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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:36
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* MrWhereItsAt flounders
OK, I think I know that city build orders will, from now on, be decided by individual Town Council units. Does this then mean there is no incentive for planning things on a civ-wide scale? Say that two towns want to settle an area, and they know they are in competition, so one town may decide to abandon the construction of something important (like a military unit) to get the settler quicker in order to pre-empt the other town settling the site they want. Even if the other town then recognises it has no chance and changes to the military unit in return, we could potentially be getting the unit later than is useful, and thus start to lose out gamewise.
And something that really worries me is war against other civs. This is going to happen sometime, unless we are going to give them everything they demand yet somehow maintain the military to deter an actual attack (which means we need at least to not be too far behind in tech, which in turn means playing at least a little seriously). If a city is menaced, why should the units of any other city help out? Other town councils lose nothing, but in the meantime we weaken overall and another civ could get closer to those selfsame other cities....
Unless I'm gravely wrong, we are going to lose the specialisation of builds that is what civ is based on, and instead having each individual city be self-supporting, or dead. Could we perhaps circumvent this with a system where other cities buy a stake in a settler or in military units using their resources, thus preventing competition to the level where it is detrimental to our chances of surviving as a civ? Even if we did this it would result in a delay whenever a city needed to hire another city's unit to defend them from an unforseen unit loss - is this OK?
It's all very well playing in a fashion that is deliberately Feudal and inefficient, but we are in Emperor mode with another civ already having scoped our territory. I am not so sure we can be totally complacent in our Civ-playing style. Perhaps if this was Chieftain or Warlord we would be able to dominate easily enough whilst playing in an inefficient manner, but this is Emperor, where you need to make somewhat of a coordinated effort to do well (or even survive).
I know that our goal is not to win, but our goal is certainly tied to our survival, for at least a large part of history. Can we meet this 'basic need' whilst playing with divided interests?
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GhengisFarb
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I want my HAMBURGERS!!
May 2002 time: 23:36
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quote: Originally posted by MrWhereItsAt
* MrWhereItsAt flounders
OK, I think I know that city build orders will, from now on, be decided by individual Town Council units. Does this then mean there is no incentive for planning things on a civ-wide scale? Say that two towns want to settle an area, and they know they are in competition, so one town may decide to abandon the construction of something important (like a military unit) to get the settler quicker in order to pre-empt the other town settling the site they want. Even if the other town then recognises it has no chance and changes to the military unit in return, we could potentially be getting the unit later than is useful, and thus start to lose out gamewise.
And something that really worries me is war against other civs. This is going to happen sometime, unless we are going to give them everything they demand yet somehow maintain the military to deter an actual attack (which means we need at least to not be too far behind in tech, which in turn means playing at least a little seriously). If a city is menaced, why should the units of any other city help out? Other town councils lose nothing, but in the meantime we weaken overall and another civ could get closer to those selfsame other cities....
Unless I'm gravely wrong, we are going to lose the specialisation of builds that is what civ is based on, and instead having each individual city be self-supporting, or dead. Could we perhaps circumvent this with a system where other cities buy a stake in a settler or in military units using their resources, thus preventing competition to the level where it is detrimental to our chances of surviving as a civ? Even if we did this it would result in a delay whenever a city needed to hire another city's unit to defend them from an unforseen unit loss - is this OK?
It's all very well playing in a fashion that is deliberately Feudal and inefficient, but we are in Emperor mode with another civ already having scoped our territory. I am not so sure we can be totally complacent in our Civ-playing style. Perhaps if this was Chieftain or Warlord we would be able to dominate easily enough whilst playing in an inefficient manner, but this is Emperor, where you need to make somewhat of a coordinated effort to do well (or even survive).
I know that our goal is not to win, but our goal is certainly tied to our survival, for at least a large part of history. Can we meet this 'basic need' whilst playing with divided interests? |
Every single point you made was BROUGHT UP WHEN WE STARTED. Every point was well understood. It was pointed out that a city may very well be on its own in a war. I suggested we try a lower level than Emperor on the first run also. 
Its something we are just going to have to deal with now that we've started. Perhaps a city in desparate straits may willing become a vassal of a stronger city to gain military support?
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