Which paradigm do you prefer for Civ?

Which paradigm do you prefer for Civ?

  • "Interstel Empire" paradigm

    Votes: 12 23.5%
  • "Europa Universalis" paradigm

    Votes: 39 76.5%

  • Total voters
    51

polypheus

Prince
Joined
May 30, 2004
Messages
372
Players enjoy Civ for different reasons. Some mainly enjoy the strategic challenge of finding ways to conquer the enemy and beat the game. Others find the game compelling because of the immersive historic simulation experience.

Now some of you may know of a game called "EMPIRE" from Interstel. It's website can be found at: http://www.classicempire.com/. Civ 1 is basically modelled after this game. EMPIRE was not at all a historically immersive game. It is basically the purest 4x wargame that ever existed.

You and other AI players started out with one city and you expanded by conquering more neutral cities (controlled by no one). Each player controlled city can produce a military unit every few turns depending on the unit. Eventually you ran into the units and cities controlled by other players. The object is to simply explore the map and conquer the world. There are no borders of any kind, no diplomacy, no tech trees, etc. It is a pure race to get the most cities possible and to then plan how to combine and maneuver your units for maximum offense and defense.

Now not long ago, Paradox came out with a game called Europa Universalis (EU). While the game had 4X elements, its paradigm was much different. The developers envisioned a game that tried to model historical development of nations in all aspects, politically, economically technologically as well as militarily. All sorts of concepts and features were introduced to this effect such as religion, rebellion, resistance, independence, etc. etc. It is probably the most accurate and most historically realistic game that exists. But this also means that its paradigm is completely different from that of EMPIRE. You didn't and couldn't succeed simply by taking over more and more land because there were costs and risks to doing so that is accurately modelled. You had to manage all aspects of the nation/empire. If all you did was build up your military to try to take over as much land as possible, you would find your empire unravelling due to bankrupty and instability and revolt just like IRL.

Now looking at Civ, we see an interesting development:

1. Civ 1, the founding game, is basically EMPIRE but with some minor embellishments so that it "sort-of" felt historical. But the essence of the game was EMPIRE since its "historic" underpinnings were either too shallow or not realistic even in a broad sense. It was basically EMPIRE with a tech tree (and with cities growing bigger through time and not fixed cities like EMPIRE).

2. Civ 2 is basically just a more detailed version of Civ 1. There are more units/buildings and details such as HP (instead of alive/dead model) to improve gameplay. There are also "alliances". But underneath it all, the game was still basically EMPIRE. Not much was done to make the game more broadly historically realistic at all.

3. Civ 3 is the first revision where the series begins a slight paradigm shift. With trade, resources/luxuries, mutual protection, culture/nationality, the game has begun to make a meaningful move away from pure 4X.

It is instructive to see that there are two ways to view the changes of Civ 3. If enjoyed Civ because of its basic EMPIRE experience, then you viewed some of these features as enhancing that EMPIRE experience. OTOH, if you enjoy Civ more as a immersive simulation of history experience, then you felt Civ 3 moved much more in the direction you wanted Civ to take.

But fundamentally these two paradigms are not fully compatible in the sense that more of one means less of the other. For example, if you implement more complex economics with finished goods, trade routes, immigration, civil wars/independence, etc. etc than Civ 4 will be moving away from the EMPIRE paradigm and closer to the EU paradigm.

So I wanted to start this thread to discuss the heart of the matter. Do the readers here enjoy the game mostly because they view it through the lens of EMPIRE and would like Civ 4's "fundamental" paradigm to remain the EMPIRE paradigm?

Or do readers prefer that Civ 4 continue the slow and steady evolution towards the EU paradigm of greater historic realism?
 
I like both aspects evenly. It think civ should be a 50-50 mix, with improved naval play (but that is a different subject).
Can you adjust the poll with a third item?
 
I think Civ 4 shouldn't be a wargame, so in Civ 3 war is the easiest way to get your wn, although they have implemented other options.
What characterizes a great Civilizaton is not only their military dominance but also their culture and economics, so this should be more important in Civ 4!
 
I hated EU, I found it boring.

I loved Empire and that style of gameplay and would love to see more games along that line in the future.
 
I'm a huge fan of the Paradox games... EU II, Victoria and now Crusader Kings.

