Cunctator,
I agree that one of the game family's problems is the "more is less" late game, where process of getting more stuff (fun) ends up being the process managing more stuff, which is less fun.
I have never understood the slavish devotion to Sid's original Civ 1 model, where a "city" founded in 4000 BC retains most of it's properties until the present era. Why don't things scale? What is already an unrealistic and fanciful level of control by the player in 4000 bc only gets both more ridiculous and less interesting as time goes by.
I wish that a city started out as a one square affair, and as it grew it's influence expanded into adjacent squares. As populations and technologies both advance, so does the "city's" boudaries. It becomes a city state, a region, a nation, an empire. Yet the rapidity and simplicity of play in the early game needn't give way to being the mayor of 100 cities. The game should scale up so that is in fact several games depending on the scale of your empire and the social and political fabric of your state.
This would be one of the ways that crappy AI problems which have never been solved over many years and games could be adressed. Toss the model away, and start thinking creatively. To me the model of Civ isn't all of those painful shortcomings which have been glaring since Civ 1, but the idea of following and guiding a group through history. This is the interesting part for me.
I agree that one of the game family's problems is the "more is less" late game, where process of getting more stuff (fun) ends up being the process managing more stuff, which is less fun.
I have never understood the slavish devotion to Sid's original Civ 1 model, where a "city" founded in 4000 BC retains most of it's properties until the present era. Why don't things scale? What is already an unrealistic and fanciful level of control by the player in 4000 bc only gets both more ridiculous and less interesting as time goes by.
I wish that a city started out as a one square affair, and as it grew it's influence expanded into adjacent squares. As populations and technologies both advance, so does the "city's" boudaries. It becomes a city state, a region, a nation, an empire. Yet the rapidity and simplicity of play in the early game needn't give way to being the mayor of 100 cities. The game should scale up so that is in fact several games depending on the scale of your empire and the social and political fabric of your state.
This would be one of the ways that crappy AI problems which have never been solved over many years and games could be adressed. Toss the model away, and start thinking creatively. To me the model of Civ isn't all of those painful shortcomings which have been glaring since Civ 1, but the idea of following and guiding a group through history. This is the interesting part for me.
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