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Padmewan is offline Padmewan
Settler
Cambridge, MA
Dec 2001
time: 05:22
  Old Post 22-09-2004 02:56
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This probably belongs under the "General" thread, or the "More emphasis on age" poll, but -- at the risk of invoking the dreaded businesspeak cliche -- I'm interested in people's opinion on Civ4 gameplay undergoing paradigm shifts through the ages.

That is to say, the rules of the game should fundamentally change as new technologies change the very nature of civilization itself. Some of the proposals in various topics touch on this on a more surface level - for example, that luxuries could be era-specific, that cultural points last only for so long, or, as is the case in Civ3, resources may only have limited use (saltpeter is the best example). I'm interested in more fundamental changes.

For example, Civ cities depend on food found within the city's radius. This isn't realistic in the modern era -- how much food is in the "radius" of New York City, London, or Tokyo? Thanks to modern transportation systems, the very rules of how to feed a city have changed, and the rules of the game should reflect that. For example, maybe after a certain set of tech's have been discovered, food is simply pooled across an entire civ, or traded across civ's.

The idea I'm trying to capture here is that over the centuries, civilizations have risen and fallen in part because the rules changed and the civ either failed to keep up or simply lacked the resources necessary to do so. Few of the games I've played have really captured that element of history. (For some reason, the Great Wonders conquest gets some of that flavor for me, because so many game actions depend on tech discoveries, e.g. the very ability to cut down forests, or to mine, etc.)

OTOH, changing the rules of a game is very disconcerting for the player and may be too much of a sacrifice for the sake of realism. After all, Civ is (mostly) a conquest game, not Sim-Civ. Maybe the rule I proposed above for food and cities is too radical and unbalancing -- maybe instead the city radius simply expands, like the cutural border, but maybe due to some technological advance. But I'd like to see history and technology have more effect on the rules themselves. (Besides the Mesopotamia scenario, another example I'd give is the ability to cash-rush rather than pop-rush due to gv't type).

Cmonkey is offline Cmonkey
Chieftain

Apr 2003
time: 05:22
  Old Post 22-09-2004 05:27
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Lose 30 kilos (of popups)

Sim-civ would be better. Die Firaxis!

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:22
  Old Post 22-09-2004 20:08
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quote:
Originally posted by Cmonkey
Sim-civ would be better. Die Firaxis!

I sure hope you're kidding?

Brent is offline Brent
Prince

Dec 2000
time: 21:22
  Old Post 22-09-2004 22:10
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Firaxis should not die. Firaxis should produce SimCiv as a separate game.

Cmonkey is offline Cmonkey
Chieftain

Apr 2003
time: 05:22
  Old Post 23-09-2004 11:41
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quote:
Originally posted by Nikolai

I sure hope you're kidding?


Of course not.

quote:
Originally posted by Brent
Firaxis should not die. Firaxis should produce SimCiv as a separate game.


I hope they get bought out. Then maybe someone who can make a quality product will finally make a quality civ game.

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:22
  Old Post 23-09-2004 14:15
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You mean you really want a SimCiv?

Cmonkey is offline Cmonkey
Chieftain

Apr 2003
time: 05:22
  Old Post 23-09-2004 15:29
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Yes. I will take the fairly realistic gameplay models of a Simulation-esque Civilization game over the boardgame-like gameplay models of the current (and next) version of Civilization any day of the week. In other words, I'd rather play a game more like Clash of Civs or Guns, Germs & Steel than what I know out-of-the-box Civ 4 will be like. If they make Civ 4 as mod-able as I'm hoping for (and I'm certain they won't), it won't matter what out-of-the-box civ 4 is like because I'll be able to rebuild it practically from the ground up.

Trifna is offline Trifna
King
of anchovies
Jul 2001
time: 13:22
  Old Post 23-09-2004 20:46
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Cmonkey, I understand that (and I guess many others do). But look at Alpha Centauri. It was bringing all its government system in a very simple way for the player, but this system potentially everything, you could really MANAGE your social system.

It doesn't need to be un-userfriendly and complicate to be complete. Because of this, I do not believe Civ needs to be Sim-Civ to be complete but could rather approach Alpha-Civ.


"The king of turn-based strategy is dead; acclaim the king!" -> "Civ3 is dead, acclaim Alpha-Civ!!"

Cmonkey is offline Cmonkey
Chieftain

Apr 2003
time: 05:22
  Old Post 23-09-2004 21:26
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Get a bigger avatar today!

I never said it had to be less user friendly. I never said it had to be complicated.

Just because something is realistic & detailed does not make it complex.

Max Sinister is offline Max Sinister
Warlord

Nov 2003
time: 05:22
  Old Post 24-09-2004 19:29 Visit Max Sinister's homepage!
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"Complicated" and "complex" aren't the same thing either...

Cmonkey is offline Cmonkey
Chieftain

Apr 2003
time: 05:22
  Old Post 24-09-2004 19:41
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So I mistyped...

