I've heard a few words of support for Civ-related topics contaminating the OT, so I thought I'd dip a toe in the waters. Basically, supposing you got to be supreme lead designer of the next Civ game, with carte blanche from the money-men and everyone else, how would you set it up?
Generally, I favor verisimilitude as a design rule--limitations should as closely as possible mimic those of the real world. I like the idea of supply restrictions, in the sense that every unit needs to be supplied each turn or suffer lost health. Each civ has a supply range, which starts pretty low but increases with technology (refrigeration, automobiles, etc.), and is extended by roads and railroads. Units outside supply range of a friendly city can forage each turn, but only up to the forage limits of the tile--eight spearmen can't forage from a desert, but one scout can get by pretty well in a forest, or most anywhere.
The forage equivalence for supply differs from unit to unit (it's generally proportional to monetary support costs), so horsemen have a harder time of it. Units such as tanks can't forage at all, naturally, and an unsupplied unit can't be healed by any means. Units within supply range but also in enemy territory can still supply, but their maintenance costs are increased for that turn based on the proximity of enemy troops.
No 1UPT restrictions, nor standard stack-of-doom mechanics. I haven't really thought out the details, but ideally I'd like a system wherein units fight together; attacker picks people from the stack to attack with, and everything in the defending tile is fair game. It all gets decided in one bloody wave, except for retreating survivors. Haven't thought out the details of how targets are selected, but I like the idea of subscreen animations instead of showing it all on the little tile. I think I heard that some CTP game did it like this? Just a vague notion, really.
Minor technologies (I've mentioned this, and the supply idea, in other threads before). Most techs have little offshoots costing about one-fifth as much as a normal tech. These little offshoots (which represent minor but significant inventions) are never prereqs for anything, and convey only a straight-up bonus to the discoverer. For example, the minor techs "crop rotation" and "McCormick reaper" increase food production, while "stirrups" increase the power of melee cavalry and "smokeless powder" that of gunpowder units.
Since there are oodles of these things, the idea is to force a choice, have the player pursue those techs which fit his/her situation and style of play. Trying to get all the little techs will result in falling behind on the main tree, and even horse archers with lamellar armor, recurve bows and other bells and whistles are going to have a hard time against artillery.
I have more ideas, but this looks like being a bloated monster of an OP already. As this is still the OT, Civ topic or not, you should of course feel free to call me, or other posters in this thread, a dumbass and/or **** for disagreeing with you in any way--or for expressing an opinion you dislike--or merely in remembrance of such a thing happening in a thread that got locked five years ago. Rules are rules.
Generally, I favor verisimilitude as a design rule--limitations should as closely as possible mimic those of the real world. I like the idea of supply restrictions, in the sense that every unit needs to be supplied each turn or suffer lost health. Each civ has a supply range, which starts pretty low but increases with technology (refrigeration, automobiles, etc.), and is extended by roads and railroads. Units outside supply range of a friendly city can forage each turn, but only up to the forage limits of the tile--eight spearmen can't forage from a desert, but one scout can get by pretty well in a forest, or most anywhere.
The forage equivalence for supply differs from unit to unit (it's generally proportional to monetary support costs), so horsemen have a harder time of it. Units such as tanks can't forage at all, naturally, and an unsupplied unit can't be healed by any means. Units within supply range but also in enemy territory can still supply, but their maintenance costs are increased for that turn based on the proximity of enemy troops.
No 1UPT restrictions, nor standard stack-of-doom mechanics. I haven't really thought out the details, but ideally I'd like a system wherein units fight together; attacker picks people from the stack to attack with, and everything in the defending tile is fair game. It all gets decided in one bloody wave, except for retreating survivors. Haven't thought out the details of how targets are selected, but I like the idea of subscreen animations instead of showing it all on the little tile. I think I heard that some CTP game did it like this? Just a vague notion, really.
Minor technologies (I've mentioned this, and the supply idea, in other threads before). Most techs have little offshoots costing about one-fifth as much as a normal tech. These little offshoots (which represent minor but significant inventions) are never prereqs for anything, and convey only a straight-up bonus to the discoverer. For example, the minor techs "crop rotation" and "McCormick reaper" increase food production, while "stirrups" increase the power of melee cavalry and "smokeless powder" that of gunpowder units.
Since there are oodles of these things, the idea is to force a choice, have the player pursue those techs which fit his/her situation and style of play. Trying to get all the little techs will result in falling behind on the main tree, and even horse archers with lamellar armor, recurve bows and other bells and whistles are going to have a hard time against artillery.
I have more ideas, but this looks like being a bloated monster of an OP already. As this is still the OT, Civ topic or not, you should of course feel free to call me, or other posters in this thread, a dumbass and/or **** for disagreeing with you in any way--or for expressing an opinion you dislike--or merely in remembrance of such a thing happening in a thread that got locked five years ago. Rules are rules.
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