That's the bit I don't understand: disadvantage? In comparison to who? You're the only person in your game. To the AI? That feels like a baseball player complaining that he's at a disadvantage against a pitching machine. It's only there for you to give you something interesting to do. Or a role-player complaining that the DM has all the power in the game (If you have never tried old fashioned tabletop roleplaying games , please ignore that simile.)When I launch the game, I don't feel like playing a specific game from round 1. If you do, good for you. I want to see what I can do with the situation the game creates for me (for that reason, I never reroll). The uniques force me into a false dilemma: should I try to maximize these bonuses (often having to bend over backwards to get the right terrain/resources/whatever into my empire to fulfil some preconceived notion of my civilization) or should I ignore them and be at a disadvantage? Why all of you think this is a good situation to be in is beyond me.
This actually sums up my problem with uniques. When I launch the game, I don't feel like playing a specific game from round 1. If you do, good for you. I want to see what I can do with the situation the game creates for me (for that reason, I never reroll). The uniques force me into a false dilemma: should I try to maximize these bonuses (often having to bend over backwards to get the right terrain/resources/whatever into my empire to fulfil some preconceived notion of my civilization) or should I ignore them and be at a disadvantage? Why all of you think this is a good situation to be in is beyond me.
If you play MP, it's an obvious disadvantage. If you play SP, it's a disadvantage compared to optimal play you could be having. Maybe you're different than I am but I cannot force myself to ignore a Civ's uniques. If the tool is there, I am going to use it and maximize it. So for my personality type, it feels more like coercion than choice.That's the bit I don't understand: disadvantage? In comparison to who? You're the only person in your game. To the AI? That feels like a baseball player complaining that he's at a disadvantage against a pitching machine. It's only there for you to give you something interesting to do. Or a role-player complaining that the DM has all the power in the game (If you have never tried old fashioned tabletop roleplaying games , please ignore that simile.)
What you call "false dilemma" I call "choice". That's why it's a good situation.
No, because having a specific bonus is a part of your situation. It's one of the cards I'm dealt. A landlocked England with a naval bonus is a good example. For me, something like that breaks immersion (why in hell would a civilization born on a steppe have naval bonuses?) and pushes me towards *becoming* a naval power to use that situational bonus.You just kind of contradicted yourself. If you enjoy seeing what you can do with the situation before you then continue to do so. Just because you rolled England and you seem to be a bit more inland than usual doesn't mean you need to head to the coast and begin your naval empire.
Play the situation; play England as a continental superpower. You literally just said that's what you prefer doing so there really shouldn't be a dilemma there.
Yes, easily. One example is the religion system in Civ5 which even gives you a choice of having unique buildings. Haven't heard anyone complain about it being too complex. And haven't heard anyone complain about it being immersion breaking although you can have mosques as Spain and cathedrals as Arabia.I addition to the (extremely important) function of providing an additional source of game to game variability, I think one understated advantage of civ uniques is that it allows a huge amount of content to be added to the game without overwhelming new players (or experienced ones for that matter). I could easily envision a system where every unique unit, building, improvement and ability is locked behind branch techs/civics, wonders, city state/GP/religious bonuses and therefore available to any civ. In some sense, it would even be the most elegant way of designing the game (though balacing such a system would be a formidable challenge). On the other hand, can you imagine loading up your first game of civ and seeing the tech tree that system would produce? The civ unique system allows all of that variability to be present, but limits how much of it a player has to worry bout in any given playthrough.
Doesn't diplomacy (stuff like agendas) and ethnic units/cities/etc. already provide that, though?Having thought about it, I can see both sides of the argument; but I doubt many people are watching the First Look video for America or Egypt and thinking "no no no, this isn't right at all! I need LESS character and flavour!"
I want rivals, opponents and allies I can come to know, hate and admire. If this comes at the cost of some realism, well, I'm happy to pay that price; and there are always Paradox games out there to scratch that particular other itch.
It kinda is. Although this was only an example to point out how the unique ability is locking you into a specific playstyle. Starting biases are a part of that.Isn't this kind of turning into a silly argument? Even though start biases don't function perfectly I've never had England begin land locked unless there's no water on the map anyway. I've never had a good non-jungle start with the Aztecs and I always wind up smack dab in the middle of the tundra as Russia. If V's start biases functioned at least marginally well is there really any reason to believe Cleo won't get a river start and Vicky won't have a coastal bias?
