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  • Reworking the CIV "Philosophy"

    In this thread I am going to try to put my finger on just what it is about CIV that, to me, keeps it from being a truly enjoyable game.

    Don't get me wrong, every Civ game in the series ranks as one of my top-3 favorite games. However, it is only the first part of the game I enjoy. After about the industrial age the game gets too tedious for words (I have yet to play a game of CIV 3 past "Modern Armor", and I rarely finished a game of Civs I or II.)

    The early game is enjoyable because it truly feels like I am running a primitive civilization. My civ is small and weak, all around me is hostile unexplored untamed wilderness.
    It is the sense of imminent danger, and constantly having to "fight back the chaos" that make this stage fun.

    Once my civ is established (and all the land is claimed), it becomes a game of management and racing for tech rather than of creation. The unpredictability and sense of danger of the early game are gone. The world has become domesticated. If I did a good job of planning initially (and had the divine gift of many cows near my starting city), even rival civs are potentially no more than a minor nuisance.

    I can now make long-term strategic plans to conquer my neighbors if I like, but why should I do this? With every successful campaign, I eliminate one more threat to myself and make the planet that much more boring to live in.


    The problem, as I see it, is with the entire philosophy behind the workings of the game. I know many many folks are going to vehemently disagree with me, but these are the philisophical points I disagree with.

    1. "Progress".
    Civ 3 is based on the Darwinian notion that, as time passes, everything gets bigger, stronger, faster, smarter, and bigger. New units are stronger than old units. Cities get bigger (and more productive) over time. Technology always moves forward. Culture increases but never decreases. New governments are always better than old governments (and are necessary for larger empires.)

    Aside from being boring, this concept is highly inaccurate. Strength of culture fluctuates over time. Citizens become decadent and unproductive. Technology is often forgotten. Empires collapse under the weight of their own excessive foreign obligations.

    2. "Materialism".
    Like the first point, in Civ 3 more is always better than less. More food == more citizens == more production == bigger empire == more tech. Despite many historical examples to the contrary, the large nation is always more powerful in every way to a smaller nation.
    In Civ 3, tiny England would never be able to dominate massive India. Backward Afghanistan would never be able stand up to the USSR.


    Those are my only main points. What I would like to see is a massive reworking of not only the rules, but the ideas behind the rules. Here are my suggestions:

    1. Introduce the idea of "regression".
    As civilizations move forward, so also should they be able to move backward. Specifically:
    a. Empires that are too large too long should experience a "Dark Age". Like the golden age. Government switches to anarchy automatically and stays there for 20 turns or more. Vast majority of culturally weak cities join other civs during this time. Dark ages can also be triggered by the capture of a wonder, death of a great leader, or loss of the capitol or large city.
    b. Civs should be able to "forget" techs. Either as a result of cultural decline, or some other civ burning all their libraries. A dark age could help a great deal here.
    c. Bring back civil wars! Make the empire split not into 2 equal parts, but into many states of around 5 cities each, up to the maximum allowed on the map. All breakaway civs should have their dark ages together. Every civ, even the smallest and happiest, should face challenges to it's soveirgnty on occasion.

    2. Small civs should be more efficient than large civs.
    a. Negative culture. Conquered cities and cities with high corruption should create a drag effect on culture, possibly even making the entire civ go negative. Building cultural wonders in cities of other races should generate no culture (unless culture is the reason they converted), and generate no happiness.
    b. So also, a high culture rating should create an effect similar to a golden age. This way small, culturally strong civs can keep up with large empires.

    3. Balance the ages.
    a. The benefits of technology are zero-sum. Modern science should create as many problems as it solves. Factories should raise production, but cause unhappiness as well as polution. Cathedrals should have no more effect (on culture or happiness), as people turn away from religion. Increased materialism should cause increased corruption as well as production.
    b. Is a knight that much tougher than a barbarian? Even a veteran barbarian? Would infantry do that well against Longbowmen? Samurai would cut riflemen to ribbons if they got close enough. Drop the idea of "progress" from the unit progression and make the fights more fair to the unmodernized.
    c. Modern technology does not need to be so detailed. We do not need 5 types of aircraft, 3 types of battleship, and 2 kinds of submarines all at the same time. Modern armor and radar artillery are overkill as well.
    d. Add terrorists. Terrorists (or call them partisans if you like) are how tiny technologically backward civs hit back against large advanced civs. It should be an effective tactic, but the AI should only use it if it has no other options. This could save the existence of civs that are left behind in the late game. The terrorist unit looks like a worker unit but works like a cruise missile. The nationality of the unit is, of course, hidden.


