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Autolicus
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Los Angeles
Nov 2001 time: 05:18
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Although many will disagree with this opinion, I think the best thing that could happen to civ would be to lessen or eliminate the modern period in civ. For me, civ is an incredible game up until about the industrialization period. The way civ is designed, a civilization acts more like a collection of city states than anything else. In the early years, it is a constant battle for survival, struggling to find a workable balance between development, expansion, and maintaining an army. Just when all is going well, you are either attacked or feel it necessary to start a war, resulting in an incredible strain on your resources.
By industrialization, however, in my personal opinion, the game starts to fall apart. Many of the qualities that make the early part of the game so fun and dynamic start to disappear. The aspects of civ that make it a great game in the early periods don't seem to translate well in the modern era.
If I had my way, I'd like to see development slowed and stretched out, with more advancements added in, and additional military units and upgrades included. The musketman, or perhaps the rifleman, should be the end of the military tree, and the knight and/or calvary unit would increase in prominence and remain a viable unit for a long period of time. As the game plays now, by the time the knight comes into existence, it is soon made obsolete by infrantryman, tanks, bombers, etc. -- especially since version 1.17, which only serves to greatly speed up technological advancement.
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TinCow
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I agree with some of this. I think the industrial/modern ages go way too fast. This is due to several reasons. First, techs take longer to get in the first two ages because (1) your cities are less developed and (2) you don't have contact with many of the other civs. By the industrial age, you have the beginnings of mega-cities and you are in touch with everyone. This means you get tech advances MUCH faster than normal. In addition, the industial age has VERY few buildings in comparison with the other ages... this means your cities are often just sitting around spitting out units or producing wealth rather than constantly building improvements like in the first two ages. If there was more to build in the industrial age and techs took MUCH more research to discover, this problem would be solved.
Also, there really is essentially NO modern age if you are playing with Space Race Victory on. Spaceship parts become available so quickly that there is no point in trying to continue a conquest unless you are so far in advance on research that the conquest doesn't really matter. Once you get to the modern age, it's just a race to build the spaceship before anyone else, with ICBM production taking up those cities that don't have parts being built. The modern age would be MUCH better if you started getting spaceship parts AFTER all the rest of the technologies. I have played about 20-25 games through to the modern age... I have gotten Robotics ONCE.
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Autolicus
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Los Angeles
Nov 2001 time: 05:18
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I have what I think would be a great way of bringing this about, if there was ever a Civ IV -- alter the way technological advances work. For example, there should be twenty or so (could be more or less) fundamental advances that all players need to establish -- pottery, the wheel, monotheism, etc. Then, within each fundamental advancement, there should be the option of developing quite a number of "lesser" technologies made available by the fundamental advancement. That way, it would truly require the player to make decisions, since the more effort one placed into developing lesser technologies, the slower advancement would be on the fundamental ones.
Also, rather than only being able to research one technology at a time, a player should be able to allocate percentages to a few at a time.
Along this line, there could be a number of military options available. For example, take archery -- which was a major military technology for many, many years. Instead of just having the archer (and longbowmen as the UU for the English), the "lesser" advancements could allow for short bows, long bows, composite bows, etc. The same could be applied in many areas. That way, one would have much more control over the type of military force created. One player, for example, could decide to develop a much more effective archery unit, while another focused resources into developing hand-to-hand units, etc.
The effect would
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Inverse Icarus
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flying too low to the ground
May 2001 time: 00:18
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quote: Then, within each fundamental advancement, there should be the option of developing quite a number of "lesser" technologies made available by the fundamental advancement. That way, it would truly require the player to make decisions, since the more effort one placed into developing lesser technologies, the slower advancement would be on the fundamental ones. |
do you mean, for example, you research Mapmaking, which has the sub-divisions Hullmaking, Oar Design, Masts, etc? each with their own benefit? (+1 move or something?) so you could essentially have crappy boats but still move on, or you could be a little behind but have kickass boats?
sounds complicated but extremely fun and involving. civ IV material. 
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Autolicus
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Los Angeles
Nov 2001 time: 05:18
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Exactly. And it would not only be limited to military units, but would give you the opportunity to really make a unique civilization. For example, the fundamental advancement of monotheism would allow for a number of subset religious advancements. Depending upon the religion you research, it would affect the quality of your civilization. A war-like religion might increase you military ability, but allow for less stability. Another religion might increase happiness at some expense to productivity.
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dunk
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Philadelphia, PA
Mar 2002 time: 00:18
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quote: Originally posted by Autolicus
Instead of just having the archer (and longbowmen as the UU for the English), the "lesser" advancements could allow for short bows, long bows, composite bows, etc. |
Like Age of Empires? My storage pit can research scale armor now. Where would unique units play into this? Would you have to research a minor tech to get them or just one of the major ones? It would provide an interesting dynamic to the game. 
Another interesting spin on this could be that you can only trade or steal these minor techs, not the major ones like writing, government types, nationalism, military traditon, warrior code.
How can you teach a civilization to write? But you can teach them how to make maps or explain how an embassy works. How can you trade for a sense of nationalism? I'll give you 500 gold and spices for 20 turns to instill my people with the feeling that they are part of a unique nation. 
Sidebar... I've often wondered how someone can have an alphabet but not be able to write. 
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Autolicus
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Los Angeles
Nov 2001 time: 05:18
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quote: Originally posted by dunk999
Another interesting spin on this could be that you can only trade or steal these minor techs, not the major ones like writing, government types, nationalism, military traditon, warrior code.
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I like that. One of the things that would prevent is the tech race spiraling out of control like it does now -- as well as allow for some nations to slowly lose out in the tech race.
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Dida
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I can't think of any idea more stupid that this one. The game needs more modern units.
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Tarquelne
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quote: Originally posted by Autolicus
By industrialization, however, in my personal opinion, the game starts to fall apart. Many of the qualities that make the early part of the game so fun and dynamic start to disappear. The aspects of civ that make it a great game in the early periods don't seem to translate well in the modern era. |
I think getting Firaxis to eliminate the Modern era is doomed. I pretty sure there are too many players who want the modern units to play with. (And, for them, it'd be nice if the Modern Age had more meat to it... but that's another topic.)
OTOH, adding an Age might just be possible for an expansion. And I believe the editor allows you to add an age, so players should be able to do it themselves, no matter what Firaxis does. I think there's room for 4 pre-modern ages.
I, btw, think of the Modern Age as the "endgame" period, not simply another age like the others. The best part is over - the MA is there just to wrap things up when someone hasn't already won in an earlier age.
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Autolicus
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Los Angeles
Nov 2001 time: 05:18
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Oh, I'm not delusional enough to think that such changes would ever be implemented, but it would be the right way to go. I think most people who really appreciate Civ realize that the modern age is the weakest. Of course, I realize that others really like the modern area. But it seems to me that if you really like the modern warfare, then there are a lot of games out there that are better to play.
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Elucidus
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Yeah I can't wait until they allow us to add Eras...if they do that is. I would really like to expand the whole thing out a bit, change the years per turn ration and the endgame year s as well.
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Tarquelne
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quote: Originally posted by Elucidus
Yeah I can't wait until they allow us to add Eras... |
It's an option in the editor. I don't know if it works 100% or not, though.
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