Why can't we have a Civ game with some real strategy for a change and some real choices that have repercussions to the end of the game?
Currently, as I see Civ 3 and other Civ-type games, the choices are lame such as "What shall I research first" or "What shall I build first"? Eventually in these games you can always research and build everything so it all evens out so I ask again where is the real choices?
For instance, what if you had to choose between researching one technology or another but you could never research both? Or you had to choose between some buildings ie: You could either build a marketplace or a library in a city but you were never allowed to build both. Now there's some real strategy, there's some real choice.
Real choice comes from giving permanent limitations on things. Unfortunately most gamers appear to miss this subtley to strategy, don't want restrictions, and then wonder why each game ends up same old same old in the end.
I'd like to be able to implement this with the scenario editor but I don't see this happening, even with the upcoming free update, though it just occurred to me that I could use the required resources option for some buildings. Hmmmm...that might make it interesting.
One thought I had was to limit the number of buildings that could be built in a city by linking space to build with the size of the culture borders round a city and Wonders would take up more space so you'd really have to think about what you were doing.
Another thought is the amount of knowledge you could retain would depend partly on the size of the population (people understand things in their head) and certain buildings like libraries. If one such building was destroyed or there was a decrease in population, some knowledge would be loss, maybe you'd loose a tech and you'd have to rediscover it. It would be possible then to literally bomb a civilization "back to the stone age".
Please discuss.
Currently, as I see Civ 3 and other Civ-type games, the choices are lame such as "What shall I research first" or "What shall I build first"? Eventually in these games you can always research and build everything so it all evens out so I ask again where is the real choices?
For instance, what if you had to choose between researching one technology or another but you could never research both? Or you had to choose between some buildings ie: You could either build a marketplace or a library in a city but you were never allowed to build both. Now there's some real strategy, there's some real choice.
Real choice comes from giving permanent limitations on things. Unfortunately most gamers appear to miss this subtley to strategy, don't want restrictions, and then wonder why each game ends up same old same old in the end.
I'd like to be able to implement this with the scenario editor but I don't see this happening, even with the upcoming free update, though it just occurred to me that I could use the required resources option for some buildings. Hmmmm...that might make it interesting.
One thought I had was to limit the number of buildings that could be built in a city by linking space to build with the size of the culture borders round a city and Wonders would take up more space so you'd really have to think about what you were doing.
Another thought is the amount of knowledge you could retain would depend partly on the size of the population (people understand things in their head) and certain buildings like libraries. If one such building was destroyed or there was a decrease in population, some knowledge would be loss, maybe you'd loose a tech and you'd have to rediscover it. It would be possible then to literally bomb a civilization "back to the stone age".
Please discuss.
Comment