    That is all. What do you think, sirs?

  • #2
    Hi There,

    First of all, I'd like to say that most of your points have some merit, and I'd like to suggest the following:

    1) Your ideas on regression are very good, and a view I've often held! In order to implement them we'd really need some kind of events language, like the one used for scenarios in Civ2, that allows you to simulate dark ages, civil wars, revolutions etc.
    For example you might have an event: When [# of Cities]>16 {Std Map} check for city break-away. Then you have a formula for the chance of a ciy breaking away from the main civ and, if the city breaks away, it becomes a new civ (like America breaking away from Britain)

    2) If you are going to have infantrymen have the same AS/DS as a Samurai (for example) then you'd have to give all ranged units a bombardment value (and a range of at least 1) to simulate the need for melee units to close in for an attack.

    3) The hacked Civ3 Editor would easily allow you to make factories cause unhappiness or lose culture. In fact, many mods doing the rounds here already have industrial age production buildings (like factories) giving a negative culture value. Some luxuries have also been given negative production values to simulate their corrupting effect on the population!!
    Anyway, I hope what I've told you is of use.

    Yours,
    The_Aussie_Lurker

    Comment


    • #3
      Originally posted by The_Aussie_Lurker


      3) The hacked Civ3 Editor would easily allow you to make factories cause unhappiness or lose culture. In fact, many mods doing the rounds here already have industrial age production buildings (like factories) giving a negative culture value. Some luxuries have also been given negative production values to simulate their corrupting effect on the population!!
      Anyway, I hope what I've told you is of use.
      The "bad luxury" idea is brilliant! Opium? "Loco weed"? Pokemon cards?

      In one mod I'm experimenting with, I have the power plant flags set on the cathedral and factory. (The power plant flag causes any improvement with the flag set to replace any other improvement with the flag set. So when you build a factory, it destroys the cathedral, and vice-versa.)

      I think what I'll end up doing is having the factory generate negative culture (enough to set the city back to zero), and add a "shopping mall" wonder that generates as much trade as a bank, but replaces the cathedral as the new center of worship (the mall, of course, creates no happiness)

      Gimme an M!

      "M!!"

      Gimme an A!

      "A!!"

      Gimme a U!

      "U!!"

      Gimme an L!

      "L!!"

      Gimme your money!

      "Sure!!"

      What's that spell?!

      "Maul!!"

      What's that spell?!

      "Shopping maul!!"

      Comment


      • #4
        I have to agree, Civ3 gets kinda dull, after the empire is all set up. The rest is just boring clean-up. Usually, my empire get set up by the Industrial Age. And every game tends to be the same, I mean, there's really no difference between the civs. The fun is in the beginning, where the challenge lies in setting up the empire to withstand the other civs.

        I would like to add a couple suggestions too.

        1. "Fatal Wonders"
        Fatal Wonders are just like other wonders, except only the AI can bulid them. Imagine Nazism, the holocaust, Osama Bin Laden and the Al-kaida network. AIs that build them have the potential to defeat the human player, unless the human player is suave enough to counter it. It sure would be interesting to have a tremedous tech-lead, large invicible empire, and on my way to game victory when BOOM! Suicide terroists everywhere. Or fighting my way to the top when a rival AI goes Nazi and start churning out destructive war machines.

        Of course, I would love it to have more sci-fi version of fatal wonders, like an AI developing a zombie virus and accidently turning its whole civ into zombies bent on consuming the world. Or have an AI be take over by aliens after building its fatal wonder, putting the world in danger.

        2. "Unit Refit"
        Its a very simple concept, easily implemented I would think. Whenever a new tech is researched, it should allow the civ to refit its existing units. So a Tank can become Tank Mk2, Tank Mk3, etc as the civ advances in the tech tree. No new graphic or abilites are added, just stats are improved. Thus, if I'm in a slight tech lead, I should have units that are slightly more powerful. I'm kinda sick of having my Knights the same as an enemy whom I have a tech-lead. Sometimes, it takes several techs to advance the unit, which kinda blows.

