Hi,
Imagine my surprise (and delight!) when I checked back on the CTP2 forum for the first time in over a year to see the source code released and public-spirited individuals improving the game - top stuff
The following are very general questions about the future of this venture ie once bugs/balancing etc. have been dealt with based on some of my meta-concerns with the game - any answers would be appreciated, regardless of how speculative!
1) Is the interface going to be looked at and made more user-friendly?
2) Out of all the TBS games I've played, the CTP series is the one where I've felt that my actions have the least consequence, mainly due to actions (eg clerics doing speical actions) not being explained in game terms - 'You have gained x number of y' etc. Maybe it's just me, but I like to see figures for things, and little graphs and spreadsheets detailing exactly how everything I do influences my empire.
3) Diplomacy seems far more fundamentally flawed to me than can be remedied by altering AI parameters due to one overriding problem - I never know why the ai agrees (or more often disagrees) with what I propose. So many times I've offered a ridiculously attractive package to someone and been told it's rejected with no further clarification which leaves me thrashing about in the dark rather. Not to mention the completely unappealing aesthetic of having a poorly drawn little portrait state 'accepted', 'denied', or 'war' at me rather than using more interesting language (compare this with SMAC for example). Is this an area that is of concern to anyone?
4) Will existing mods be incorporated into the main game, I mean some of the less far-reaching ones, like the city-mod? How would larger cradle-type mods be implemented - as mods, as standard, as options in the setup?
5) Having read through the posts it's good to see a prime concern is how to stop players running away with the game. Has the idea of civilizations splitting been discussed? Not just the odd city but a much larger scale disintegration of an empire? I guess what I'm getting at is do people think it's possible (or desirable) to somehow simulate the rise and fall, rather than the rise and rise of civilizations?
6) Is there any consensus on having more unique civs - either by special units, 'heroes', ai personality, or special civ-specific abilities?
Personally I think it would be a neat option if you could have civs mirroring their real life strategies eg vikings prioritise seafaring and raids, romans will try to build a vast organised empire etc. - maybe this is too restrictive though.
At the moment I just don't really feel like I'm playing against a diverse bunch of civilizations, although this may be more an aesthetic than gameplay issue.
7) Are there any plans for any sort of scenario-creator? Eg making it quick and simple for computer-illiterates to redesign tech trees, graphics etc.?
8) Just how far is it possible to go here in creating the 'ultimate' TBS game? Is imagination the only limit, or are there fundamental road-blocks which mean features of the perfect game (graphics excluded) will inevitably have to be dropped?
9) Any thoughts on more accurately mapping environmental damage pre industrial revolution? I'm thinking mainly of deforestation here. Forests seem to remain pretty constant in all TBS games which seems a little odd - maybe something along the lines of having many more forested areas at the start of the game so you HAVE to remove them in order to get enough food, as well as giving hefty one-time production bonuses for removing forest tiles (and making them less productive if they are just worked as normal). This should hopefully map the gradual removal of trees from inhabited areas (and associated future problems along similar lines to existing pollution-checks)
10) 'Free captured leader' really should be an option for spies (just because it was cool in Alpha Centauri). Canals and land-bridges are similar non-essential but damn cool concepts - do those sifting through source code have time for idle speculation about more whimsical features like these?
Again, kudos to all those actually taking steps to implement this, and sorry if this sounded like an ungrateful list of demands - but who can fail to get excited about what kind of CTP2 we'll be playing a couple of years down the line?
Imagine my surprise (and delight!) when I checked back on the CTP2 forum for the first time in over a year to see the source code released and public-spirited individuals improving the game - top stuff
The following are very general questions about the future of this venture ie once bugs/balancing etc. have been dealt with based on some of my meta-concerns with the game - any answers would be appreciated, regardless of how speculative!
1) Is the interface going to be looked at and made more user-friendly?
2) Out of all the TBS games I've played, the CTP series is the one where I've felt that my actions have the least consequence, mainly due to actions (eg clerics doing speical actions) not being explained in game terms - 'You have gained x number of y' etc. Maybe it's just me, but I like to see figures for things, and little graphs and spreadsheets detailing exactly how everything I do influences my empire.
3) Diplomacy seems far more fundamentally flawed to me than can be remedied by altering AI parameters due to one overriding problem - I never know why the ai agrees (or more often disagrees) with what I propose. So many times I've offered a ridiculously attractive package to someone and been told it's rejected with no further clarification which leaves me thrashing about in the dark rather. Not to mention the completely unappealing aesthetic of having a poorly drawn little portrait state 'accepted', 'denied', or 'war' at me rather than using more interesting language (compare this with SMAC for example). Is this an area that is of concern to anyone?
4) Will existing mods be incorporated into the main game, I mean some of the less far-reaching ones, like the city-mod? How would larger cradle-type mods be implemented - as mods, as standard, as options in the setup?
5) Having read through the posts it's good to see a prime concern is how to stop players running away with the game. Has the idea of civilizations splitting been discussed? Not just the odd city but a much larger scale disintegration of an empire? I guess what I'm getting at is do people think it's possible (or desirable) to somehow simulate the rise and fall, rather than the rise and rise of civilizations?
6) Is there any consensus on having more unique civs - either by special units, 'heroes', ai personality, or special civ-specific abilities?
Personally I think it would be a neat option if you could have civs mirroring their real life strategies eg vikings prioritise seafaring and raids, romans will try to build a vast organised empire etc. - maybe this is too restrictive though.
At the moment I just don't really feel like I'm playing against a diverse bunch of civilizations, although this may be more an aesthetic than gameplay issue.
7) Are there any plans for any sort of scenario-creator? Eg making it quick and simple for computer-illiterates to redesign tech trees, graphics etc.?
8) Just how far is it possible to go here in creating the 'ultimate' TBS game? Is imagination the only limit, or are there fundamental road-blocks which mean features of the perfect game (graphics excluded) will inevitably have to be dropped?
9) Any thoughts on more accurately mapping environmental damage pre industrial revolution? I'm thinking mainly of deforestation here. Forests seem to remain pretty constant in all TBS games which seems a little odd - maybe something along the lines of having many more forested areas at the start of the game so you HAVE to remove them in order to get enough food, as well as giving hefty one-time production bonuses for removing forest tiles (and making them less productive if they are just worked as normal). This should hopefully map the gradual removal of trees from inhabited areas (and associated future problems along similar lines to existing pollution-checks)
10) 'Free captured leader' really should be an option for spies (just because it was cool in Alpha Centauri). Canals and land-bridges are similar non-essential but damn cool concepts - do those sifting through source code have time for idle speculation about more whimsical features like these?
Again, kudos to all those actually taking steps to implement this, and sorry if this sounded like an ungrateful list of demands - but who can fail to get excited about what kind of CTP2 we'll be playing a couple of years down the line?
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