Thanks for the replies. I didn't expect to say all that and not get a lot of
It was mostly for kicks, but I still feel a bit about a lot of this. I'll get to suggestions later. First for replies to replies (thanks especially for the lengthy ones):
4. -since each "turn" in a game is equal or over a year each, unit movements before industrialization were actually slower in realistic terms.
Thanks. I just remembered that I had already thought this out, but forgot it again.
6. -adding additional unit variants is not a realism problem, it's a balancing problem; more technologies would add more complexity and would cost more hours to balance; besides, promotions already fill msot of this void.
Would be more fun, though. The game gets dull quickly when at every relative point there's always musketeers and riflement, archers and axemen, infantry and machine-gunners, etc, etc, yawn
7b. -"Hunting" does not represent the way of food consumption, as you do not gain any food surplus bonuses; it mainly represents is the sharpening and utilizing wooden/stone tools, thus is required for scouts, and later spearmen.
Alright, this I can understand. I've starting thinking more along the lines of what was meant by each technology, and agree that 7b isn't worth mentioning.
9. -even though technologies are so conveniently labeled for you, the unknown field is a process of tests and experiments; that is why it takes a series of "turns" until you finally master it.
Yeah, I know, I was more or less joking with this one
Still, I'm not sure how much control any given ruler has had over technological process, directly at least. Maybe some, maybe not... I'd prefer more of a dynamic approach, where location, actions, civics, etc, and a general direction (cultural, scientific, theoretical, military, etc) provided progress, rather than the current system.
I know, I know, a lot more balancing and programming, but more realistic and fun, imo, because you never know what you're going to get, and every game is different.
12. -if a unit, representing a regiment or army, has enough combative experience, it is not that unrealistic for it to become specialized in a field of fighting.
Yes, but when does a unit that's gained experience defending a city NOT learn how to defend better, and instead learns how to cross rivers without taking extra casualties? Type of experience (hill defense, city assault, etc) should determine promotion (save barracks, etc, promotions)
13. -the city represents the total populous from within and its surroundings; this includes the food storage and usage.
I'll give you this one. I also thought about it a bit yesterday and figured it wasn't that big of a deal. A bit nitpicky on my part...
15. -oasis is a very fertile piece of land where natural riches can be accumulated, thus its tile bonus; silk is valuable locally as a luxery wearing material, thus its tile bonus and "happiness"; oil is a polutant that has a limited use for a local area, thus its tile bonus; the oil resource should gather much of its commerce from trading to needy civilizations, as it is a necessity for various modern crafts; the tile geogrphic bonuses and trade bonuses are two different things and should not be confused.
I see. Wouldn't oil production increase the economic conditions, though. It might degrade food output, but overall it should infuse the area with more business opportunities and tax income from said businesses?
16. -the game does include ethnicity, nationalism or rebellions, so conquering the known world is quite possible; a little known fact, slavery was still enforced in some countries into the 20th century until ended by international intervention; "spreading institutions of learning?"; scientists and research is represented by your scientific output (people are for production and arms, scientists are for research).
I think my problem with this, and where you and I differ, is that I see the game as empires/nations/etc struggling, and you're looking at it more as generic cultures/societies/etc.
17. -the game officially ended at 2050 B.C.E., so the addition of other technologies would be pointless unless needed for another feature in future addons.
True, my bad. Still, if you look at some of the technologies currently under development, the next 40-50 years isn't going to be stalled technologically.
19. -again, sarcasm makes your point difficult to read; some people argue for a tile bombardment feature, which some mods implement; the artillery in Civilization IV was programmed to counter the SoD (stack of dooms) that were common in Civilization III, without making it overpowered like in Civilization II.
Yeah, I just got sarcastic after a while. This was a rant after all... I'm asking for tile bombardment.
21. -you can build any city that has a water source, whether it will grow or not; the sarcasm, again, is confusing; you cannot industrialize desert tiles with workshops because it would be uninhabitable for the working community (no accessable food or water).
Looking at it as a large area of land with just a small area designated for the given function (production/commerce), I can understand this rationalization. Given roads, though, I don't see why barren stretches of land are not prime locations for large factories. If there were not enough people in the central city, then the land would not be habitated anyway, but the empty workshop would still remain. The extra food from the surrounding area, however, could supply the workforce, as per the current game system.
Furthermore, the fact remains that a city can be started on such terrain, but small version working within that unit of governance that would have all the aid of the surrounding terrain can't exist on the exact same space? I'm still not understanding.
24. -pastures represent the dairy and meat products that are essential for the protein of a healthy diet, of course its going to have great growth impact.
My sarcasm overcame my desire to make a point. The fact is that farmland, acre for acre, produces more energy than animal production. This is why meat is expensive, because the amount of food necessary to sustain a pig up to the point of consumption is more than the pig itself is worth. More production should be able to be found with this (more hammers), since it would probably be a better protein source (save if you planted beans or certain other plants), but it probably wouldn't sustain the same number of people.
26. -the French Revolution brought a wave of social reforms that were spread with the conquests of Napoleon; President Bush had majority of the House and public appeal when the United States declared war; there has never been a true democracy since Athens of classical Greece, instead there are systems of representatives and constitutions.
