It should be an option for custom games that your starting unit be one of choice - either a worker, warrior or a scout.
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Why Can't You Choose Your Starting Units?
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Workers from the beginning make civs that begin with worker techs (Agriculture, Mining, an The Wheel) too powerful. Scouts require a Hunting and that is why you get only some civs get them.USA! USA! USA! USA! USA! USA! USA! USA! USA! USA!
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Originally posted by Will9
Workers from the beginning make civs that begin with worker techs (Agriculture, Mining, an The Wheel) too powerful. Scouts require a Hunting and that is why you get only some civs get them.
I accept that you shouldn't have a unit (scout) unless you know the required tech (hunting), but there is no required tech to build a worker.
RJMFill me with the old familiar juice
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Originally posted by rjmatsleepers
I find arguments about some combinations being "too powerful" or altering the "balance" between civs unconvincing. This may be important in MP, but does not seem to me to be a consideration in SP. There were a number of scenarios in Civ2 in which the available choices were not equal. This meant there was another dimension to the difficulty choice.
I accept that you shouldn't have a unit (scout) unless you know the required tech (hunting), but there is no required tech to build a worker.
RJMOne who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
You're wierd. - Krill
An UnOrthOdOx Hobby
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Originally posted by couerdelion
Why not enter WorldBuilder and GIVE yourself a worker?USA! USA! USA! USA! USA! USA! USA! USA! USA! USA!
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[q="Alexman"]Advanced Starts are a pre-game setup phase players use to purchase cities, improvements, buildings, technologies, and units. It works in both single-player and multi-player. The player decides what to purchase and where to place it. When everyone is done, the game starts with players controlling relatively balanced, advanced empires with a working infrastructure. This mechanism is ideal for those who want to jump right in and experience a balanced game in the modern era, without having to start with nothing but a few settlers and units.[/q]
Something like this (from an interview BTS designer and Apolytoner Alexman gave about a feature of BTS)?<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
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Originally posted by rjmatsleepers
I find arguments about some combinations being "too powerful" or altering the "balance" between civs unconvincing. This may be important in MP, but does not seem to me to be a consideration in SP. There were a number of scenarios in Civ2 in which the available choices were not equal. This meant there was another dimension to the difficulty choice.
I accept that you shouldn't have a unit (scout) unless you know the required tech (hunting), but there is no required tech to build a worker.
RJM
Starting with a worker instead of your warrior would be quite frankly equivalent to that if not worse. Given that many people play worker starts, where they sacrifice 10 or more turns of growth just to get a worker at the start of the game, starting with a worker would make the early game far, far to easy, and you'd have an unbeatable lead if you had any skill whatsoever.
That said, of course it is moddable (easily moddable, even) for SP or even MP; but it's not a balanced gameplay option, so why would they ship the game with it?<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
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Originally posted by snoopy369
Absolutely not true. Balance is always a concern. Imagine if you started with a tank and the AI with warriors. Obviously a bad game, right?
Starting with a worker instead of your warrior would be quite frankly equivalent to that if not worse. Given that many people play worker starts, where they sacrifice 10 or more turns of growth just to get a worker at the start of the game, starting with a worker would make the early game far, far to easy, and you'd have an unbeatable lead if you had any skill whatsoever.
That said, of course it is moddable (easily moddable, even) for SP or even MP; but it's not a balanced gameplay option, so why would they ship the game with it?
I find it difficult to believe that simply by having a worker to start with, I would be able to beat the AI at deity level. Perhaps that means that I have no skill whatsoever. Be that as it may, how good is starting with a worker? It delays any exploration, which may mean missing out on huts. Also there may not be much for your worker to do. Playing Spain for example, your worker either spends a few turns doing nothing or else you have to risk exploring with it. But there are some starts with some civs where a worker would be brilliant. However, the argument about hammers is quite forceful. So perhaps the choice should be four warriors or one worker. Or perhaps everyone starts with 15 hammers that they can put towards any buildable unit.
But even if starting with a worker does make the game easier, does that matter in SP? If some leaders or civs are stronger than others, so what? As you move up the difficulty options, you could start with the strongest and move to weaker leaders / civs as you gain more skill.
As far as starting with a tank is concerned, this would not be "obviously a bad game". There are plenty of games where the human player has a more powerful start than the computer - space invaders for example. I can imagine a fantasy scenario or mod in which you start with an irreplaceable "uber unit". However, I did concede that the starting unit should only be one that the player had the technology to build.
RJMFill me with the old familiar juice
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Originally posted by rjmatsleepers
There are two issues here - would starting with a worker make the game too easy and does it matter if it does?
I find it difficult to believe that simply by having a worker to start with, I would be able to beat the AI at deity level. Perhaps that means that I have no skill whatsoever. Be that as it may, how good is starting with a worker? It delays any exploration, which may mean missing out on huts. Also there may not be much for your worker to do. Playing Spain for example, your worker either spends a few turns doing nothing or else you have to risk exploring with it. But there are some starts with some civs where a worker would be brilliant. However, the argument about hammers is quite forceful. So perhaps the choice should be four warriors or one worker. Or perhaps everyone starts with 15 hammers that they can put towards any buildable unit.
If you know how to play Civ well, a free worker is a huge boon that by itself would imbalance the game.
But even if starting with a worker does make the game easier, does that matter in SP? If some leaders or civs are stronger than others, so what? As you move up the difficulty options, you could start with the strongest and move to weaker leaders / civs as you gain more skill.<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
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Starting with a free worker would be the single most useful starting unit I could imagine.
This inbalance is compounded by the fact that building these units stops city growth. Just to catch up you need to gimp your citys for 10 - 30 turns per unit... remember that on the flip side of the coin the AI is enjoying all the early bonsus that come with having early workers.
It could be argued however that the potential hut finds are equal to if not worth more then very early tile improvments. Hense, giving more or less valuablity to the scout depending on if huts are on or not.
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