Unit Trading?

Man i wrote a three paragraph post on how tech "bleeding" could be better but my browser went back without me clicking it...

Anyways, yeah tech "bleeding" could work, I tried it before, but as is it doesnt make much of a difference in game.
 
Getting rid of tech trading is a step backwards.

Civ4: You can play with or without tech trading, player's choice.
(Check a box to disable tech trading at the start of the game.)

Civ5: Apparently, only one option.

Bad design philosophy, remove options for players to play the type of game they prefer, or just to vary the type of the game they play.

Pointing out that you prefer one of the two options, misses the whole point.
They went out of their way to remove something that was OK.
(They could have just changed to the default to no tech trading if they wanted.)

Taking a different example, in CiV4 you can play with random events or not.
I always have them turned off.
(I tried it a few times and did not enjoy it. Other people prefer them.)
In Civ5, either making random events mandatory or eliminating them would be a mistake. (I have no knowledge as to what they will do. Just an example.)

The purpose is to have the players enjoy the game.
They should not be removing options, unless it is absolutely necessary.
 
Getting rid of tech trading is a step backwards.

Civ4: You can play with or without tech trading, player's choice.
(Check a box to disable tech trading at the start of the game.)

Civ5: Apparently, only one option.

Bad design philosophy, remove options for players to play the type of game they prefer, or just to vary the type of the game they play.

Pointing out that you prefer one of the two options, misses the whole point.
They went out of their way to remove something that was OK.
(They could have just changed to the default to no tech trading if they wanted.)

Taking a different example, in CiV4 you can play with random events or not.
I always have them turned off.
(I tried it a few times and did not enjoy it. Other people prefer them.)
In Civ5, either making random events mandatory or eliminating them would be a mistake. (I have no knowledge as to what they will do. Just an example.)

The purpose is to have the players enjoy the game.
They should not be removing options, unless it is absolutely necessary.

The problem is that if you make everything in the game optional, then you end up with an extremely loosely tied together game that falls apart when something "unexpected" happens. I notice this in many mods, they design it so you can enable and disable features at will, and it just ends up causing more problems than it solves, I would rather have a finished game that is well balanced and tied together than a game with dozens of options, but lacks balance and continuity.

It's a difficult process determining what can or can't be made an option, and tech trading is something that probably won't work at all due to the way Civ 5 is being made.

I have said this before and I will say it again, people need to stop thinking of Civ V as Civ IV-2, it isn't even remotely going to be the same game, look at the laundry list of changes that are happening and tell me you can even come close to comparing the game styles. I honestly think V will be the game that splits the Civ community between those that yearn for the old Civ games, and those that embrace the much needed change of pace in Civ.
 
The biggest problem with presenting the "option" of enabling tech trading is programming the AI to deal with it. This is not a feature the AI has ever handled well.

Getting the AI do deal with it well would involve a huge amount of time spent in the cycle of programming/testing. For something that is only an "option", it just doesn't make sense.
 
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