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- May 14, 2019
I found the proper vessel for God's holiest operating system.Expose all spy units on the map.
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I found the proper vessel for God's holiest operating system.Expose all spy units on the map.
I would honestly like seeing abstract or custom wonders. Kinda like great works in CK2.Should Civ games have Wonders that were hypothetical (proposed but not built or completed in real life)?
If you were to make more of a sandbox 4x maybe, but I think a lot of the fun people have with Civ is building great achievements from history. Washington building the Great Temple (Pagan, Tier II) doesn't have nearly the same impact as if he built the Temple of Artemis, even if that doesn't make much sense. I think the psychology of it is somewhat similar to civ changing, even if you do it well, I think most people would prefer to guide one Civ and leader through history rather than flipping every couple of ages, even if the latter would be more accurate.I would honestly like seeing abstract or custom wonders. Kinda like great works in CK2.
They've been in since Civ III, they're called national wonders.I would honestly like seeing abstract or custom wonders. Kinda like great works in CK2.
If you mean Ara (what a weird fucking name), it wasn't great.How was the Microsoft one? Unplayable?
It also has this bizarre 'culling' system, where at regular intervals, the civilizations with the lowest scores get nuked instantly, and you can't turn it off. So midway through one of my games, the continent-spanning Aztec empire just disappeared, leaving a bunch of ruins to sift through and nothing else. No neutral cities or barbarians left in their place, just a bare continent for me to resettle unopposed.
You can now turn off the culling.The culling mechanic sounds sort of interesting if it weren't on a fixed schedule or could be toggled off. Sort of mirroring how some peoples like the Mayans or the Dorset peoples just sort of vanished one day.
But it would have to be balanced with new civilizations arising as well, such as the rebellion mechanics from older civ games where an empire could split into two factions.
In Master of Orion 2 (published by MicroProse who also published Civ 1 and 2), one can reassign population working in agriculture or industry to research. It's sorta kind of unrealistic: it'd be like sending Joe the blue collar worker to work in some chemical research facility, or Farmer John to research in the quantum physics department at uni.
Original Master of Orion system makes more sense: there are a certain number of factories per unit of population, number of which increases with automation techs. Production from factories (measured in BC, for billions of credits) can then be allocated to different endeavors, such as research and ecology (cleaning up pollution and terraforming).Different genre of games and definitely some more micromanagement.
For Old World I’ve desired a mechanic to steal specialists in slave raids. Classical slavery had no particular connection to “skill” and the idea of stealing a painfully expensive, long-term Elder Philosopher to teach your population metaphysics at the point of a sword is actually a realistic idea. A Persian emperor famously built a town as an exact replica of an older Greek one to try to cheer up his sullen workforce of Greek slave artisans.Yeah that's something that non-4X games like the Tropico series or Surviving Mars do well: having citizen education or labour specialization mechanics.
With Tropico (or at least T5), your Carribean dictator island starts with only a handful of HS educated citizens and the rest unskilled plebs. Worker slots without a qualified education candidate remain vacant. Early on before schools can be built, one has to rely on buying educatsd outsiders to work the slots at a premium with a delay that one has to wait for the next cargo ship to arrive with them.
Surviving Mars has very similar citizen specialization mechanics as well. I believe unskilled workers can fill skilled slots in this one, but at huge productivity penalties.
Given the game is about colonizing Mars, a big mechanic is choosing certain professions from a pool of applicants to be your Founders on the planet to try to establish a livable habitat. So some of the planning involves choosing some professionals young enough that they will live long enough to get you through when you can train or import the next generations.
Different genre of games and definitely some more micromanagement. But other games have tackled the "Assign citizen production" mechanics with more granularity.
I suppose another difference between the two colony builders above & Civ is that both actually have individual unique clickable citizens with names, profiles, wants/needs, ages, permadeath, etc.
Now I'm thinking about the idea of a 4x game with an average IQ metric for an empire.In a modern day focused game IQ shredders could be a painful mechanic
Civ VIIINow I'm thinking about the idea of a 4x game with an average IQ metric for an empire.