Apparently Mark Asher nailed Firaxis at E3 with the question, "Did you fix the tedium of end-game play?" So I take it upon Apolyton to identify and suggest solutions to tedium play, at all game stages. Because IMO it's present in all stages of the game, unless you are currently engaged in all-out war:
Do you all agree with these assessments? What would you guys add or change?
Now how I'd try to fix them:
What would you add?
- Early game: Goes by too quickly. A lot of spacebar-hitting when interesting things should be happening. How rich is the history of our past, of empires whose scale in terms of civ was only 3 cities wide? The era of the Greeks passes us by in ~20 turns!
- Midgame: Depends on playstyle, but in my case I tend to dig in and concentrate on getting all those high power wonders that arrive all about the same time, or one after another (i.e. Magellan's, Mike's, JSB, SOL, Leo's, A Smith's, Issac's for my SSC, Sufferage). Intensity revolves around milking cities for every coin they're worth.
- Endgame: If I play perfectionist, I'm just building cities. Can't trust the AI to do it for me, and new cities all start from scratch. If I go full war, the AI isn't capable of defending aginst me. Conquest isn't a question of if, just when.
Do you all agree with these assessments? What would you guys add or change?
Now how I'd try to fix them:
- Probably the most difficult. Some kind of progress report, of what's going on in the world outside my borders, could spice things up. Beef up the Traveler's Report! Tell me about the massive battle between the Indians and Chinese, of the "strange and exotic empires to the west", or something! Naming colonies, and bring back the ability to name terrain, &/or note landmarks on specific tiles (for battles or whatever). Allow for more turns in the early game and higher unit support.
- The 1st thing that comes to mind is balance out the Wonders, and spread them around a bit. The other is to either tone down the defense of midgame units or upgrade the offense of attackers.
- Maybe after certain techs or govt types new cities start with some structures. Like a Theocracy starts with Temples, Nationalist govts get barracks, democracies get courthouses, etc. Or just new cities start with granary, temple, marketplace. Definitely allow the player to construct his own "governor list", so that each player can tailor make a City Improvement "auto-queue" list- with factors like govt and current tech level involved. The tailor-made Worker "auto-queue" list is also a must. And, of course, an AI capable of dealing with intrusive humans into their domain.
What would you add?
Comment