Here is my idea:
you have an empire building game, and all the units would move simultaneously like in any RTS. But, at certain critical events, the game would AUTOMATICALLY pause. At this point, the game would be exactly like when it is your turn in civ2, SMAC or any other TBS. You would have as much time as you want to strategize, issue orders, change things, go through screens, do diplomacy and everything else one does during a turn in a TBS. When you are done, you would click the "resume" button, and the game would unpause and flow just like a RTS until the next event occurs that pauses the game.
You could customize which events would trigger a pause.
The events would be things like meeting a new civ for the first time, when another civ calls you up for diplomacy, when a city's build queue is empty, when a city is low on a particular ressource, when a city is about to riot, when your units encounter enemy units etc...
The advantage of this idea is:
1) it has a certain logic for an empire building game. It makes sense to stop at critical events to let the player make decisions. And the game would still flow nicely.
2)It would make the game twice as immersive because it would give the player the illusion of being a leader of an empire from the decision-making strategy that we love from TBS, but also from the RTS aspect of watching the villagers work and fight and seeing a city grow in detailed graphics. (imagine seeing your villagers with torches burning your buildings during a city riot, instead of just a pop window telling you, or seeing your people dance and cheer when a city enters a "we love the ..." day, or when they complete a Wonder.) It combines the best from both RTS and TBS.
3) probably better AI because the computer could "think" even when the game is paused. And since the player would take their time thinking, the computer would probably on average have more time, than an ordinary TBS, to calculate situations.
4) it would work really well with multiplayer. You don't need simultaneous turns and it avoids the problem of turns taking too long.
I know that the idea is radical since it does depart from the traditional civ way, and I know that there is little chance that it would be used for civ3, but I do think that this idea has merit and could be the future for TBS. I just want to start a discussion.
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No permanent enemies, no permanent friends.
you have an empire building game, and all the units would move simultaneously like in any RTS. But, at certain critical events, the game would AUTOMATICALLY pause. At this point, the game would be exactly like when it is your turn in civ2, SMAC or any other TBS. You would have as much time as you want to strategize, issue orders, change things, go through screens, do diplomacy and everything else one does during a turn in a TBS. When you are done, you would click the "resume" button, and the game would unpause and flow just like a RTS until the next event occurs that pauses the game.
You could customize which events would trigger a pause.
The events would be things like meeting a new civ for the first time, when another civ calls you up for diplomacy, when a city's build queue is empty, when a city is low on a particular ressource, when a city is about to riot, when your units encounter enemy units etc...
The advantage of this idea is:
1) it has a certain logic for an empire building game. It makes sense to stop at critical events to let the player make decisions. And the game would still flow nicely.
2)It would make the game twice as immersive because it would give the player the illusion of being a leader of an empire from the decision-making strategy that we love from TBS, but also from the RTS aspect of watching the villagers work and fight and seeing a city grow in detailed graphics. (imagine seeing your villagers with torches burning your buildings during a city riot, instead of just a pop window telling you, or seeing your people dance and cheer when a city enters a "we love the ..." day, or when they complete a Wonder.) It combines the best from both RTS and TBS.
3) probably better AI because the computer could "think" even when the game is paused. And since the player would take their time thinking, the computer would probably on average have more time, than an ordinary TBS, to calculate situations.
4) it would work really well with multiplayer. You don't need simultaneous turns and it avoids the problem of turns taking too long.
I know that the idea is radical since it does depart from the traditional civ way, and I know that there is little chance that it would be used for civ3, but I do think that this idea has merit and could be the future for TBS. I just want to start a discussion.
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No permanent enemies, no permanent friends.
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