<u>Introduction</u>
This is the second installment of the "Radical Ideas" thread. For group charter, historical notes, click <a href="http://apolyton.net/forums/Forum28/HTML/000030.html">here</a>. In short, our mission is to initiate, discuss and refine radical new ideas that would make Civ3 truly a quantum leap, not just incremental upgrades.
<u>Rules of Thumb</u>
Since our discussion will most likely touch game design issues, before we begin, I'd like to preach a little the "Sid Meier Doctrine" of game design, which you can read about in <a href="http://www.gamespot.com/features/sidlegacy/index.html">The Sid Meier Legacy</a>. There are three important rules of thumb, among others:
<ul>[*]When fun and realism clash, fun wins.</li>[*]Complexity is never a substitute for depth.</li>[*]It's better to have one good game than two great games.</li>[/list]
So before you post your new idea, step back and think. Is this going to make the game more fun? If you find yourself saying, no way this can be fun, then no matter how realistic it seems, try to revise your idea first.
On the second principle, my rule of thumb is, you can go on and on explaining your idea, but in the end, if you can't sum it up in a short paragraph (preferably 20 words or less), then it's probably not such a good idea, or at least needs some reworking.
Last but not the least, don't try to cram two games into one.
Of course, these are just rules of thumb. If you think your idea has the potential to be both fun and simple, feel free to post it and we can discuss and refine it later.
<u>Group Guidelines</u>
To keep the group organized, or mainly to keep my job simple , there are a few guidelines I'd like to propose:
<ul>[*]Try to post one idea at a time. Don't lump everything together in a long post. It's hard to read. Or at least break them up into subsections.</li>[*]If you idea is already implemented in Civ/CivII/SMAC/CTP, then it's probably not that radical.</li>[*]Try to give a short summary of your general idea, but do explain it in detail so we won't misunderstand you.</li>[*]If your idea falls into a more specific thread, try to discuss it in that thread (e.g. OSxAI, regions).</li>[*]Try to post ideas, not implementations. You can provide a possible implementation to help explain your idea, but trust Brian and Co. for the actual implementation.</li>[/list]
I'd really appreciate it if you follow these guidelines.
<u>The "Simple" List</u>
Now back to our regular brainstorm session. Some of the easy to explain ideas:
<ul>[*]OSxAI. Open Source Extensible AI. This discussion has moved to the AI thread.</li>[*]Public Alpha/Beta. For more details, see <a href="http://apolyton.net/forums/Forum28/HTML/000056.html">yin's letter to BR</a>, but feel free to continue the discussion here.</li>[*]<a name="sphere">Spherical maps</a>, a la <a href="http://www.populous.net">Populous</a>. Maybe the Graphics thread can pick this up?</li>[*]Historical leaders appear from time to time that would give you certain bonuses.</li>[*]Cede cities. Give newly conquered areas independence. Perhaps only under certain government types.</li>[*]Nation state. More realistically model the modern nation state. Possibly reducing micro management.</li>[/list]
Other ideas are interrelated and have received lots of attention with mega long posts. Now I am going to attempt the impossible: summarize these ideas, make them coherent and easily digestible. Let me know if I have succeeded.
<u>Population Grid</u>
The basic idea is, population should be based on tile (be it square, hex, or whatever), not city. Each tile would have its inherent population/food/production/science/trade and whatnot, and the population can expand into neighboring tiles. A city then simply becomes a tile, or a few tiles, with high concentration of population, perhaps fortified, along with other facilities (temple, granary, etc.).
If you have a hard time picturing this, it's kinda like SimCity on a grander scale.
And here is a nice picture of the concept, courtesy of Fugi the Great:
Benefits:
<ul>[*]Easy to model the rise and fall of civilizations. A new civilization can pop up in populated, neutral tiles.</li>[*]Easy to model nation state since now you have continuous population, not discreet cities.</li>[*]Easy to model borders. Now your frontier doesn't have to have a city.</li>[*]Giving away or selling land to another country would now be possible (Louisiana Purchase).</li>[/list]
Issues:
<ul>[*]Too much micro management? (May be solved through Regions. See the CITY INTERFACE thread. Or take a hands-off self evolution approach, a la SimCity.)</li>[*]Performance. Would it be too slow?</li>[*]How to handle other aspects of the game (building units etc.)?</li>[/list]
<u>Real Time vs. Turn Based</u>
Similar to Railroad Tycoon. You have the option to pause the game at any time to give orders, view status screens, and conduct diplomacy. Also you can specify in the game option when you want to be interrupted by events such as buildings completed, armies commissioned, civ advances achieved etc. Once you release the game, your units (or armies) will carry out your orders.