If president Bush wanted to invade England tomorrow because he felt like it, it would be a quick war, lets just say that.
28. -after the atomic bombs, Hiroshima and Nagasaki were pulverized to rubble, but were rebuilt, something that Civilization IV accurately represent.
These two instances do not properly portray the effects of "ICBM"s, weapons with something like 1,000 times more power. iirc, by the time we had trustable ICBMs, the H-bomb had already been built (it only took ~4-5 years to develop after the A-bomb anyway, right? Why bother even including regular A-bombs then?)
29. -individual units are symbolic for actual regiments and armies; it is impossible for an entire army to clash at the same time, it is composed of the individual battles of the regiments, which is why the Battle of Thermopylae was so successful.
If they are, then they should consume as much food, and in no way should a regiment of warriors be killed by a small pack of bears, and I doubt the ability of this large of a force to be held ten times over inside of a city. Thermopylae is an example of when a large force CAN be held off by a smaller one, but in open terrain this is not generally the case. An army outnumbered 10:1 should have significantly fewer chances than if it fights one-on-one with equally-sized portions of the larger army consecutively.
31. -the heavy precipitation of rainforests is the result of the increased evaporization of water caused by the higher temperatures; however, magnify these temperatures any higher and you get desertification.
How much higher? I was under the impression that atmospheric conditions created deserts, rather than temperature (to a DEGREE that is... tee hee). And this wouldn't be the case everywhere. Higher temperatures = more evaporation = more rainfall. All that water just can't sit in the tropical air forever, and there would be an equilibrium reached when cloud cover decreased surface temperatures enough to allow for a proper rainfall.
33. -"Biology" allows to construction of farms without irrigation and increases its food yield by one; much of the world today is agrarian economically.
Agrarian because it has not fully "modernized" (think of that as you like). Modern equipment, organization, and economics have allowed for vastly more efficient forms of agriculture, which have in turn fueled vast upsurges in human population. One single unit of food (1/4 increase on some tiles, 1/3 on others) is hardly an appropriate comparison.
36. -the sarcasm is confusing; refugees would require complicated coding and add no important gameplay element.
The coding could simply be that any country with a "close border" would become anxious over a war in which damage was done to the border nation being invaded, and would press for peace with the aggressor. If the non-combatant country were on good terms with the invading country, then it would have more sway. If it were more powerful, it could probably end the war. This would give smaller nations more protection against aggressive ones if they were in the shadow of a great power. I'm not sure the coding would be too difficult.
One of my biggest gripes with the game is the relative inability to thrive as a smaller nation. Defense, technological progress, etc, all put one at a disadvantage. it goes along with the idea that conquest is the necessary goal, and survival and development are only subsidiary to that.
37. -the mod Rhye's and Fall of Civilization has plagues using the religion coding; this is a feature that has been anticipated for future Civilization releases.
Sweet. Does it have any diplomatic impact on countries with poor sanitation (lots of
cities)?
39. -"Culture" is symbolic for a civilization's influence; the entertainment resources in Civilization IV is perhaps skewed, and mods like Rhye's and Fall of Civilization have replaced them with something else (like Football, etc.).
I feel it should be more on the level of religions. Why is there no "secular" religion?
40. -terrorism, such as insurgent parties and bombings, is not included in Civilization series, so that is an unfair comparison.
Why not? Why can't I train cheap troops with a large bonus against armor? Or "spies" that can "sabotage" enemy units? The point was that you don't need a large production base or technological advantage to go toe to toe with modern weaponry, especially if it is invading your country. Late game warfare is effectively "build, build, build armor" and if you're small then "get run over because you can't compete". Time and again in recent history this has been proven wrong.
43. -corporations is a feature that will be introduced in the upcoming expansion pack.
Sweet.
45. -actually, until secularism, the religions and traditions of the early civilizations limited the research in anatomy as the dissecting of human corpses was frowned apon; the "hospital" represents the improved medical practices of the city.
I've seen shows on Roman hospitals. They may not have been wide-spread, but they existed. And, especially in the case of dualism, I'm not sure if it is necessary for religions to respect the body in this manner (likely, yes).
46. -the natural barriers of the forest force armies to fight in skirmishes, disorientating the troops and possibly demmoralizing them into retreat.
This is true. My bad.
47. -bears don't attack if provoked and if a band of warriors enters their territory, a family of bears might feel threatened enough to attack.
See previous comments. One of the two doesn't line up. Either bears can attack or armies are huge and wouldn't be destroyed by them.
48. -however, the use of gunpowder was only used for entertainment; the Mongols are the first known to fully utilize this technology for weaponry, reigning from 1200-1400 B.C.E.; it's not exactly Middle ages or the Renaissance era, so does it matter what it is labeled?
Was that just the way history turned out, though, or could it have been different?
49. -you can't learn how to hold a gun until you can swing a sword; Civilization IV does an excellent job of allowing you to choose your own path of technologies, contrary to the previous Civilization games.
I'll agree it's better.
Too much time on your hands. That's all I can say.
Too true...
My friend said those were large, um, fecal fields in Saudi Arabia. Not sure if he was right...