        3. "Minor Civilizations"
        This idea came from Birth Of Federation. Its such a good idea, I wish other strategy game would implement it. Basically, a minor civ behaves like a normal civ, except it doesn't expand its empire and doesn't do any research. Each minor civ might have unique super units, and unique bonuses. An empire that has control of the minor civ (thru conquest of diplomacy) gains its unique super units and empire bonuses. It'll add a little more variety to an otherwise kinda boring gaming world, if nothing else.

        Comment


        • #5
          Interesting. Reminds me of the discussion of the Eternal China Syndrome - the unrealistic fact that most civs in the game survive and grow for 6000 years. I miss factors of decay in Civ 3. Civ 1 & 2 had civil wars, which could make new nations appear from old ones, but they were far too occasional.

          The editor can change the way slightly into that direction:

          Increase the maintenance cost of city improvements. That can make a civ's economy to crash and force it to sell off its improvements.

          Add (small amounts of) pollution to some pre-industrial buildings. Yes, polllution was a problem long before industrialization, though mostly locally.
          The difference between industrial society and information society:
          In an industrial society you take a shower when you have come home from work.
          In an information society you take a shower before leaving for work.

          Comment


          • #6
            oops wrong thread !
            GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71

            Comment


            • #7
              Originally posted by BlueO

              1. "Fatal Wonders"
              Fatal Wonders are just like other wonders, except only the AI can bulid them. Imagine Nazism, the holocaust, Osama Bin Laden and the Al-kaida network.
              We can not do it with current editor (i think), but we can do kinde of the "macrogame" - Make some "killer" unit (later in industrial age) and before the game turn off this unit in editor for your race. It would be great if someone would write utility for it, to do it in one bat file

              Originally posted by BlueO
              Of course, I would love it to have more sci-fi version of fatal wonders, like an AI developing a zombie virus and accidently turning its whole civ into zombies bent on consuming the world. Or have an AI be take over by aliens after building its fatal wonder, putting the world in danger.
              Hmm, I'm doing Alien legacy mod now... Is it coincidence ?

              Originally posted by BlueO
              2. "Unit Refit"
              Its a very simple concept, easily implemented I would think. Whenever a new tech is researched, it should allow the civ to refit its existing units. So a Tank can become Tank Mk2, Tank Mk3, etc as the civ advances in the tech tree. No new graphic or abilites are added, just stats are improved. Thus, if I'm in a slight tech lead, I should have units that are slightly more powerful. I'm kinda sick of having my Knights the same as an enemy whom I have a tech-lead. Sometimes, it takes several techs to advance the unit, which kinda blows.
              Wouldn't it disbalance game even more ? The problem now is that if I have even slight lead I already won...

              BTW your units absolutely best
              Check my SF mod

              Aliens Legacy

              Comment


              • #8
                Sure, samurai would cut Riflemen to ribbons if they got close enough. One question: How exactly does that happen? Do the riflemen sit down and decide to have a coffee break while the samurai happily prance and skip over the hundreds of yards to the defenders' line?

                In the Civil War, defending riflemen enjoyed massive advantages over attacking... other riflemen. If you take staggering casualties when making an advance when you're armed with weapons that can match the defenders' for range, power, and accuracy, what makes you think you're going to be not just equal but BETTER when you're armed with a weapon like a sword trying to close the distance against a fortified rifle position? Granted, in all fairness samurai did not just rely on their swords when it came to open warfare, and like their Western counterparts employed polearms and bows. Still, even the best of bows are small consolation against the speed and range of the sorts of rifles I take the Rifleman to represent. Against earlier muskets, yes, samurai might have a fighting chance, and if you look at the game, this is represented. On a level fighting ground, however, technologically superior weapons can and should dominate.

                Of course, there is that small qualifier--level fighting ground. Having a rifle with an effective range of several hundred yards doesn't do any good in a jungle with a visibility range of several yards. The game has a very high random factor in combat, so already there's some representation for this sort of effect, but I think it would be a good idea to sort things out by terrain--heavy terrain should not just favor the defender, but should level out the odds in general.

                One additional suggestion to keeping things from getting stale in later ages--costs for building and maintaining just about everything should be higher and scale up to very high levels in the modern era. That is, I think it's quite well and good that as you progress you get more money and more production... but everything should cost even more money and even more production still. One thing that would really help is if you could make improvements go obsolete... I remember in Civ1, at certain key advances in warfare technology, you'd lose all your barracks and have to rebuild new barracks which would then have higher maintanence cost--I think this sort of thing should happen with most city improvements, only with higher build costs too. Why does building a modern church cost no more than building a crude shrine?

