member66170
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There should be some set of options which are always available in case you didn't unlocked anything, or options you've unlocked are picked by another player, or just for more options.Right, but my idea is only to have 3. Make gameplay and the players action king, rather than forcing them to be shackled by what happened in real life history.
This is something that I think might be within the moddable sphere and is a layer on top of the Civ7 system (as we understand it) rather than a replacement of it. The idea is to go full-in on the "what if" side of things and embrace the fact that the game takes place on am imaginary map that bears no resemblance to real world geography (sorry TSL fans). What if there were no "historical" or "geographical" options for civ-switching, and instead they were all unlocked by gameplay actions? If you've failed to unlock any new Civ, it's an automatic failure - ie, you failed to adapt to the changing world and lose to the ongoing crisis. The twist would be that the unlocking requirements for a new civ would be naturally easier or harder depending on how linked it is to the civ you are currently playing as.
Except that prevents the possibility of historical type play naturally arising in the AIRight, but my idea is only to have 3. Make gameplay and the players action king, rather than forcing them to be shackled by what happened in real life history.
How would historical be easier?? How Would unlocking Britain be easier than unlocking Hawaii for the Normans??Not really. After all, the Normans *did* conquer coastal cities in the process of becoming the English. What I'm saying is that if you want to follow that historical progression within the game, you have to do the historical actions too. If you fail to do the historically inspired actions that unlock any civ from the next age, then it means that you failed in the current age and you lose. This is made not too harsh by making the historical unlocks easier than the alternative ones (which also encourages them).
What your idea made me think, one thing I could see as an interesting mode to play sometimes, is one where you not pick your next civ, but your actions on the previous age count as points and you progress to the civ you had the more points for in the end of the age. Would likely be hard to make it a work well (I can see some civs just having things that are easier to do and often becoming the top one) especially as dlcs and expansions pile up increasing the number of civs each age by a lot.
Yeah, good point about the AI. That is always the problem... Maybe it would be possible to write a script that makes them switch to which ever civilization they're closest to unlocking, even if they haven't actually unlocked it yet? A bit hacky, but probably doable in a mod. And more in spirit with the general idea than keeping the AI railroaded into "real historical / geographical" paths.
Maybe combine these ideas: You (and the AI) collect points towards all options in the next age. If you reach a certain threshold it becomes available as a choice for the next age. If you don't reach the threshold for any civ, you don't get a choice, but get auto-assigned the civ for which you had the most points.
If you wanted to nudge towards certain historical or geographical progressions you could give civs free points for the preferred options.
Yes, that's what developers generally said. The bigger question is - do all civilization have similar universal unlock conditions? Normans on the latest playthrough didn't seem to have oneIt's possible that all or most civilizations already are unlockable by some criteria. I mean, Mongols are not exactly an obvious follow-on from Egypt; I have a feeling that Mongols can be unlocked by any empire that gets enough horses.
I don't know, seems like potentially an interesting challenge. But yes, that would require some balancing in order not to be completely hopeless.That seems like condemning them to a slow death. Better to tell the player they've lost now, than make them waste 10h+ in a near hopeless situation.
Yeah, git gud. You can lose the game if a barbarian wonders into your capital in the early game when it's not defended, and you can lose the game if someone launches a spaceship to Mars a single turn before you do. The game already has arbitrary "win" conditions, why not add no-less-arbitrary "lose" conditions too? An additional source of tension in the middle game seems fun to me. Of course I realise that's not for everyone, which is why I was thinking of this as a mod more than anything else.
Are we not discussing the potential of a future mod? There's no way Firaxis would add something to kill your game at the end of an age and potential hinder someone new's experience, that's the entire reason the regional unlocks exist. Nor would they change such a game defining mechanic with only twenty weeks left to launch.This is something that I think might be within the moddable sphere and is a layer on top of the Civ7 system (as we understand it) rather than a replacement of it