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:22
  Old Post 25-09-2004 03:58 Visit Trip's homepage!
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To a certain extend, being detailed does make it more complicated.

So you have models controlling the economy, industry, labor unions, the stock market and international trade... either:

A) You have to watch and micromanage all of these things, thus making the game more complicated, or

B) You add these things but they don't really require any attention so you basically spent 6 months designing and implimenting an economic engine that has no relevance other than to watch pretty numbers fly across the screen, and now the rest of the game suffers because you wasted 6 months of development time.

Now I personally don't really mind having to deal with A, but it will make the AI weaker and make more players frustrated, so obviously it won't be implimented in CIV.

If you hate Firaxis and Civ so much why do you bother posting here?

Cmonkey is offline Cmonkey
Chieftain

Apr 2003
time: 05:22
  Old Post 25-09-2004 14:35
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quote:
Originally posted by Trip
If you hate Firaxis and Civ so much why do you bother posting here?


I can't help it. I love the concept of the game, I hate the implementation, but that doesn't change the fact that I've been an addict since day 1 of Civ 1. I even find myself playing civ3 every once in a while. I don't think I've ever made it past the middle ages since C3C came out though. I'm usually way too pissed off with it by then to be healthy, so I quit the game.

As for detailed models having to be complicated, take a look at Superpower 2's demo. They have a highly complex supply-demand model, designed with the help of economists, that is very simple to use and learn. They even model the effects of inflation...

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:22
  Old Post 26-09-2004 00:31 Visit joncnunn's homepage!
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I think it would be cool if cities that were at least pop 19 could work a slightly larger city radius and if abandoning a city that was close enough to other cities in your empire relocated the population into them.

Dauphin is offline Dauphin
Emperor
Caught in a tuna net
Jan 1970
time: 05:22
  Old Post 28-09-2004 20:41
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Re: Paradigm Shifts Put an end to popups!

quote:
Originally posted by Padmewan
For example, Civ cities depend on food found within the city's radius. This isn't realistic in the modern era -- how much food is in the "radius" of New York City, London, or Tokyo? Thanks to modern transportation systems, the very rules of how to feed a city have changed, and the rules of the game should reflect that. For example, maybe after a certain set of tech's have been discovered, food is simply pooled across an entire civ, or traded across civ's.


Having food as a tradable resource, akin to gold, would be good.

Transfering food between cities should be possible at all times, with greater spoilage occuring the further apart two cities are. Various technologies then reduce the rate of spoilage.

Trifna is offline Trifna
King
of anchovies
Jul 2001
time: 13:22
  Old Post 28-09-2004 22:15
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What I meant is that you can lump some precision in your management and still include all factors in a gross generalization. There are many ways to include all these things, and still not divide everything in an infinity of elements (which is what reality is: the more elements, the more exact you portray it).

You can catch general phenomenons which includes all the micro-phenomenons within them, and this in simple BUT WELL DONE models.

Padmewan is offline Padmewan
Settler
Cambridge, MA
Dec 2001
time: 05:22
  Old Post 29-09-2004 09:10
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Another idea I was kicking around today was some idea of "resetting" upon hitting a new era. I was thinking specifically of cultural resetting -- that your cultural points take a big hit when you advance to the next era. After all, the fact that Egypt had one of the most ancient civilizations / temples / etc. doesn't give it latter-day cultural "points" -- for better or for worse, the U.S. dominates culturally today. Yet in Civ3 it's impossible for this to happen, since culture accrues continuously and even logrithmically.

The closest analogy to this in Civ3 are GW's that expire upon discovery of a certain tech -- in particular, the Great Library. If you have the GL, you try hard not to research Education. Imagine that on a larger scale -- you must decide whether to advance to the next era or hold on to your advantages of the current era. You could decide to hold on to the past and thus either a quick victory or eventual stagnation. Or you could opt to take a big hit but be better off in the long run.

I like giving the player these kinds of tough choices. It also happens to coincide somewhat with "reality."

star mouse is offline star mouse
Prince
of the Barbarians
Aug 2001
time: 16:22
  Old Post 29-09-2004 09:23
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quote:
Originally posted by Padmewan For example, Civ cities depend on food found within the city's radius. This isn't realistic in the modern era -- how much food is in the "radius" of New York City, London, or Tokyo? Thanks to modern transportation systems, the very rules of how to feed a city have changed, and the rules of the game should reflect that. For example, maybe after a certain set of tech's have been discovered, food is simply pooled across an entire civ, or traded across civ's.

This is a good idea. Here's my ideas on this:
* If any 2 cities are connected by a railway, then the cities pool their food resources such that no city can starve if other connected cities can provide the extra food.
* If a tile is in your civ but not in a city radius, its extra production can be utilised by any city to which it is connected by rail.
* These abilities could also be conferred by a city improvement. If a city improvement is used, then all cities with that improvement can be considered "connected". It's fairly obvious that such an improvement would require a granary as a prerequisite.