                Comment


                • #9
                  Try this experiment sometime...

                  Yesterday I made the following modifications to Marla's World Map scenario:

                  - Changed the max size of a small city to 3.
                  - Deleted the aqueduct and hospitals.
                  - Changed the pop cost of settlers to 3.
                  - Made sure that every civ started on a river.
                  - Changed default barbarian to archer, and advanced barbarian to Mounted Warrior.

                  The effect of this is that all cities not built on rivers only ever get to size 3, and can never build settlers. This severely limits growth, and forces all civs to favor improvements and military units over expansion. Because cities on the fringe of all empires never got bigger than 3, the center of each empire remained around the capitol. The barbarians were much more of a check on expansion as well.

                  The net result is smaller, scattered empires and a lot more empty space. I (playing the Persians) found this a great deal more fun to play into the Industrial age.
                  There was a large war fought between China and Germany/Russia where the battlefield (central asia) was not occupied by anyone. I don't think I had ever seen a war in Civ 3 that was not an invasion.

                  Comment


                  • #10
                    I would also I like to add that the cost of unit maintenance should increase with time.

                    I think it is very silly that a band of warriors costs the same to support as a battleship or an aircraft carrier.

                    The unit support cost should be different for the AI depending on the difficulty level. For example a rifleman costs 3 gold/turn for the human player on all levels, but 5 gold/turn for the AI on Chieftain, and free for the AI on deity.

                    Also obsolete units should at some point be automatically either disbanded or upgraded, as it makes no sense keeping Longbowmen in Modern Age.

                    These changes would make upkeep of a large industrial/modern army very expensive and would force civs to have smaller armies, making harder for large empires to survive in the modern age (as they just might not have enough gold to support a defensive unit for each one of their cities), while smaller, more productive civs can effectively defend their territory, and maybe even field a small but effective offensive force.

                    Comment


                    • #11
                      Shall we concentrate on things that can be done with the editor, or ideas for Civ 4?

                      One could increase the unit support cost for advanced governments, at least the "free" ones. It is, by now, impossible to differentiate the costs of different units (which I expected Civ 3 to do).
                      The difference between industrial society and information society:
                      In an industrial society you take a shower when you have come home from work.
                      In an information society you take a shower before leaving for work.

                      Comment


                      • #12
                        I think these should be ideas not for Civ4, but for an upgrade pack for Civ3. (Like they had different upgrades of Civ2 - ie CiC, FW, MGE or even a completely revamped version such as ToT)

                        I reckon things like different support costs for units could easily introduced by Firaxis in an expansion pack. It does not mean that a standard game would would have to use new features, but such features could be used in mods/scenarios.

                        Comment


                        • #13
                          I'm hoping to find time -- and the capacity in the Tech Tree! -- for a mod which would force significant choices which would ramify throughout the rest of the game.

                          For example, at the "Monarchy" stage or thereabouts, have a distinct set of options between Monotheistic, Polytheistic, and Confucian monarchies -- obviously the latter wouldn't build cathedrals and civ-specific units and wonders would come into play depending upon the path chosen. A Confucian monarchy might never be able to wind up at Democracy but might wind up at a Buddhist-tinged Communism. (In the "real" world of course, the Confucian monarchy not winding up at democracy -- as opposed to capitalism! -- seems to be the case; and a Polytheistic Monarchy has grown into the world's most populous democracy).

                          Another simpler one (which I AM working on now) is simply constant choices between Guns & Butter -- you won't have time to research every possible tech because, e.g., having gotten to the point you have armor, you must research a dead-end sideline tech called "Blitzkrieg" to get blitz armor and dive bombers. Ditto Stealth etc. You'd only research these if you were in conqueror mode or forced into them due to a rival's researching them.

                          Ideally, these two would work together so that individualistic force structures could be arrived at, as has historically been the case -- the Crusaders never developed light cavalry armed with the recurved composite bow, and Saladin never bothered with armored cavalry -- and that's without even getting into the Byzantine "Cataphract" cavalry, which combined both!

