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Trifna
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of anchovies
Jul 2001 time: 13:33
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* Stacked units
* Rally point
* Workers replaced by "which area do you wish to ameliorate?"
Last edited by Trifna on 08-02-2004 at 22:31
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MrBaggins
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Huh? He said reduce... not eliminate.
CTP2 massively reduced micromanagement through stacked armies and great nation management dialogs integrated with build queues, plus larger than 21 square cities.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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pollution control/cleanup is definately one of the areas that could be streamlined in Civ4.
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Fosse
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U.S.A.
Mar 2002 time: 23:33
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quote: Originally posted by GhengisFarb
Play something other than Civ. Micromanagement has always been a part of Civ. |
Right, and why we're at it, why not make it so that spearmen beat tanks all of the time, since that's always been a part of Civ, too?
When people talk about micromangment they usually are talking about the chores of the game. Things that are simply never fun, but must be done.
I agree that I don't want automatic trade with allies, since that simplifies the political game (not just MM).
Stacked units, good governors (that would be sort of a holy grail), build queues (that don't ask for a confirmation after every completion, like Civ 3), and more extensive right click options are all great.
If the game were tweaked to make empire growth slower, that would help. Managnig a ten city Civ is usually lots more fun (if not as powerful) as a fifty city Civ. The best way for that would be more Civs per map (which causes its own problems, yes), since any other way to limit growth (4 pop cost settlers!) would feel artificial.
This is a good topic to explore, I wish I had a few more ideas right now.
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wrylachlan
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1) Rebalance the unit costs and upkeep to lower the total number of units (see my thread on the subject).
2) More high level controls like -
Military Advisor - upgrade all. Automates the whole upgrade process, including waking units up, moving them to barracked cities, upgrading them, then moving them back to their fortified position on the front.
3)The superworker = ability to combine 2 or more workers into a superworker.
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MrBaggins
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MOO3's problem was in the design concept... remove a lot of abstraction, to make it more "realistic". Then they had to add in a ton of automation, to allow players to function without dealing with every tiny detail. Thus players felt disconnected, and rightly so.
MOO3 didn't reduce micromanagement at all... just hid it.
Reducing micromanagement doesn't have to go this route. Better interfaces... like CTP2 Nation/Build manager, for one... always reduce micromanagement. Automation for repetitive commands helps a lot too... like automating bombardment.
Reducing the number of map entities, including cities AND units is the other important approach. People can only concentrate on so many items (I recall a number like 7,) simultaneously. Concentration tends to degrade beyond this.
A tendency for players to group cities into administrative regions, and informational helpers, like sortable lists and triggered reminders, somewhat makes up for this... but even with this, large empires are more difficult to micromange than smaller ones.
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MrBaggins
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quote: Originally posted by GhengisFarb
Eliminate cities and units and it wouldn't be Civ. I'm all for a lot of these ideas and think they would make great games but there's a fine line between improving/inhancing the game to make the next version and transforming it into a completely different game.
Civilization is a classic. I would like to see it stay as true to the original spirit of the game as possible. |
I didn't say eliminate. I said reduce the number of.
Stacking means less things to move on a map.
Larger cities (more than 21 squares) mean less cities on a given map.
Both reduce micromanagement, without removing the "civ" concepts.
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Fosse
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U.S.A.
Mar 2002 time: 23:33
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quote: Originally posted by GhengisFarb
there's a fine line between improving/inhancing the game to make the next version and transforming it into a completely different game.
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There is also a fine line between "staying true" to the original and being stubborn.
A lot of players "love Civ, but..."
And the micromangment required each turn to do what should be simple things (upgrade your obsolete units, move your army a little closer to the other guy, build up cities, etc...) is very often what follows in the above sentence.
The ideas in this thread are about removing that "but." We want to be able to say, "I love Civ, period." If we stick to a clunky interface that demands turns take forty minutes in the industrial age before we hit enter because "micromangment has always been in Civ," we're going to keep on making exceptions to the "I love" statement.
