During the last decade, the game mechanics of Civ 1 has been a source of inspiration for many strategy games in different environments. Civ 2 contained few novelties in game mechanics, but Civ 3 was more innovative, mainly because the genre developed a lot during the late 90's. What should future strategy games learn from Civ 3? I've thought of some good pieces of heritage.
* The qualitative resource system
Most strategy games contain trade with precious resources, but resource trade either gets in the background or becomes too complicated. The resources in Civ 3 play a decisive role, yet they don't require all your attention. They are qualitative rather than quantitative - you either have "nothing" or "enough".
Though there are some obvious complaints like "I want my privateers to rob merchant ships" and "why can't we breed our imported horses", I wish future strategy games to have as simple resource concepts as Civ 3. Rise of Nations has already picked up the qualitative concept.
* The bargaining table
Everything has a price. I hope that all strategy games of the coming decade have got a screen where you can exchange treaties, maps, cities and whatever you have.
* The qualitative resource system
Most strategy games contain trade with precious resources, but resource trade either gets in the background or becomes too complicated. The resources in Civ 3 play a decisive role, yet they don't require all your attention. They are qualitative rather than quantitative - you either have "nothing" or "enough".
Though there are some obvious complaints like "I want my privateers to rob merchant ships" and "why can't we breed our imported horses", I wish future strategy games to have as simple resource concepts as Civ 3. Rise of Nations has already picked up the qualitative concept.
* The bargaining table
Everything has a price. I hope that all strategy games of the coming decade have got a screen where you can exchange treaties, maps, cities and whatever you have.
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