he can draw on them.
Further more because of the great strain of maintaining the army he has, that he is forced to maintain to hold his dominant role, that big empire is far less able to build new more advanced units.
Exceptional care must be taken to ensure this gives the oppertunity, not the gaurantee, for large empires to be dethroned.