Hello fanatics. I have been a civ addict since it first came out. I think mr Meir owes me a job.
Anyway,
I am curious about why, after so many iterations of Civ we still have such a staggeringly horrible game. I admit openly that its fun and I still play it but it's just terrible. I mean it. It's fundamentally horrible on almost every measurable continuum. It's so very tragically sad that this is one of the best strategy games out there when it is so poorly designed and implemented.
I am not going to get super detailed here but,
1) I want to spend 1000s of turns in each era and slow the game timeframe of tech down tremendously so that each time period I can feel its real strategy and such. The tech advances alarmingly fast even on marathon. And NO I do not think I am asking for a fundamentally different game.
2) If the time in years is as it is, the production should reflect that. I like the building things but defocus that as the onerous task it is. Literally building things should be a multi-threaded thing. Each city could work on many things at once (and should). You shouldn't even be able to work on only 1 thing. Most building and units should be a 2-10 turn affair not ever much longer unless they are like 10-20 turn wonders. De-inflate the nonsense. I love that building a temple takes a thousand years plus. Its just ridiculous and no amount of sophistry and rationalization fixes that silliness.
3) The game is resource starved and that is STUPID. Add in fluctuation of gain to make it realistic and make yields MUCH more powerful. Add in spoilage. Make thing about how much (like they were in most cases) not choking nothingness that can never arrive at a goal. Really, it makes me wonder about the psychology of the designers. Basic units in 1 turn at tech level. Automated city-sized based garrison defense, Not some weird city ranged cannon thing. Generate appropriately sized armies of units, not 5 but 35. Make it tactical and strategic.
4) Resources and nat wonders and such should be discovered, not obvious. They should be cultivatable as in movable from area to area, not fixed. They should have geo limits in terms of this allowance. And discovery can keep happening in the same area over time even for old resources. Some discoveries of pools should run out. This is not beyond the scope of a cool startegy and tactics game as focused on resources as civ is.
5) Units should not really have much RANGE from their cities at most points in history. If they are 'out there' they should have a risk factor for disassociation. Bring back the bribe unit thing. Do not make it diplomat based.
6) Ditch the tried unhappiness dynamic. Not entirely but make it makes sense. WHY are the people unahappy and have the empire address that. No luxury? Too much militarism? The religion tenets are counter to the actions? MAKE SENSE damnit. Arbitrary size and expansion limits are BORING and STUPID. At some level I want an expansionist war game I can sink my teeth into set against the backdrop of civiliation advancement. Put the very real range and resources limits on the thing instead of arbitrary no new city founding and such.
7) Remove barbarians. EVERything is the same. Just another culture starting a city over here. Not named. Not known. Random characteristics that must be discovered by interaction (duh). And all of them try to grow and hem you in. Make it real. Make us feel how it was. Let me choose a color I want to represent each new civ I meet. Hang their flags in my hall of conquest when I overwhelm and defeat their people. Track their remaining population within mine and give them rebellious status in some cases if that makes sense.
8) DIfficulty. Really? You guys have zero, repeat zero understanding of difficulty. Zero. Difficulty is NOT cheating. Difficulty is making the AI smarter. Ask any chess player (a real game). What you can't code it? I disagree. You can do better. DO it. Stop cheating. Stop giving a random enemy nation a tech every time I research one. Stop loading 1 enemy nation. It should be just them vs me, strat v strat and varying, yes varying levels of AI smartness that even maybe fluctuate over time. How immensely stupid is it to have a player pull off a tactically brilliant maneuver only to see an enemy pike heal 50% of its damage in a cheat difficulty pump each turn? That is not a wargame. That is a hair shirt. Stop it. Just STOP IT.
I could go on and on.
Anyway,
I am curious about why, after so many iterations of Civ we still have such a staggeringly horrible game. I admit openly that its fun and I still play it but it's just terrible. I mean it. It's fundamentally horrible on almost every measurable continuum. It's so very tragically sad that this is one of the best strategy games out there when it is so poorly designed and implemented.
I am not going to get super detailed here but,
1) I want to spend 1000s of turns in each era and slow the game timeframe of tech down tremendously so that each time period I can feel its real strategy and such. The tech advances alarmingly fast even on marathon. And NO I do not think I am asking for a fundamentally different game.
2) If the time in years is as it is, the production should reflect that. I like the building things but defocus that as the onerous task it is. Literally building things should be a multi-threaded thing. Each city could work on many things at once (and should). You shouldn't even be able to work on only 1 thing. Most building and units should be a 2-10 turn affair not ever much longer unless they are like 10-20 turn wonders. De-inflate the nonsense. I love that building a temple takes a thousand years plus. Its just ridiculous and no amount of sophistry and rationalization fixes that silliness.
3) The game is resource starved and that is STUPID. Add in fluctuation of gain to make it realistic and make yields MUCH more powerful. Add in spoilage. Make thing about how much (like they were in most cases) not choking nothingness that can never arrive at a goal. Really, it makes me wonder about the psychology of the designers. Basic units in 1 turn at tech level. Automated city-sized based garrison defense, Not some weird city ranged cannon thing. Generate appropriately sized armies of units, not 5 but 35. Make it tactical and strategic.
4) Resources and nat wonders and such should be discovered, not obvious. They should be cultivatable as in movable from area to area, not fixed. They should have geo limits in terms of this allowance. And discovery can keep happening in the same area over time even for old resources. Some discoveries of pools should run out. This is not beyond the scope of a cool startegy and tactics game as focused on resources as civ is.
5) Units should not really have much RANGE from their cities at most points in history. If they are 'out there' they should have a risk factor for disassociation. Bring back the bribe unit thing. Do not make it diplomat based.
6) Ditch the tried unhappiness dynamic. Not entirely but make it makes sense. WHY are the people unahappy and have the empire address that. No luxury? Too much militarism? The religion tenets are counter to the actions? MAKE SENSE damnit. Arbitrary size and expansion limits are BORING and STUPID. At some level I want an expansionist war game I can sink my teeth into set against the backdrop of civiliation advancement. Put the very real range and resources limits on the thing instead of arbitrary no new city founding and such.
7) Remove barbarians. EVERything is the same. Just another culture starting a city over here. Not named. Not known. Random characteristics that must be discovered by interaction (duh). And all of them try to grow and hem you in. Make it real. Make us feel how it was. Let me choose a color I want to represent each new civ I meet. Hang their flags in my hall of conquest when I overwhelm and defeat their people. Track their remaining population within mine and give them rebellious status in some cases if that makes sense.
8) DIfficulty. Really? You guys have zero, repeat zero understanding of difficulty. Zero. Difficulty is NOT cheating. Difficulty is making the AI smarter. Ask any chess player (a real game). What you can't code it? I disagree. You can do better. DO it. Stop cheating. Stop giving a random enemy nation a tech every time I research one. Stop loading 1 enemy nation. It should be just them vs me, strat v strat and varying, yes varying levels of AI smartness that even maybe fluctuate over time. How immensely stupid is it to have a player pull off a tactically brilliant maneuver only to see an enemy pike heal 50% of its damage in a cheat difficulty pump each turn? That is not a wargame. That is a hair shirt. Stop it. Just STOP IT.
I could go on and on.