Even when I think we should stay with the playability of the civ series, I think just a little shift further towards the historic approach (as those seen in most of most successful mods I have seen, actually) would not hurt, but make in fact the game far more inmersive (possibly wrong spelling here...).
 
Europa Universalis all the way for me. I love how you actually have to consider your decisions and how it is hard to be a complete warmonger due to the revolts, expenses, religion, etc. Military alliances are much more meaningful than in civ III. You can actually have actual infrastructure and it mattered more than in civ III. You can be a tiny country and have a better military than a huge country due to the need for infrastructure and forethought, although it is certainly possible for the bigger country to have a bigger military too. The option to get provinces, provinces being comparable to civ's cities, for an ally or another nation instead of just yourself was an interesting option. The sliders for things like aristocracy-plutocracy, decentralization-centralization, quality-quantity, etc. were fabulous additions making it so that your country could function far different from your closest neighbor and giving people a good mix of options. Another great feature was the random choices that would come up, for example the colonial charter where if you accept then you get +2 colonists while if you denied then you get +2000 population in a province.

The developers should be dead certain sure implement some of the great features Europa Universalis had to offer into Civlization IV.
 
Making Civ more like EU/HoI/Victoria would ruin it. Paradox games are great, don't get me wrong. But it would be suck donkeyballs if Civ lost it's trademark feel in it's next incarnation.
 
Don't bring Donkeyballs into it :nervous

No, really, I never played Civ 1 or 2. So I never imagined a Civ without culture borders, luxury and resource trading, etc. Doesn't sound half as fun.

If Civ wants to improve without trespassing on EU2 territory, they should take a hint from all the modders and make civs more than a few traits and one UU - give them more unique units, even rearrange the tech trees for different culture groups. Also expand the number of techs on the tree - make it something more like what DYP has. When I reinstalled Civ3 at the beginning of this summer, I was shocked at how "sparse" the tech tree was. Then I remembered that I had installed DYP a few weeks after buying Civ and never looked back.
 
I voted for more complexity, as from the description I'd assume to find this at "Europa Universalis".
It was fun to play "Empire", but, hey man, that was 15 years ago!

At the bottomline: logical, working concepts, which give the game some flavour of realism - that's my choice.
 
To analyze the progression of the Civ series further, here is how I break it down:

Interstel Empire: 100% Empire paradigm (pure eXplore, eXpand, eXploit, eXterminate game)
EU: 100% EU paradigm (pure historic simulator, 4x only style not effective
generally)

Civ 1: 100% Empire
Civ 2: 99% Empire (1% EU)
CTP2: 95% Empire (5% EU)
Civ 3 Conquests: 75% Empire (25% EU)

Civ 4: ???

So far the poll is running about 2 to 1 in favor of continuing the evolution towards more overall historic realism (at the expense of pure 4x style) gameplay.

I recall that when Civ 3 came out, many people liked the changes but there were some who actually thought that Civ was ruined when Civ 3 introduced all these concepts (resources/luxuries, culture, nationalities, borders, etc) because it was a move away from pure 4x and a move towards more overall complexity and realism at the expense of pure 4x.

It's pretty much impossible to please both camps simultaneously. If Civ 4 implements ideas to make it more complex and overall and historically more realistic, then it necessarily moves away from pure 4x and more towards overall nation/empire management game (which is what EU is for those who are not that familiar with it).

But this question goes to the fundental philosophy of Civ development and Civ enjoyment. So it is interesting to see the opinions and poll votes so far on this issue.
 
There are concepts I'd like to see imported, like generals with abilities to impact armies, inability to traverse opponents land altogether without a treaty, etc. etc. But mostly I agree with that Joespaniel guy. Civ is Civ, Paradox is Paradox.
 
I want more civ stuff. Even though I am a big proponent of changing the Civ units/combat system, I would like to see all sorts of civics options that allow us to tweak our civilization according to whatever plans we have, be they peaceful or warmongering.

I, for one, really dislike the idea that the warmongering system is the fastest and, usually, easiest way to win. I want peaceful times as well as war times. I want a complicated tech tree where no civ would try to fill the entire thing out. I want realistic espionage, discovery, great acheivements as well as great wonders, the ability to try to get a Nobel prize by bringing two warring civs to the peace table, etc.
 
