Well, I guess I have time then, since I missed my bus!
TradePeror said:
I understand that the UET seems awfully complicated, especially at this (somewhat ) early brainstorming stage, but all I would like to say is that I do not believe there is any way the entire UET can ever make it into any game (except one I completely design myself, which would no longer be Civ, of course). Therefore, the UET in its current form is all-encompassing and as detailed as possible, with the hope that at least some of the ideas might get through to the developers.
I have got the impression that your system's concepts are quite intertwined? Does it make it better or worse if you take some of it, but leave the other parts outside? Anyway, would you care to give some sort of list or explanation of the concepts you would most want to see in cIV, even if all of the UET would not make it?
Also, I continue to disagree that the UET would do any justice to the actual complexity of managing economies, wars, politics, or diplomacy (notice how many people are involved in those fields in reality), instead only imparting the minimal ideas possible to represent those fields at all to the depth of replayability.
Of course. I haven't said that, have I? That would be embarrassing

Real life's society is of course way too complicated to be mastered by one person only. That's why we have games. Chess has taught the basics of strategy, for example. That's the fun of it: you can fly a simulated plane in your living room without the tedious training. Even a fraction of the real life complexity in these matters is too much for ordinary folk. However, it might well be that some economy in cIV would actually teach the players something about economics, as civilization has taught them of history and technological progress.
Anyway, I would actually be surprised if this intolerance for brain activity were true for most players of Civ! I thought Civ was a game that required more intelligence and strategic thinking than the average RPG kill-them-all game. I guess every game has to be marketed to "the masses" after all...and all because of the economic forces of reality...
I disagree with the whole notion of civ marketed to "the masses". Civilization is a game that has sold quite well and is well-known and well-respected in the world. What I am thinking more is the players that have already taken civ as their own. If it is changed too much, the old players will disappear - and if it is not changed enough, there won't be enough new players to make up for it. I think that is what happened to Master of Orion 3 - although it was a crappy game in many respects (possibly because they tried to make it too grand for their own good).
So I am not arguing along the lines of sales. I am not asserting that cIV should be simplified (indeed, some complexity is tolerated and probably needed in some parts of the game) so that even my slow and dumb cousin can play it. I am only saying that automation is something that should be avoided - and automation here includes systems that allow players to choose the overall lines and watch the effects (i.e. "nudge" the economy in the right direction). It would be realistic, probably simple too, but it would not be fun. Not too unlike if in chess you would choose your "strategy" and watch the pieces fight it out. This would take away the control of the player, and that is essentially what I am after for with "simplicity". Control is what games are about: control about things that cannot be controlled in reality, and of course about things that are impossible altogether in reality.
If UET could be made so that the (average) player at all times understands what his "nudging" does indeed cause, that the automation would be similar to cities building units now (you don't have to supervise the actual construction, just choose what and with how many shields, and that's it), then I could accept it. But alas, I have not got that impression of the system. Just the sheer amount of explaining you have engaged yourself in, TradePeror (bless you for your determination and patiency with dumb-asses like me!) speaks its own language. If you could make a "baby-UET" that would somehow retain the spirit of your system but also retain a degree of control for the player, now that would be something that would perhaps wake me up again.
And yes, the economical system (read: roadsystem) of civilization is too simple. I am not sure if it is the unintuitiviness of it or what, but people still don't seem to grasp the idea of it. Even though it is simple if anything is! Something in addition to that and the tax-slider would be nice, yes. I am not sure if anything other than trade with other nations should be made better, though. As it is now, the trading system simply sucks, and that makes the roads the only way for one to increase economy. If the trade could be revised so that it was easy and the AI would actually want to trade with you, that would save a lot. Well, anyway, I am waiting for the baby-UET
However, I think Civ4 could use some of the depth of the UET to further the 4X experience--which, admittedly, would be a rather tricky venture, but again I agree that a fourth version of 4X, likely with the same style of accomplishing 4X, would be pretty stale.
Remember in times ancient past I threw you with the best possible weapon a UET-critic can: Master of Orion 3? Well, here it goes again. Have you tried it? You really should, before cIV becomes to Civilization what MoO3 is to Master of Orion. It is a fine idea in MoO3 about the economy. We have unemloyement rates in the game, different kind of industry and different races faring better in different industry, different soils that are better for different industry (or agriculture). There is a real economical model humming in the background. A grand idea, one that I was drooling for along with others. And how many bitter nights have I cried!

The system completely sucks. Nobody knows what it is about (although the developer himself came forward and tried to explain it), nobody knows why his or her economy is soaring or falling like a stone. I felt completely detached from the game. The only thing I could do was to choose the planets I wanted to colonize. The infrastructure was too complicated to master, so I left it to the AI. There might of course be other reason for the crappiness of MoO3 - mainly the poor AI that controlled your economy as well as the AI-nations. Nonetheless, I am afraid that UET will not differ much from that.
I hope I am mistaken, but I am wary. Fine ideas don't always make good applications.
And for you SimNation people: perhaps we would all be happier, if instead of taking the concept of Civilization and turning it into SimNation you would try to somehow get the developers to develop a NEW game called SimNation. I simply don't see the point in choosing Civilization as a means for your perverted ends

It's like that someone who wanted to see cIV implemented with a First Person Shooter! Not in my game you will!
