Turn-based Suggestion

markusbeutel

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Civ 5 runs slow at later speeds. This isn't new to the series, although perhaps the length at which late-game turns take now is worse than ever.

While I like that Civ 5 adopted innovations like 1UPT and a Hex-based map - I think what could really use an update is the turn-based system itself. The system is dated - like turn-based JRPG's. That's not to say people don't enjoy it - many do, and I'm not going to suggest a real-time system as this is something that would just not work in a game like Civ where micro-management plays such a large role.

I'd like to see a system that uses staggered real-time turns. A good reference point would be how battles played out on Pirates Gold for Sega Genesis.

1. When you weren't moving, neither was the enemy, and when you did move, they moved along with you. Actions such as moving workers/armies would occur simultaneously.

2. All other actions - building things, choosing techs/policies etc, could be calculated in between moving units. There would be no end turn button as these builds/choices would also occur simultaneously. I'm thinking of a system in which every action has a specific time-frame to complete, sort of like cool-down effects in MMORPG's - action points if you will, but with regards to time. Buildings like forges could allow you to build buildings in a shorter amount of time rather than over a period of turns.

3. But this isn't a RTS game. Which is why as soon as you stopped giving commands/choosing techs/building things - the game would stop with you. Being able to sit back and think about the choices I've made is one of the main draws of the TBS. It shouldn't be decided by a quick trigger finger.

3. The game would still feel-turn based as nothing would happen until you performed an action. If your research level is at a high enough level, choosing new policies could take 10-20 minutes but this action itself would be countered by the AI building a unit or wonder or building or multiples of these things in that same time span based on their proficiency in these areas.

4. Loading could be accelerated as soon as your fingers leave the keyboard and there could be an option under advanced settings that lets the game play out in double or triple speed while you aren't physically commanding your empire.

The new patch will surely help the game in regards to overall stability and immersion - but it's overall game-changing mechanics that I'd rather see implemented. Here's hoping for some great expansions just like in Civ 4.
 
Europa Universalis uses a hybrid system not unlike the one you suggests. The game spans around 300 years. Each time unit (or turn) in the game represents one day. Time can be set to advance automatically at 5 different speeds. The player can pause the game at any time as well as have the game pause by itself when important events occur.

The system have some shortcomings however. I find myself playing with my left hand on the space bar so that I can pause the game on the same day as something happens. I might spot an enemy army or a royal marriage is announced between two other players. Many events are triggered too often for it to be reasonable to having the game pause every time it happens. It makes it hard to relax while playing the game.

Changing the game speed all the time can also get annoying. Basically you will want to run at max speed when you are not doing anything and at a slow speed when you are fighting wars or doing something else that requires a lot of input.

It should be said that several shortcomings of Europa Universalis does not stem directly from the system, but is a result of less than great interface design. So with the right developers and resources it might work out great.
 
So every action you make the AI makes an action? And units 'recycle' their action points after giving actions to a certain amount of other units? Did I get that right?
 
I like the turn based structure as is.

Out of curiosity, how would you work point 1? If you move one unit, the enemy moves one unit? That would work until you had units coming into conflict and different numbers of units for different civs.
 
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