Issues:
<ul>[*]Too difficult for multi-player to work?</li>[/list]
<u>The Rise and Fall of Civilizations</u>
The question is how to model the rise and fall of civilizations. The original Civ is probably only appropriate for the Chinese. All the other civilizations didn't last that long at all.
One solution is through the "Population Grid" method (see above).
Perhaps allow not only AI civ's to start during the game, but also allow the player to choose where in the timeline/tech tree to start.
Issues:
<ul>[*]If I am a wise leader, why would my civilization fall?</li>[/list]
<u>Abandoning the Squares</u>
Instead you could use tiles the size of a pixel. This would allow for:
<ul>[*]Unrestricted free movement.</li>[*]More realistic cities, with circular resource zones and varying size.</li>[*]The possibility of making the world a sphere (You can't do it with squares, as it is impossible to map them onto a sphere without warping them)</li>[/list]
In any event it would be nice if the size of squares were decreased (making the cities and city-zones larger, making units move faster). That would make it possible to have far more possibilities for game development (It would require efficient automation however).
<u>War and Military vs. Civ Stress</u>
A good way to represent the stresses of war or large military build ups on a civilization would be to have military units take a population point off of a city in your Empire. Not only would you have to support the army financially, but it would also place stress on production by physically subtracting a person from the civilization.
<u>Do Away with Wonders</u>
99% of the time, the civ in the lead gets the wonder, which just continues to put them further ahead. In civ2 if I built the Pyramids first, I was invincible from that point on. etc.
Issues:
<ul>[*]Wouldn't that reduce the fun?</li>[/list]
<u>The End</u>
The other ideas, either I felt they are against the rules of thumb, or they don't fall into the group charter. However, if you feel I have misunderstood you, feel free to repost them. But please do read
the group guidelines first.
------------------
The radical invents the views. When he has worn them out the conservative adopts them.
- Mark Twain
[This message has been edited by Rong (edited May 25, 1999).]
[This message has been edited by Rong (edited May 26, 1999).]
This is the second installment of the "Radical Ideas" thread. For group charter, historical notes, click <a href="http://apolyton.net/forums/Forum28/HTML/000030.html">here</a>. In short, our mission is to initiate, discuss and refine radical new ideas that would make Civ3 truly a quantum leap, not just incremental upgrades.
<u>Rules of Thumb</u>
Since our discussion will most likely touch game design issues, before we begin, I'd like to preach a little the "Sid Meier Doctrine" of game design, which you can read about in <a href="http://www.gamespot.com/features/sidlegacy/index.html">The Sid Meier Legacy</a>. There are three important rules of thumb, among others:
<ul>[*]When fun and realism clash, fun wins.</li>[*]Complexity is never a substitute for depth.</li>[*]It's better to have one good game than two great games.</li>[/list]
So before you post your new idea, step back and think. Is this going to make the game more fun? If you find yourself saying, no way this can be fun, then no matter how realistic it seems, try to revise your idea first.
On the second principle, my rule of thumb is, you can go on and on explaining your idea, but in the end, if you can't sum it up in a short paragraph (preferably 20 words or less), then it's probably not such a good idea, or at least needs some reworking.
Last but not the least, don't try to cram two games into one.
Of course, these are just rules of thumb. If you think your idea has the potential to be both fun and simple, feel free to post it and we can discuss and refine it later.
<u>Group Guidelines</u>
To keep the group organized, or mainly to keep my job simple , there are a few guidelines I'd like to propose:
<ul>[*]Try to post one idea at a time. Don't lump everything together in a long post. It's hard to read. Or at least break them up into subsections.</li>[*]If you idea is already implemented in Civ/CivII/SMAC/CTP, then it's probably not that radical.</li>[*]Try to give a short summary of your general idea, but do explain it in detail so we won't misunderstand you.</li>[*]If your idea falls into a more specific thread, try to discuss it in that thread (e.g. OSxAI, regions).</li>[*]Try to post ideas, not implementations. You can provide a possible implementation to help explain your idea, but trust Brian and Co. for the actual implementation.</li>[/list]
I'd really appreciate it if you follow these guidelines.