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Plotinus
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I agree with Fosse. The micro-management is only a pain when you've got a great big empire. Some of my most enjoyable games have been with relatively small nations. The answer is to tweak the game so that large empires are not rewarded so well - change the scoring so that it's not simply on the basis of how many citizens you have, and rack up corruption!
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:33
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quote: Originally posted by GhengisFarb
Then your not agreeing with Fosse. Fosse and MrBaggins are of the opinion that all micromanagement is bad. I agree that is a pain as you build larger empires but that comes with a larger empire. |
I think they have a slightly different take on the micromanagement issue. I would say that they are not in favor of eliminating all micromanagement, but to streamline aspects of micromanagement that end up tedious because of empire size. You are dealing with a game that changes over time because of size. Larger empires force a player to micromanage more because the basic gameplay elements do not change regardless of empire size.
For example, take combat - an area that both Fosse/MrBaggins have suggested needs a major overhaul...
Fighting a battle in a small empire is the same as in a large empire. Select a unit and click on the target. Over time, as you amasss a larger force, you end up with more repetition of that single action, because the game mechanics do not change.
If you go to a stacked format, where you can select multiple units to send into a battle at one time, you end up reducing a tedious action, and save time. An action that formerly required 5-10 minutes of tedious point and click because of the sheer number of units that have to be sent into battle individually gets reduced to a minute. In both situations, the end result is exactly the same, and you end up with time that actually allows you to play faster and, dare I say it, more total games.
You also open the door to create additional strategic considerations, because the game mechanics of stacked combat allow for elements such as flank/range/unit composition and number of units on a tile bonuses. These elements can play a much greater role in a stacked format over what can be done in the current system.
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GhengisFarb
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I want my HAMBURGERS!!
May 2002 time: 23:33
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And I think stacks are a very viable option. That does appear to be the route they are heading. Firaxis has already said they are trying to implement a "Super Worker" for later in the game where you can merge Worker units into Worker Gangs.
The Army unit also allows you to merge 3-4 units into a "Super Unit" so I think that is way it will go forward.
Last edited by GhengisFarb on 10-02-2004 at 21:49
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MrBaggins
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Indeed. Theres a difference in my mind between micromanagement and being able to control everything. Micromanagement is having to.
Better interfaces, stacking and less, bigger cities are important ways of achieving this.
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Fosse
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U.S.A.
Mar 2002 time: 23:33
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quote: Originally posted by GhengisFarb
Then your not agreeing with Fosse. Fosse and MrBaggins are of the opinion that all micromanagement is bad. |
Nope. Never said, never meant. Hex had a good summary of my state of mind, and MrBaggins and I do seem to be in agreement here.
I've never said I want to have the AI upgrade all of your spears without asking. What I said was that I think it's absurd that I should have to hunt down every single spearman in ever single city withouta barraks, or on the front line, push them to a barracks city, upgrade them, and send them back every time I discover a new unit type.
That, and the pushing of one unit at a time into a stack of the other guy's units to resolve a battle, and the game mechanics that mean I'm wasting resources if I don't watch every city every turn (which I don't, but it's a pain to know I'm wasting them), and the diplomacy and ZOC rules that make me have to position troops on every square of border to keep the AI out of my land, and the fact that cities with build queues still ask for build orders after every build, and....
That's micromangment. Nothing strategic about it. That's what I don't like, and what most players (dissenting voices of this thread excluded) don't want.
Like MrBaggins and others said, better interfaces, better rules, smarter AIs, stacked combat (not three or four "stacked" armies that still fight one other unit at once. Real stacks), research point rollovers, more right click menus, smaller empires, grouping of cities into regions, etc etc... those are how to deal with the problem.
None of those solutions prevent the player from controlling every single tile and every single unit of his empire every single turn, if he should want to do that. They just allow him to think instead about the bigger picture.
I'll adopt MrBaggins definition of micromangment: it is HAVING to do everything.
When we put it that way, GF is right: I think all MM is bad.

Regards,
Fosse
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