FIRAXIS seem to be determined to implement civ-specific units such as the German 'Panzer tank', which will be tougher than normal tanks. Clearly the idea is that they will act as 'specials' to spice up the FUN of the game. Much of the civ gaming community are opposed to such preset 'specials', saying it is contrary to the 'strategy' ethos of civ.
REST ASSURED, there is a solution to satisfy both camps. Here it is:
Introduce an extra element into the science/luxury division of tax revenue. The extra element can be called 'practical science'. The game could start off with the slider bar set to 50% science, 50% practical science, 0% luxuries. The practical science level would determine the strength of any unit (or perhaps even effectiveness of building?) that the tech currently being researched by 'science' yields. Thus if you wanted a better tank, you would increase practical science and decrease science. Thus the trade off for a better unit would be that it would take longer to research it! With no unit workshop, this would be a simple, but effective way to allow each player to customise the power of their units depending on circumstances which are always UNIQUE TO EACH GAME. Thus if you picked the Germans, and started on islands, you would not be stuck to using an arbitrarily preselected 'Panzer tank' - completely useless in the situation, and you could instead spend longer getting a better battleship. (the increased time could be regained by spending less time on something less useful in the situation ie. tank - this would prevent a civ from making all their units strong. They would have to make a tradeoff - to THINK, and to PLAN)THIS IS STRATEGY!!!!!!!
REST ASSURED, there is a solution to satisfy both camps. Here it is:
Introduce an extra element into the science/luxury division of tax revenue. The extra element can be called 'practical science'. The game could start off with the slider bar set to 50% science, 50% practical science, 0% luxuries. The practical science level would determine the strength of any unit (or perhaps even effectiveness of building?) that the tech currently being researched by 'science' yields. Thus if you wanted a better tank, you would increase practical science and decrease science. Thus the trade off for a better unit would be that it would take longer to research it! With no unit workshop, this would be a simple, but effective way to allow each player to customise the power of their units depending on circumstances which are always UNIQUE TO EACH GAME. Thus if you picked the Germans, and started on islands, you would not be stuck to using an arbitrarily preselected 'Panzer tank' - completely useless in the situation, and you could instead spend longer getting a better battleship. (the increased time could be regained by spending less time on something less useful in the situation ie. tank - this would prevent a civ from making all their units strong. They would have to make a tradeoff - to THINK, and to PLAN)THIS IS STRATEGY!!!!!!!
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