One of the more interesting variations on the basic theme was SimTex's classic Master of Magic, by many considered to be the best Fantasy Strategy game of all time. I personally think that there are many lessons to be learned for this game that can be brought back to the Civ fold.
Firstly, it manages to put emphasis on exploration to a much greater degree than Civ does. In Civ and Civ2 you could essentially get away with not producing any far-reaching military units and expanding at the speed you could produce settler units... This doesn't work in MoM. Chiefly, there are things around the map that it's essential for you to reach. Bonus squares (like gold and so on) are much rarer, and entail greater bonuses, meaning it's advantageous to scout them out. Also, there are numerous towers, monster lairs and so on that act as a kind of superenhanced goody hut- they usually give you massive bonuses. On the other hand, they are harder to reach, because you have to fight monsters to get what's inside. While this wouldn't really be applicable to Civ3, there is potential for temples to raid (fight monks) or a guerilla movement to stamp out, to name a few. Thirdly, there are "Neutral Cities", usually well-defended cities that you can conquer and use in your empire. Unlike in Civ2, there is a well-functioning stacked combat system, and every military unit you kill does not equal a loss of one point of population (a whole battle does, sometimes) so that it's actually profitable to conquer these usually small neutral cities. In civ, conquering small cities usually just gets rid of them- not a good incentive. Finally, there are "Power Nodes", special resource squares that can only be mined using a special unit. They were very valuable and basically essential as a source of mana. Couldn't there be something simialr in Civ? Some special resource square that would require a permanent engineer to be stationed there, and that was very important for the game? That would encourage exploration.
MoM also has a wonderful way of solving ICS. It basically consists of that you can only build units in a city once you've completed a certain building. In essence, it acts as a mini tech tree in each city- a Sawmill can only be build if you have a Builder's hall, and you need it to build longbowmen. What it means in practical terms is that you cannot build a city, buy all of the basic buildings and start churning out some of your most expensive units- It is better to build up a few powerful cities from where you can throw out powerful units, intead of making many weak cities. Tech progress is also totally unrealted to how much "trade" you produce, so having few cities does not really impact this.
There are other good ideas, like the individual traits of each "race", but I'll leave those for now.
Other MoM players- what do you think should be brought across to Civ3?
Firstly, it manages to put emphasis on exploration to a much greater degree than Civ does. In Civ and Civ2 you could essentially get away with not producing any far-reaching military units and expanding at the speed you could produce settler units... This doesn't work in MoM. Chiefly, there are things around the map that it's essential for you to reach. Bonus squares (like gold and so on) are much rarer, and entail greater bonuses, meaning it's advantageous to scout them out. Also, there are numerous towers, monster lairs and so on that act as a kind of superenhanced goody hut- they usually give you massive bonuses. On the other hand, they are harder to reach, because you have to fight monsters to get what's inside. While this wouldn't really be applicable to Civ3, there is potential for temples to raid (fight monks) or a guerilla movement to stamp out, to name a few. Thirdly, there are "Neutral Cities", usually well-defended cities that you can conquer and use in your empire. Unlike in Civ2, there is a well-functioning stacked combat system, and every military unit you kill does not equal a loss of one point of population (a whole battle does, sometimes) so that it's actually profitable to conquer these usually small neutral cities. In civ, conquering small cities usually just gets rid of them- not a good incentive. Finally, there are "Power Nodes", special resource squares that can only be mined using a special unit. They were very valuable and basically essential as a source of mana. Couldn't there be something simialr in Civ? Some special resource square that would require a permanent engineer to be stationed there, and that was very important for the game? That would encourage exploration.
MoM also has a wonderful way of solving ICS. It basically consists of that you can only build units in a city once you've completed a certain building. In essence, it acts as a mini tech tree in each city- a Sawmill can only be build if you have a Builder's hall, and you need it to build longbowmen. What it means in practical terms is that you cannot build a city, buy all of the basic buildings and start churning out some of your most expensive units- It is better to build up a few powerful cities from where you can throw out powerful units, intead of making many weak cities. Tech progress is also totally unrealted to how much "trade" you produce, so having few cities does not really impact this.
There are other good ideas, like the individual traits of each "race", but I'll leave those for now.
Other MoM players- what do you think should be brought across to Civ3?
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