<u>The "Simple" List</u>
Now back to our regular brainstorm session. Some of the easy to explain ideas:
<ul>[*]OSxAI. Open Source Extensible AI. This discussion has moved to the AI thread.</li>[*]Public Alpha/Beta. For more details, see <a href="http://apolyton.net/forums/Forum28/HTML/000056.html">yin's letter to BR</a>, but feel free to continue the discussion here.</li>[*]<a name="sphere">Spherical maps</a>, a la <a href="http://www.populous.net">Populous</a>. Maybe the Graphics thread can pick this up?</li>[*]Historical leaders appear from time to time that would give you certain bonuses.</li>[*]Cede cities. Give newly conquered areas independence. Perhaps only under certain government types.</li>[*]Nation state. More realistically model the modern nation state. Possibly reducing micro management.</li>[/list]
Other ideas are interrelated and have received lots of attention with mega long posts. Now I am going to attempt the impossible: summarize these ideas, make them coherent and easily digestible. Let me know if I have succeeded.
<u>Population Grid</u>
The basic idea is, population should be based on tile (be it square, hex, or whatever), not city. Each tile would have its inherent population/food/production/science/trade and whatnot, and the population can expand into neighboring tiles. A city then simply becomes a tile, or a few tiles, with high concentration of population, perhaps fortified, along with other facilities (temple, granary, etc.).
If you have a hard time picturing this, it's kinda like SimCity on a grander scale.
And here is a nice picture of the concept, courtesy of Fugi the Great:
Benefits:
<ul>[*]Easy to model the rise and fall of civilizations. A new civilization can pop up in populated, neutral tiles.</li>[*]Easy to model nation state since now you have continuous population, not discreet cities.</li>[*]Easy to model borders. Now your frontier doesn't have to have a city.</li>[*]Giving away or selling land to another country would now be possible (Louisiana Purchase).</li>[/list]
Issues:
<ul>[*]Too much micro management? (May be solved through Regions. See the CITY INTERFACE thread. Or take a hands-off self evolution approach, a la SimCity.)</li>[*]Performance. Would it be too slow?</li>[*]How to handle other aspects of the game (building units etc.)?</li>[/list]
<u>Real Time vs. Turn Based</u>
Similar to Railroad Tycoon. You have the option to pause the game at any time to give orders, view status screens, and conduct diplomacy. Also you can specify in the game option when you want to be interrupted by events such as buildings completed, armies commissioned, civ advances achieved etc. Once you release the game, your units (or armies) will carry out your orders.
Issues:
<ul>[*]Too difficult for multi-player to work?</li>[/list]
<u>The Rise and Fall of Civilizations</u>
The question is how to model the rise and fall of civilizations. The original Civ is probably only appropriate for the Chinese. All the other civilizations didn't last that long at all.
One solution is through the "Population Grid" method (see above).
Perhaps allow not only AI civ's to start during the game, but also allow the player to choose where in the timeline/tech tree to start.
Issues:
<ul>[*]If I am a wise leader, why would my civilization fall?</li>[/list]
<u>Abandoning the Squares</u>
Instead you could use tiles the size of a pixel. This would allow for:
<ul>[*]Unrestricted free movement.</li>[*]More realistic cities, with circular resource zones and varying size.</li>[*]The possibility of making the world a sphere (You can't do it with squares, as it is impossible to map them onto a sphere without warping them)</li>[/list]
In any event it would be nice if the size of squares were decreased (making the cities and city-zones larger, making units move faster). That would make it possible to have far more possibilities for game development (It would require efficient automation however).
<u>War and Military vs. Civ Stress</u>
A good way to represent the stresses of war or large military build ups on a civilization would be to have military units take a population point off of a city in your Empire. Not only would you have to support the army financially, but it would also place stress on production by physically subtracting a person from the civilization.
<u>Do Away with Wonders</u>
99% of the time, the civ in the lead gets the wonder, which just continues to put them further ahead. In civ2 if I built the Pyramids first, I was invincible from that point on. etc.
Issues:
<ul>[*]Wouldn't that reduce the fun?</li>[/list]
<u>The End</u>
The other ideas, either I felt they are against the rules of thumb, or they don't fall into the group charter. However, if you feel I have misunderstood you, feel free to repost them. But please do read
the group guidelines first.
------------------
The radical invents the views. When he has worn them out the conservative adopts them.
- Mark Twain
[This message has been edited by Rong (edited May 25, 1999).]
[This message has been edited by Rong (edited May 26, 1999).]
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