It's clearly a matter of preference. I would prefer precisely that.Sorry if this has been already adressed.
If we strip Civs of uniques, and go with this "emergent gameplay" idea, what would be the difference between playing with Polynesia or Russia?
If the answer is: An icon and colours! Then meh, I don't see how that is better to what we are getting.
Civs 1 and 2 would beg to differ.Again, the OP has a great idea for a different game.
That's actually a pretty cool idea.I've already proposed an alternative idea that could co-exist with the current system: Create-a-Civ.
Imagine choosing your unique stuff from all available units, improvements, districts, abilities already in the game. Choose your colours, icon (even upload your own) name your Civ.
Tell me that doesn't sound great.
In that case I fear the new play-the-map philosophy will feel like thumbscrews to you. ("Damn Eureka moment I got for building this quarry, forcing me to research masonry. And those blasted mountains coercing me to place my science district next to it to maximize my enjoyment.")Maybe you're different than I am but I cannot force myself to ignore a Civ's uniques. If the tool is there, I am going to use it and maximize it. So for my personality type, it feels more like coercion than choice.
JtW said:When I launch the game, I don't feel like playing a specific game from round 1. If you do, good for you. I want to see what I can do with the situation the game creates for me.
Here's your contradiction.JtW said:Having a specific bonus is a part of your situation. It's one of the cards I'm dealt.
I'm sorry, but I think your Create-a-Civ leads to the same result: meh!If we strip Civs of uniques, and go with this "emergent gameplay" idea, what would be the difference between playing with Polynesia or Russia?
If the answer is: An icon and colours! Then meh, I don't see how that is better to what we are getting.
Again, the OP has a great idea for a different game. I've already proposed an alternative idea that could co-exist with the current system: Create-a-Civ.
Imagine choosing your unique stuff from all available units, improvements, districts, abilities already in the game. Choose your colours, icon (even upload your own) name your Civ.
Tell me that doesn't sound great.
Sure, let's dial up the sarcasm, it always improves the discussion and prevents it from devolving into a flamewar.In that case I fear the new play-the-map philosophy will feel like thumbscrews to you. ("Damn Eureka moment I got for building this quarry, forcing me to research masonry. And those blasted mountains coercing me to place my science district next to it to maximize my enjoyment.")
Again, the OP has a great idea for a different game. I've already proposed an alternative idea that could co-exist with the current system: Create-a-Civ.
Imagine choosing your unique stuff from all available units, improvements, districts, abilities already in the game. Choose your colours, icon (even upload your own) name your Civ.
Tell me that doesn't sound great.
That ☝🏻is sarcasm, mine was maybe a bit farcical but not intended to be hurtful.Sure, let's dial up the sarcasm, it always improves the discussion and prevents it from devolving into a flamewar.
In the battle between nature vs nurture it's possible that 100 civilizations could have occupied the niche that something like Egypt or Mongolia or Netherlands occupied and failed completely. They had the right stuff and the right time, which is something more than random chance IMO.
But anyway I guess you got my point: If you feel that potential benefits you get for certain decisions during the game (like building a coastal city so that you can reap the UA benefits for being England) are coercion, then you must have a problem with many of Civ's mechanisms which reward some actions and thereby influence you to go for them (like deliberately placing your districts so that you maximize proximity boni or sending your scouts to some ancient ruins to reap some random reward).
In the battle between nature vs nurture it's possible that 100 civilizations could have occupied the niche that something like Egypt or Mongolia or Netherlands occupied and failed completely. They had the right stuff and the right time, which is something more than random chance IMO.
It's alright. I don't enjoy mudslinging but it clearly wasn't your intention.That ☝🏻is sarcasm, mine was maybe a bit farcical but not intended to be hurtful.
But anyway I guess you got my point: If you feel that potential benefits you get for certain decisions during the game (like building a coastal city so that you can reap the UA benefits for being England) are coercion, then you must have a problem with many of Civ's mechanisms which reward some actions and thereby influence you to go for them (like deliberately placing your districts so that you maximize proximity boni or sending your scouts to some ancient ruins to reap some random reward).
Somehow I feel my original way of phrasing it was more enjoyable to read - but if you felt it was too harsh, I apologize.