Yes, I actually did some reading, thinking and reckoning concerning this project over the past 5 months, believe it or not.
One truly original feature of this project is that I am going to delegate a few design decisions to the Community (only where I feel advantages/disadvantages of 2 possible paths are about equal). Of course, this works only if enough people participate, so we will see.
Now to the first such poll:
One of my major priorities for this game is coherence. One example of what I mean is: If we have civ-specific units/abilities, then we must also have civ-specific starting positions and civ-specific starting dates, and the game setting must be Earth as we know it, or coherence will be lost. Something that is never going to happen in my game is Vikings with special seafaring abilities and nifty longboats starting in the desert.
So there are two possible roads to take:
1) Maximum Historicity
You might call this the 'Europa Universalis Road': There is one map -Earth-, all civs start in their historic positions, at their historic starting date.
Advantage: Maximum Historicity, of course. Each Civ will have unique units, unique leaders, unique advantages and, perhaps, a unique rule or two (that is: it will be able to break a rule/limit of the game all others must adhere to -similar to having a Wonder without needing to build it. Say if there was a spending limit on research in the Ancient Era, this limit would not apply to Greeks)
Disadvantage: Historical Hindsight. You know what to expect from the future, of course; this can´t be helped in a sim-style historical game.
2) Unpredictability
This, of course, is the 'Classical Civ Road': Random map, mix-and-match everything.
Advantage: Maximum Diversity. Everything can, and will, happen. However, this means all civs will be generic. They will all start on an equal footing, no special advantages for anybody. There will be fewer unique units and leaders, and those that do exist must be 'earned': The first who accomplishes a large, well-organized empire will get Praetorians, the first to invent conscription will get Napoleon etc.
Disadvantage: Only Moderate Historicity. Compulsive History Buffs will be less happy (though not near as unhappy as they were with civIII.)
One truly original feature of this project is that I am going to delegate a few design decisions to the Community (only where I feel advantages/disadvantages of 2 possible paths are about equal). Of course, this works only if enough people participate, so we will see.
Now to the first such poll:
One of my major priorities for this game is coherence. One example of what I mean is: If we have civ-specific units/abilities, then we must also have civ-specific starting positions and civ-specific starting dates, and the game setting must be Earth as we know it, or coherence will be lost. Something that is never going to happen in my game is Vikings with special seafaring abilities and nifty longboats starting in the desert.
So there are two possible roads to take:
1) Maximum Historicity
You might call this the 'Europa Universalis Road': There is one map -Earth-, all civs start in their historic positions, at their historic starting date.
Advantage: Maximum Historicity, of course. Each Civ will have unique units, unique leaders, unique advantages and, perhaps, a unique rule or two (that is: it will be able to break a rule/limit of the game all others must adhere to -similar to having a Wonder without needing to build it. Say if there was a spending limit on research in the Ancient Era, this limit would not apply to Greeks)
Disadvantage: Historical Hindsight. You know what to expect from the future, of course; this can´t be helped in a sim-style historical game.
2) Unpredictability
This, of course, is the 'Classical Civ Road': Random map, mix-and-match everything.
Advantage: Maximum Diversity. Everything can, and will, happen. However, this means all civs will be generic. They will all start on an equal footing, no special advantages for anybody. There will be fewer unique units and leaders, and those that do exist must be 'earned': The first who accomplishes a large, well-organized empire will get Praetorians, the first to invent conscription will get Napoleon etc.
Disadvantage: Only Moderate Historicity. Compulsive History Buffs will be less happy (though not near as unhappy as they were with civIII.)
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