I have brought this up a few times but only very briefly so I thought that perhaps I should open a thread to discuss my specific idea in more depth.
I believe that strategy comes from decision-making and compromise. In other words, the more decisions a player needs to make, the more strategy the game has. Furthermore, good strategy comes from situations where the player has to make a HARD decision where they need to compromise in some way.
For example, chess is probably one of the greatest strategy games ever. Chess has one particular rule that, IMO, makes the strategy so good. In chess, you can only make 1 move per turn. The player has hundreds of possibilities but has to choose just 1 move. This creates the spectacular strategy because it forces the player to make a very difficult decision. They can only make 1 move so they have to carefully pick the one that they believe is the best. If the chess player were allowed to make several moves, there would still be strategy (do I attack on the right or the left, with the queen or the knights) but there would be much less of it because the player could simply make all the moves that they want. There would not be as much decision-making because there would be less compromise.
In civ, the player has to make choices but they can do everything. I think we could dramatically increase strategy if we put a limit on what the player could do each turn. The player would still have all the options but would have to choose what to do each turn.
MOO3 has a concept call IFP which is similar to what I am talking about and I like it.
How to implement it?
1) Absolute Authority Points
The idea would be to simply give the player a certain number of Authority Points according to the type fo government. AP's would represent the government's political authority over the population. Every action that a player can take in a civ game, from moving units to changing a city's build queue to changing research etc would ALWAYS require 1 AP. So, the number of AP's would directly represent the number of actions a player could take that turn.
-AP's could be increased artificially by a player at a cost. This would represent the government increasing its own power. (In an emergency like a sudden war, the player could use this temporarily so as to be able to do more things)
-certain Wonders would increase AP's. (I think the Great Pyramids should do this instead of adding granaries)
-Very high happiness (like SMAC's Golden Age) would add AP's.
-City riots would decrease the number of AP's!
2) Relative Authority Points
Same as above except that each action would not cost any AP at all. Instead, the player could put as many AP's as they wished for each action. The more AP, the faster the action would be implemented. So the player could decide to do several things at the same but each action might take 1 or 2 turns to implement or the payer could put all their AP in a single action and complete it immediately!
-the bigger the empire the more AP's an action would require to complete it in 1 turn. This would completely replace civ's corruption model. Far away cities could once again have normal production. However they would make empire decisions take longer to implement. For instance, a large empire might require 2 turns to increase the tax rate a certain amount whereas a small empire could do it instantly!
I think the main difference between 1 and 2 is that idea 1 allows the player to do several things per turn and each action would always be done immediately. Idea 2 would force the player to choose how much priority to put into an action.
I look forward to a meaningful discussion.
Vel: I especially hope that you would be able to examine which idea you think would offer the best strategy. if you have an alternative idea please give it. If you remember I mentionned this idea briefly in one of your threads and you said you liked it. I am hoping that this thread will be a place for a more in depth philosophical look at my idea.
I believe that strategy comes from decision-making and compromise. In other words, the more decisions a player needs to make, the more strategy the game has. Furthermore, good strategy comes from situations where the player has to make a HARD decision where they need to compromise in some way.
For example, chess is probably one of the greatest strategy games ever. Chess has one particular rule that, IMO, makes the strategy so good. In chess, you can only make 1 move per turn. The player has hundreds of possibilities but has to choose just 1 move. This creates the spectacular strategy because it forces the player to make a very difficult decision. They can only make 1 move so they have to carefully pick the one that they believe is the best. If the chess player were allowed to make several moves, there would still be strategy (do I attack on the right or the left, with the queen or the knights) but there would be much less of it because the player could simply make all the moves that they want. There would not be as much decision-making because there would be less compromise.
In civ, the player has to make choices but they can do everything. I think we could dramatically increase strategy if we put a limit on what the player could do each turn. The player would still have all the options but would have to choose what to do each turn.
MOO3 has a concept call IFP which is similar to what I am talking about and I like it.
How to implement it?
1) Absolute Authority Points
The idea would be to simply give the player a certain number of Authority Points according to the type fo government. AP's would represent the government's political authority over the population. Every action that a player can take in a civ game, from moving units to changing a city's build queue to changing research etc would ALWAYS require 1 AP. So, the number of AP's would directly represent the number of actions a player could take that turn.
-AP's could be increased artificially by a player at a cost. This would represent the government increasing its own power. (In an emergency like a sudden war, the player could use this temporarily so as to be able to do more things)
-certain Wonders would increase AP's. (I think the Great Pyramids should do this instead of adding granaries)
-Very high happiness (like SMAC's Golden Age) would add AP's.
-City riots would decrease the number of AP's!
2) Relative Authority Points
Same as above except that each action would not cost any AP at all. Instead, the player could put as many AP's as they wished for each action. The more AP, the faster the action would be implemented. So the player could decide to do several things at the same but each action might take 1 or 2 turns to implement or the payer could put all their AP in a single action and complete it immediately!
-the bigger the empire the more AP's an action would require to complete it in 1 turn. This would completely replace civ's corruption model. Far away cities could once again have normal production. However they would make empire decisions take longer to implement. For instance, a large empire might require 2 turns to increase the tax rate a certain amount whereas a small empire could do it instantly!
I think the main difference between 1 and 2 is that idea 1 allows the player to do several things per turn and each action would always be done immediately. Idea 2 would force the player to choose how much priority to put into an action.
I look forward to a meaningful discussion.
Vel: I especially hope that you would be able to examine which idea you think would offer the best strategy. if you have an alternative idea please give it. If you remember I mentionned this idea briefly in one of your threads and you said you liked it. I am hoping that this thread will be a place for a more in depth philosophical look at my idea.
Comment