I'd like to see a movement more toward the "Europa Universalis" paradigm. Right now, Civ3 and EU2 are my favorite games, but EU2's end results reflect how well you manage diplomacy and economics rather than just military opeartions, but it does also include the military aspect.
 
We should keep in mind that a more complex game system doesn't necessarily mean (it shouldn't mean!) more effort for the player!

If we assume the standard PC to be used for Civ(x) as an 1 GHz, 256 MB Ram machine, the engine should be able to calculate and manage a lot of things in the background. So, the player should have the chance to determine the general path of the game, but shouldn't be forced to adjust every little switch in the game - though it would be nice to have the chance to do so, if he wants.
As long as this is guaranteed, the more complexity, the better. Just a short example, without going into the details: Distribution of goods and food should be possible, but it shouldn't be the player's task to send x shields here, y food there...

Just my 0.02 Euro
 
I want to be able to create history - not re-create it.

I think they should go further down the path Civ3 started, and not just do Civ2 with better graphics. All of the historical touches, like the UU's and traits, make it a much better game, IMO. That said, those things make it better because of the variety they put into the game, not because Immortals kicked so much ass in real life. Which they didn't, but they are still a fun unit to play with.

If anything, I want it to be more fictional and independent of history. Why can't each culture group have their own units? No, Meso-American civs never had unique Musketmen, but why can't they in the game? I think that kind of thing would be the most fun.

But, the designers should take stuff from history and use it make the game more rewarding. Why can't we have privateers raid merchant shipping lines? Why can't we figure out a way to synthesize rubber and then sell it?

Civ3 is a rare sequel, because I can't think of one new feature that doesn't make it more fun. This is especially impressive considering how great Civ2 was. Unique Units, Great Leaders, Culture, Small Wonders, Strategic Resources, Traits...so most of what I'd like to see would simply be extensions of the Civ3 features. Here's a short list:

More diplomacy. Wouldn't it be cool if we could demand a civ to destroy all their WMD's? Maybe we could have avoided the whole Iraq debacle if Bush could have got that out of his system playing civ. Ordering a belligerant Ghandi to cease hostilities against the peace-loving Germans? And if he refuses, what about arranging for military aid for the beleaguered krauts? Give me more of that kind of stuff!

More unit abilities. Pikes get a defense bonus against Mounted units, Destroyers get a bonus against Subs, etc. Nothing overly complex, but some system to put more variety in combat.

More "Flavor". Not for every civ, just for every culture group. Why not have some nice eastern music for playing an Asian civ like Japan, and then some Wagner-esque classical for playing a Germanic civ like the Scandinavians? Technologies, units, and improvements could stand a little variety amongst cultures as well. I'm not a historical stickler, but who wouldn't prefer Middle Eastern civs having their own medieval horseman instead of the European Knight?

Units that require an improvement. A no-brainer. You want tanks, you build a factory.

A better maritime system. It would be a royal pain to micro-manage merchant shipping, but a system like the one in Galactic Civilizations would be very welcome. All you have to do is establish the trade route, and then protect it in wartime. Shipping is just too big a part of history to ignore.

A Modern Age boom. It seems like the game slows down and gets more dull in Modern times. I think it should be the opposite. Populations should skyrocket because of agricultural improvements, technology should move faster, war should be more dynamic and less of a drag.

Some near future ****, please! They should use their imaginations. We'll likely have developed a lot of cool stuff before we can send a hamster to Alpha Centauri, so let's see some futuristic junk before the game ends. That alone would make the Modern Age more fun.
 
thestonesfan said:
Technologies, units, and improvements could stand a little variety amongst cultures as well. I'm not a historical stickler, but who wouldn't prefer Middle Eastern civs having their own medieval horseman instead of the European Knight?

Units that require an improvement. A no-brainer. You want tanks, you build a factory.

A better maritime system........Shipping is just too big a part of history to ignore.

A Modern Age boom. It seems like the game slows down and gets more dull in Modern times. I think it should be the opposite. Populations should skyrocket because of agricultural improvements, technology should move faster, war should be more dynamic and less of a drag.


Good points, but what do you prefer. A war game or a "civilization-building-up" game?
 
The Empire model can still be about building a Civ. I disliked EU (not its rts model) because so much was tied to how history flowed in the real world. To a certain extent your hands were tied by the scenario designers).

I think any new game of Civ should still feel like I'm playing Civ, just better.
 
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