StrangeKiwi
Chieftain
- Joined
- Oct 18, 2011
- Messages
- 9
As with any game that I find particularly excellent, I spend time pondering potentialities that (to me) seem appealing. I thought I might share some here, and invite others to do the same. I realize by perusing the threads that some consider the game perfect as is, so I would offer any suggestions as options rather than default features. As things stand, this is an outstanding game that I am grateful to have found.
I would like to see a bit more variety in victory conditions. There are many options from other games but something that rewards trade, diplomacy, happiness, or religion would add some much needed variety. A religious spread victory would also tick the diplomatic box, as spreading the religion would most likely require peace agreements. A conquer all tribes option could be interesting, where one's relationships or conquests of tribal cultures leads to victory. I would love to trade myself to victory by doubling the annual gold income of another civ rather than simply doubling their points.
This leads me to trade and diplomacy. Both feel quite random. I would love to have a bit more control of what resources I offer or receive rather than simply sending a trade mission. I realize that this probably opens exploitation of the ai, but as things stand, trade seems underdeveloped to me.
Which leads to resources. It would open up gameplay if one could acquire resources other than luxuries or find further uses for resources rather than just producing more ore or more stone. I mean, how about a wonder requiring only marble? Or allowing me to build War Elephants by importing the Elephants?
This leads me to...I'm sure that "health" was excluded from the game for valid reasons but having a health factor inside a city gives some value to different food resources: after all, a balanced and varied diet would improve health, making different farm types more than simply flavor. A health line of buildings would be simple to create, and it seems like an obvious component of managing a city/empire. Where are the aqueducts?! What about the plague of Athens? The great speech of Pericles? The Hippocratic Oath, the funeral nuances of Egypt?
Happiness: it seems to me that the fundamental principle of city unhappiness is flawed. From my readings of history and literature, I see no evidence that people rebel, loot, pillage, migrate when their lives are not improving or, as modern parlance would have it, "upgrading." For most people over much of civilization, life would have changed but little, and there are seldom revolutions when food, water, and health are sufficient. I hardly think that there will be a world revolution if Apple stops introducing new Iphones or Microsoft new operating systems. For my part, I would cry hallelujah if such things would abate! In other words, unhappiness should not be the default condition of the game, but should be caused by player mistakes, mismanagement, and random events. Otherwise, the whole happiness mechanic feels a bit like Sisiphus trying to push a smiley face up a hill.
Lastly, it seems like the new DLC will partially address this, but having an epic or heroic component to the game would add depth, fun, and flavor to the game. Some of the leaders, such as Romulus are arguably mythological figures, why not go whole hog and add true heroes to the game? This would open up quest lines, monsters, mythical places...adding a little magic to this historic title. If packaged as a DLC, it would be an option, letting players who prefer a wholly historic approach avoid the messiness of myth.
Thanks to anyone who reads this, and I'll be interested to read the ideas of others.
I would like to see a bit more variety in victory conditions. There are many options from other games but something that rewards trade, diplomacy, happiness, or religion would add some much needed variety. A religious spread victory would also tick the diplomatic box, as spreading the religion would most likely require peace agreements. A conquer all tribes option could be interesting, where one's relationships or conquests of tribal cultures leads to victory. I would love to trade myself to victory by doubling the annual gold income of another civ rather than simply doubling their points.
This leads me to trade and diplomacy. Both feel quite random. I would love to have a bit more control of what resources I offer or receive rather than simply sending a trade mission. I realize that this probably opens exploitation of the ai, but as things stand, trade seems underdeveloped to me.
Which leads to resources. It would open up gameplay if one could acquire resources other than luxuries or find further uses for resources rather than just producing more ore or more stone. I mean, how about a wonder requiring only marble? Or allowing me to build War Elephants by importing the Elephants?
This leads me to...I'm sure that "health" was excluded from the game for valid reasons but having a health factor inside a city gives some value to different food resources: after all, a balanced and varied diet would improve health, making different farm types more than simply flavor. A health line of buildings would be simple to create, and it seems like an obvious component of managing a city/empire. Where are the aqueducts?! What about the plague of Athens? The great speech of Pericles? The Hippocratic Oath, the funeral nuances of Egypt?
Happiness: it seems to me that the fundamental principle of city unhappiness is flawed. From my readings of history and literature, I see no evidence that people rebel, loot, pillage, migrate when their lives are not improving or, as modern parlance would have it, "upgrading." For most people over much of civilization, life would have changed but little, and there are seldom revolutions when food, water, and health are sufficient. I hardly think that there will be a world revolution if Apple stops introducing new Iphones or Microsoft new operating systems. For my part, I would cry hallelujah if such things would abate! In other words, unhappiness should not be the default condition of the game, but should be caused by player mistakes, mismanagement, and random events. Otherwise, the whole happiness mechanic feels a bit like Sisiphus trying to push a smiley face up a hill.
Lastly, it seems like the new DLC will partially address this, but having an epic or heroic component to the game would add depth, fun, and flavor to the game. Some of the leaders, such as Romulus are arguably mythological figures, why not go whole hog and add true heroes to the game? This would open up quest lines, monsters, mythical places...adding a little magic to this historic title. If packaged as a DLC, it would be an option, letting players who prefer a wholly historic approach avoid the messiness of myth.
Thanks to anyone who reads this, and I'll be interested to read the ideas of others.