I'd really like the game to be more complex especially the economic model but Sid's been dumbing the game down for a while now and has made it clear he wants a simple game rather then a complex one.
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I would still like to see some kind of "patrol" command for sea and air units. I get really tired of sending planes out every turn to see if an invading fleet is coming. And I'm sick to death of having a line of ships out at sea in sentry mode only to have them "come awake" but show nothing since the ships had already passed and moved out of sight range.Keep on Civin'
RIP rah, Tony Bogey & Baron O
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Originally posted by Oerdin View PostI'd really like the game to be more complex especially the economic model but Sid's been dumbing the game down for a while now and has made it clear he wants a simple game rather then a complex one.
I think Firaxis wants a superficially simple game, easy to play and enjoy, yet complex to truly master because of nearly endless permutations and intricacies.
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Originally posted by Felch View PostOne thing I'd like to see is a sense of terrain on the ocean. Since there aren't any relevant landmarks, you could simulate it with currents or winds. Ships would have a certain number of turns they could be at sea, and early ships would rely heavily on winds and currents to move. Certain regions could be very stormy and could prove impassible to early ships.
Right now they have the shallow ocean and the deep ocean, but that's not really how ancient people would have seen it. They would see seas in terms of their winds and currents and storms and other hazards. It would really bring a new dimension to early sea travel.
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Originally posted by Ming View PostI would still like to see some kind of "patrol" command for sea and air units. I get really tired of sending planes out every turn to see if an invading fleet is coming. And I'm sick to death of having a line of ships out at sea in sentry mode only to have them "come awake" but show nothing since the ships had already passed and moved out of sight range.
We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
If any man be thirsty, let him come unto me and drink. Vampire 7:37
Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.
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Because missionaries are on a mission! How can they explore when they are on a mission? Good thoughts, Rah, especially for spies.No matter where you go, there you are. - Buckaroo Banzai
"I played it [Civilization] for three months and then realised I hadn't done any work. In the end, I had to delete all the saved files and smash the CD." Iain Banks, author
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It's absence for spies has irritated me for years. The only reason I want it for missionaries is since I usually have tech trading off, alpha isn't exactly a priority so I end up using missionaries for exploring AI lands.It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
RIP Tony Bogey & Baron O
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Originally posted by wodan11 View PostHmm. Interesting idea. A good point, though seems to me that this extends to land as well. While weather per se isn't as much of a hazard while on land, and while the terrain itself doesn't really change under your feet as the sea does, there are other problems (especially to ancient peoples) on land. Even a simple forest or jungle was pretty much impassable to armies, as was hilly terrain and swamps. Remember how much attrition Hannibal suffered just walking his armies from Spain to Italy?
The trick with all of this is to make it as transparent and abstract as possible. I don't want to mess with supply lines, but I'll happily research a tech or build a wonder that reduces my units chance of taking hits during a desert crossing. The goal is to have fun, not to do spreadsheets.John Brown did nothing wrong.
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Yeah... one of the problems with adding realistic factors is the amount of time required/complexity to deal with it.
I think supply lines are critical, especially after watching a 100 unit SOD go across around the world to attack somebody. I'm sure there is an easy way to deal with it... and something the AI could understand.
Weather is another factor... but it's dependent in many cases to the seasons... (as the Germans found out in the winter in Russia, and the spring mud with their heavy tanks) Since turns are based on multiple years early in the game, it's hard to build something like this in.
As pointed out... realism is great if it's functionable and realitively easy to work with... but anything that just becomes a tiresome exercise is nothing worth being in the game.Keep on Civin'
RIP rah, Tony Bogey & Baron O
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Originally posted by Ming View PostYeah... one of the problems with adding realistic factors is the amount of time required/complexity to deal with it.
I think supply lines are critical, especially after watching a 100 unit SOD go across around the world to attack somebody. I'm sure there is an easy way to deal with it... and something the AI could understand.
When ending a turn outside your borders, your units automatically have a penalty of 1 health point to represent the supply and logistics issues. Ending the turn on some terrains (e.g. desert, jungle, tundra, etc.) can increase the penalty to 2 health points or more (remember that most units appear to have 16 health points now, though some have 12).
Note: If we wanted to be less punishing, we could extend the no-penalty radius a certain number of tiles beyond one's borders.
Since health is now represented through soldier icons, it would be necessary to distinguish between this and the actual loss of health, so that health does not keep on declining (that might be realistic, but would be too prohibitive a penalty gameplay-wise, I think). Perhaps one, or the requisite number, of the soldier icons could turn red to show that they don't count in a battle.
There could be various ways to mitigate this. For example:
- Being on a road or railroad connected to one's civilization might mitigate or even eliminate the penalty.
- Having a 'supply unit' nearby (within a given radius) would eliminate the penalty even in terrain without roads/railroads. An early supply unit might be a supply wagon, while a modern one might be a truck. Ships could also act as supply units, hence, advancing along the coast would be desirable, like it was historically.
- Some units would count as explorers and these would be exempt from the supply/logistics penalties (alternatively, some might only mitigate them or be exempt on certain terrains).
- There could be promotions that could give the units 'explorer' or 'self-sufficient' status and mitigate or eliminate the supply/logistics penalties for them (again, this could potentially be limited by terrain).
I would propose that the health points/soldier icons made unavailable by supply issues automatically and immediately return to normal once the unit ends its turn in a tile that does not impose a supply penalty (within borders, on a home-connected road/railroad, next to a supply unit, etc.).
Something like the above, I think, would not be too onerous, but provide some level of logistics. It would still be possible to wage a campaign in the absence of any logistics, but it would not be as efficient.Rome rules
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Originally posted by Ming View PostWeather is another factor... but it's dependent in many cases to the seasons... (as the Germans found out in the winter in Russia, and the spring mud with their heavy tanks) Since turns are based on multiple years early in the game, it's hard to build something like this in.Rome rules
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Weather would likely be reduced to an event.
As for supply lines, I'd add that warriors and scouts be immune to their effects.I'm consitently stupid- Japher
I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned
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Originally posted by Theben View PostWeather would likely be reduced to an event.
As for supply lines, I'd add that warriors and scouts be immune to their effects.Rome rules
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