One tough problem I would like to hear people's opinions about is the usual telescoping time scales in civ-like games.
Specifically I mean how one turn is 25 years at the beginning of the game and one year at the end, and what that does to movement rates, lengths of wars etc. Also even in 1 year realistic movement rates would have a jet circling the globe hundreds of times... I have adopted the same civ-like stance in Clash so far because any alternatives I have thought of were unworkable. For example, if wars take the right amount of time then movement rates need to be awesome... If you shift to a finer time scale in war, then if Clash ever became multiplayer it would be incredibly boring for anyone not involved in a war, etc. If anyone can think of something workable but more realistic I would be very impressed ;-)
To do this quickly I have synthesized this doc from an email conversation…
One proposal from Andrew Warwick (I was also considering something similar) was to split the game into two 'levels' as it were. The first level would be the Economic or 'Strategic' Level, while the second would be the Military Level. Only in times of fighting would you use the Military Level.
Early on the Economic Level would cover a period of 20 to 100 years a turn, and at this level you would collect resources, build, research and the like. Later on (ie 19th-20th century) it would drop to 1 to 2 years a Economic Turn. This would represent that while changes on the economic level take place much faster in modern times, they still aren't overnight. You would allocate resources for building projects to be completed during the turn, (maybe in order of importance). You are also asked if you want to declare war/fight this EconTurn.
Andrew's really interesting suggestion was that If you aren't at war, you are allowed to make strategic moves - which enables you to move any of your troops anywhere *as long as they remain in your territory* (maybe allied territory as well). Over that amount of time, troops could move anywhere, switching from one side of the nation to the other, but would not be allowed to enter 'enemy' lands. If either you attacked an enemy, or an enemy attacked you, you would go to the military
level.
Military Level turns would range from 1 to 5 years early on and 1-2 months later on (maybe 10 to 20 military level turns per economic level turns). Military level would allow you to build only military related stuff (units, fortifications etc [I, Mark, am not sure about the need for this restriction] ) though you could build them on econlvl as well. If you find yourself at war and running short of spare resources and units, you could cancel econlvl building orders and use the resources for units...stimulating the drain on the economy caused by war. You would also be able to move units and fight until the next econ level turn came around. This would allow troops to be able to move and fight a number of times before you had to worry about the 'wider' picture again.
My response was that I think it would be tough to work because in ancient times it
would give a central power fighting two opponents at opposite ends of the empire
the ability to mass against one of them Waaay too easily. One of the largest historical problems with ancient empires was that very same communication and movement-lag phenomenon. But it is a good idea, and maybe with some modification it could be done. I certainly think Civ as it is now is a bit
Too tactical, and not strategic enough. (say in the area of supply lines)
Comments, ways to modify this suggestion or completely fresh ideas welcome.
Specifically I mean how one turn is 25 years at the beginning of the game and one year at the end, and what that does to movement rates, lengths of wars etc. Also even in 1 year realistic movement rates would have a jet circling the globe hundreds of times... I have adopted the same civ-like stance in Clash so far because any alternatives I have thought of were unworkable. For example, if wars take the right amount of time then movement rates need to be awesome... If you shift to a finer time scale in war, then if Clash ever became multiplayer it would be incredibly boring for anyone not involved in a war, etc. If anyone can think of something workable but more realistic I would be very impressed ;-)
To do this quickly I have synthesized this doc from an email conversation…
One proposal from Andrew Warwick (I was also considering something similar) was to split the game into two 'levels' as it were. The first level would be the Economic or 'Strategic' Level, while the second would be the Military Level. Only in times of fighting would you use the Military Level.
Early on the Economic Level would cover a period of 20 to 100 years a turn, and at this level you would collect resources, build, research and the like. Later on (ie 19th-20th century) it would drop to 1 to 2 years a Economic Turn. This would represent that while changes on the economic level take place much faster in modern times, they still aren't overnight. You would allocate resources for building projects to be completed during the turn, (maybe in order of importance). You are also asked if you want to declare war/fight this EconTurn.
Andrew's really interesting suggestion was that If you aren't at war, you are allowed to make strategic moves - which enables you to move any of your troops anywhere *as long as they remain in your territory* (maybe allied territory as well). Over that amount of time, troops could move anywhere, switching from one side of the nation to the other, but would not be allowed to enter 'enemy' lands. If either you attacked an enemy, or an enemy attacked you, you would go to the military
level.
Military Level turns would range from 1 to 5 years early on and 1-2 months later on (maybe 10 to 20 military level turns per economic level turns). Military level would allow you to build only military related stuff (units, fortifications etc [I, Mark, am not sure about the need for this restriction] ) though you could build them on econlvl as well. If you find yourself at war and running short of spare resources and units, you could cancel econlvl building orders and use the resources for units...stimulating the drain on the economy caused by war. You would also be able to move units and fight until the next econ level turn came around. This would allow troops to be able to move and fight a number of times before you had to worry about the 'wider' picture again.
My response was that I think it would be tough to work because in ancient times it
would give a central power fighting two opponents at opposite ends of the empire
the ability to mass against one of them Waaay too easily. One of the largest historical problems with ancient empires was that very same communication and movement-lag phenomenon. But it is a good idea, and maybe with some modification it could be done. I certainly think Civ as it is now is a bit
Too tactical, and not strategic enough. (say in the area of supply lines)
Comments, ways to modify this suggestion or completely fresh ideas welcome.
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