Platypus Rex is offline Platypus Rex

King
Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002
time: 21:22
  Old Post 30-09-2004 01:26 Visit Platypus Rex<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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Re: Re: Paradigm Shifts Support Apolyton

quote:
Originally posted by star mouse

This is a good idea. Here's my ideas on this:
* If any 2 cities are connected by a railway, then the cities pool their food resources such that no city can starve if other connected cities can provide the extra food.
* If a tile is in your civ but not in a city radius, its extra production can be utilised by any city to which it is connected by rail.
* These abilities could also be conferred by a city improvement. If a city improvement is used, then all cities with that improvement can be considered "connected". It's fairly obvious that such an improvement would require a granary as a prerequisite.


So how about those large island cities, in need of food.

the basic needs
1. harbor
2. grainary

depending on the erra, would be spoilage
and the longer the trip, more spoilage

trieme
carrack
etc, etc

realpolitic is offline realpolitic
Prince
Rogue States of America
Mar 2002
time: 21:22
  Old Post 02-10-2004 02:49 Visit realpolitic's homepage!
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Food - modern cities have the food coming to them as a matter of course, not because the leader orders food to city X. Food caravans are not a real concept. However, charging the civ for the cost of transporting the food automatically so the socierty redistributes food proportonate to population with a small modifier for the good produced in each city (Rich cities eat better and more?) With today's societies importing from around the world, there should be a substantial charge for importation, too.

Culture - as a civ builds more and more cultural buildings the past culture automaticatically becomes less revelvent. So I'd just dump the 1000 year bonus.

realpolitic is offline realpolitic
Prince
Rogue States of America
Mar 2002
time: 21:22
  Old Post 10-10-2004 00:58 Visit realpolitic's homepage!
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If you want to model population more accurately, factor in the effect of technology and birth control. The population worldwide countries increased superexponetially through about 1970. Exponential increase means the doubling time is constant, superexponentially means the doubling time for the population decreases. Europe & Russia's population IIRC has been almost constant since 1930, America's growth rate started to decline in 1960. Average per capita income has alot to do with it. So when the computer decides that a nation has reached a certain level of technology, and wealth, the program decides that population increase slows. This would also give backward nations time to catch up. South America has the greatest rate of population increase, so theocratic governments (especially in poor countries) should have greater rates of increase. The fertility in Third World countries is starting to decrease too, so maybe the slowing of popution growth when it happens in modern civs should be reflected in 3rd World civs over time too. In the real world, global warming is reflected in loss of fertility, not minied tiles, as Africa's desert is enlarging. Also AIDS, is easier to spread because of airplanes, and population density. So maybe population increase should be limited by transportation systems and global population, too.

I'm not sure what these changes would do to gameplay, but these are more realistic ways of dealing with population.

lajzar is offline lajzar
Prince
Japan
Jun 2003
time: 14:22
  Old Post 10-10-2004 05:21 Visit lajzar's homepage!
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quote:
South America has the greatest rate of population increase, so theocratic governments (especially in poor countries) should have greater rates of increase.


South America is full of theocracies?

Max Sinister is offline Max Sinister
Warlord

Nov 2003
time: 05:22
  Old Post 11-10-2004 18:06 Visit Max Sinister's homepage!
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Got spare money?

No... but they are very religious, and if the pope says that contraception and abortion are sins, they do what he commands. Unfortunately, because else there wasn't so much poverty there. :-(

Brent is offline Brent
Prince

Dec 2000
time: 21:22
  Old Post 11-10-2004 23:42
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Maybe the game could have a struggle for power between church and state?

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:22
  Old Post 11-10-2004 23:44
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Religion is in, so depending on how they implement it, it might be possible. But that struggle is a Christian phenomenon; in Islam for example, such a power struggle is more or less impossible because of the way the religion is made up.

Dauphin is offline Dauphin
Emperor
Caught in a tuna net
Jan 1970
time: 05:22
  Old Post 12-10-2004 01:38
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You mean that the religion is the state?

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:22
  Old Post 12-10-2004 01:39
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You know what I mean...

Platypus Rex is offline Platypus Rex

King
Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002
time: 21:22
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religon is the bureacracy that gets in the way of one's faith

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:22
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quote:
Originally posted by joncnunn
I think it would be cool if cities that were at least pop 19 could work a slightly larger city radius and if abandoning a city that was close enough to other cities in your empire relocated the population into them.


these do sound great

along these lines, what of cities merging to become a metropolis with several city centres merging

Platypus Rex is offline Platypus Rex

King
Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002
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Paddy the Scot and joncnunn

I like what you to are coming up with


Food for thought

1. Happiness averaged out
2. Corruption worse, riots more frequent
Maybe an option to declare curfews/martial law
3. requires supplies from other cities (less tiles to work)



keep the evil juices flowing

 
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