                          Also, I think the entire starship endgame is a mistake -- VERY boring building all those things in the sky which do nothing for your cities or your armies, AND very unrealistic -- I'm amused to occasional read in these forums where contributors bemoan introducing "futuristic" units likes mechs when the basic game lets you start building starship components with Apollo program, not to mention an SDI program!

                          I think a far better approach from a gaming POV would be to have some tech advance reveal "Alien Monolith" resources in various godforsaken parts of the globe: whatever can be accomplished in the way of new units, wonders, and/or victory would be dependent upon control of various numbers of these artifacts.

                          ... Yours planning 3 different mods with absolutely no time to actually get around to them at the present --

                          Oz.
                          ... And on the pedestal these words appear: "My name is Ozymandias, king of kings: Look on my works, ye Mighty, and despair!" Nothing beside remains. Round the decay of that colossal wreck, boundless and bare, the lone and level sands stretch far away ...

                          Comment


                          • #14
                            I think the premise of the original post is wrong.

                            Get this, progress IS a good thing. We now live longer, are healthier, our cities are bigger. We have luxuries coming out of our ears.

                            You might ask "are we happier". I'm sure I'm happier than my 18th Century Scottish ancestor who shared a windowless hut with his livestock, ate nothing but porridge and dried fish and was subject to smallpox epidemics every few years.

                            Life Expectancy

                            1AD - 35
                            2000AD - 75

                            Largest city

                            1AD - Rome - 500,000
                            1000AD - Baghdad 1 million
                            2000AD - Tokyo - 23 million

                            Not to say there are no problems

                            - pollution
                            - crime
                            - finite supplies of raw materials
                            - poverty
                            - war
                            - terrorism

                            however we had most of these problems even worse 2,000 years ago.

                            Also, the 3rd World has not shared equally in these advances; but surely no-one can say that people in the 3rd world are actually worse off than 200 years ago.

                            Progress has not been uniform. Empires have risen and fallen. However in most cases after a period of barbarism a new empire has arisen on the ruins of the old. For instance the Roman Empire was replaced by a Western European Civilisation based on the Catholic Church, whilst much of the old Greek culture was kept alive in the Byzantine and Arab worlds from where (ironically mainly due to the Crusades) it spread back to the West and sparked off the Renaissance. The Muslim civilization has endured through invasions by the Mongols and Turks and domination by the Western and Communist powers in the last century.

                            To my mind civ does not pay enough attention to the following advances

                            - agricultural revolution (tractors, fertilisers) - allowing huge population growth (times 3 in 100 years)
                            - antiobitics/vaccination (eliminated most infectious disease - smallpox)
                            - free trade (should allow food to be traded for luxuries and raw materials both within empires and to other civs - do people in New York really starve because not enough food is grown in the environs of the city?)
                            - leisure time
                            - media (increases happiness, but also war weariness)
                            - welfare/health care/free education (increase happiness/production but uses tax revenue)

                            Comment


                            • #15
                              5th age needed

                              I agree with the original statement that the beginning of the game is much more fun. At that point it is all about exploration and development. This has been the case with all three games. Once you make first contact, things start to become predictable. By the time you reach the middle ages, most of the map is explored, and it is just a resource race.

                              Test of Time attempted to solve this by adding multiple maps and the colonization of Alpha Centauri. I think that this is the path that should be explored. Right now, technology only advances up to the current level (even SDI and space travel exist, they just aren't very effective yet). There is nothing to play for once you hit the top

                              What the Civ3 has ignored is that while technology serves to make life easier and to change cultures, it does not stifle mankind's desire to reach out for the unkown. I think that if they somehow managed to include extraterrestrial colonization in the game, you would get much of the same gaming experience late in the game as you would earlier on.

                              The mistake test of time made was that it only allowed one civilization to leave earth. If multiple civilizations were allowed into space, then you would have access to, borrowing from Star Trek, the final frontier. Afterall, would it not be the mark of a great civilization to leave the nest of earth and move on to the stars? Not only that, it would offer the potential for whole new group of diplomatic agreements (of which there are no new ones afer nationalism). I'm think of multinational space agencies (ESA)& cooperative projects like the ISS.

                              In game terms this would a 5th age (an idea discussed on other threads as well).

                              thoughts?
                              "Government isn't the solution to our problems; Government IS the problem." - Ronald Reagan

                              No, I don't have Civ4 yet...

                              Comment

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