quote: Originally posted by Ralf on 11-30-2000 04:53 PM I have read your and Tiberius posts a couple of times, and i think must redraw some of my early entusiasm Also, i think both yours and Tiberius calculation-examples suffers the same lengthy read-a-couple-of-times mathematical hard-to-digest problems, as in my critized example from the CTP-2 post. What i DONT want is a game that forces the player to understand some multi/complex-related, multi-benefiting, percentage/fractions-numbered AND/OR/ELSE boolean mathematical god-damn formula. Sorry [This message has been edited by Ralf (edited November 30, 2000).] |
I guess I should have stopped while I was ahead
Well, I completely understand your point. I think you might have misundertood me. My explanations were meant to explain the inner workings, how the model works "under the hood". The player would not have to play with complicated %'s or anything. The city screen could be just as user-friendly and graphical as civ2!
If you don't mind, I'll try to explain my city idea again, this time with no fancy numbers. The idea is as simple as this:
-a city collects a fraction of the total city radius based on number of workers. More workers, more ressources.
-Exactly like in civ2, the player would see amount of food,shields and gold the city is collecting.
-food would allow pop growth. shields allow city improvements to be built. gold goes in taxes and science "beacons".
As far as the player would see, it is just as simple as civ2 but with less micromanagement.
I agree with the KISS principle. But I have many problems with the civ2 model. It is not a good model.
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No permanent enemies, no permanent friends.
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