2. Cities have no artificial radius limits to tile exploitation. e.g. capital cities could theoretically take resources and income from most of the country. Infrastructure and distance is what determines how much you get. Cities should end up a lot more spaced out than before rather than the whole map being patterned. Or worse, ICSed.
Now the border system gives you the unfortunate choice of building well spaced cities and waiting a long time to use most of the land vs packing cities together and using the land much sooner, which breaks both rules. But your alternative still breaks the second rule, because I can reduce the distance penalty by packing cities together. A simpler and better solution would be to just have a fixed, generously large border.
Honestly I love CivIV, really do, but CivIV is OLD, and not in a way that aged well.
Civ games and most turn-based games have no AI "memory", it effectively needs to recalculate everything and run through all of its AI decision trees and evaluations every turns. In Paradox games they don't need to do this every day, usually every month or year for everything except troop movement.
It's also a lot easier for AIs to deal with continuous time since they need to predict players less, in EU the AI can basically move around as it pleases and if it sees a bigger army it runs away. In Civ if the AI moves poorly, the player has a full turn in which they can move from probably 2-4 tiles away and score a kill. This also leads to AIs needing to do things sequentially, e.g. if you have 20 AIs the game only processes AI 1, then AI 2, then so on until AI 20. Can't have AI 2 decide to attack AI1's units only for AI1 to move them away and AI2 to attack air.
Of course to a great extent it's also the case that all games are optimized to the level that they need to be to run properly, and no more. Paradox has used the same engine and after decades of optimization its still really inefficient. Horrifically so in some instances, like how Stellaris still grinds to a half because they can't figure out how to draw the UI with less than a dedicated 5 ghz i7 core.
That being said, the slowdown actually became much, much worse in Civ V and VI even though there's less units on the board.
Why Pdox games can have over 200 civilizations on-map running in real-time, but Civ-likes can't do it in a turn? Can't people code for shit, now?
If you actually feed the AI a ton of gold in Civ4, it uses its discount on upgrades to actually mass upgrade their outdated shit into something useful. Unfortunately, it still needs to be nudged to do so and it is incapable of amassing wealth for this purpose, so any upgrades it makes are incidental, mostly coming as a result of failing wonders and receiving lots of gold as consolation. This is one of the reasons you sell techs for gold - not only is it lucrative, because it lets you burn your treasury on 100% slider and climb tech even faster, but also it denies the AI some powerful tempo swings, especially if you're planning on warring with them soon.Which is obnoxious because in Civ games it means that every single turn the AI has to stop and select every single worker and examine every single tile in its territory for things that need to be done. This is also why late game slowdown exists: The AI has to stop, take a look at every unit, and give it something to do. Thirty Swordsmen fortified in a city? Yep, the AI is going to go through them all, one by one, and determine what it should do with them, in spite of the fact that it will almost always decide to continue fortifying them and in spite of the fact that the unit is two thousand years out of date and wouldn't have any impact no matter what you did with it.
One of the main problems with Civ3 is that ships do not heal on their own. They will only heal in cities. That meant that you NEED to have ports near your conflict zones or you WILL lose your entire navy. If you have an upkeep system based on distance and number of cities in Civ3, you will find that in the largest maps, you won't have a realistic chance of a conquest victory. A possible solution is the ability to make specialised cities a la Warlock 2 which doesn't count towards the upkeep.cIV dealt well with ICS and expansion, with cities and their infraestructure costing cash. You could't simply expand wholesale until you covered all the available land, at some point you had to take five or you would murder your coffers. Compare to CivIII, in which expansion was all about spamming cities and soon there would not be a single tile left alone, except maybe some islands.
Taking away building maintenance was one of the best decisions Civ IV made. Civ already has a problem where most buildings are either only worthwhile in specialized cities, or just aren't worthwhile at all, and either way are generally less useful than building units. Getting rid of maintenance at least meant that getting buildings only had an opportunity cost, instead of an opportunity cost and an actual cost.
I think a cool idea for Civ would be to introduce separate production: Each city has military production and civic production, allowing you to build units and buildings simultaneously.
I'm not sure but I'm getting a strange sneaking feeling that I'm just describing a much less abstract version of MoO 1's system.
I think a good solution would be to have buildings need pops to man them.
I think a good solution would be to have buildings need pops to man them.
That did seem to work pretty well in Colonization.
The problem with removing upkeep from buildings is that now you have no reason not to build everything in every city. As a player, I'm not choosing what the cities will be like, I'm just choosing what order to build stuff in until they all reach the same state.
Maintenance cost is to prevent ICS. The idea is to move towards larger cities with a larger resource base and larger multipliers so that it is worth having large cities instead of multiple small ones.I think a good solution would be to have buildings need pops to man them.
That did seem to work pretty well in Colonization.
The problem with removing upkeep from buildings is that now you have no reason not to build everything in every city. As a player, I'm not choosing what the cities will be like, I'm just choosing what order to build stuff in until they all reach the same state.
The opportunity cost of a building is far more prohibitive than its maintenance cost.
You haven't played Civ3, have you? Civ4 was a Concorde compared to Civ3.That being said, the slowdown actually became much, much worse in Civ V and VI even though there's less units on the board.
SMAC got away with it because it was another world with a world spanning intelligence that depended on the ecology of the planet. Earth doesn't have any of that.Another inspiration from SMAC:
One of the biggest cliches of Civilization games was the idea that civilization progress (research) is the good itself of the world. Progress in research meant victory, in almost all versions of the game. But in SMAC, things became more complicated and realistic. Some kind of progress, some technologies were powerful but had massive, possibly game-ending downsides. The idea of global eco-damage, of planet reaction, although not perfectly implemented, brought the player to the modern issues of similar problems of Earth and the dangers of free research approach. As a fantastic design decision, the environment condition was shared by all players, meaning that a unecological adversary threatened all other players. In this way, SMAC felt like a revolutionary game with a good real-life message.
What I would love to see in a "great new CivGame" - to modernize this idea and take it further. Let the research and technologies become a double-edged swords they are! Let there be a new category of game changing events. Genetic modifications are a great boost, but what if there is a risk that a few mutated animals escape and spread over the continent? What if you can research virtual reality but risk detachment of your people? What if a spread of new personnal communication technology increases your empire's effectivity but make your society more prone to infiltration by enemy infowar? What if some technologies, like human genome manipulation, allows you to improve your work efficiency, but leave your society in turmoil and hatred towards ill and imperfect? What if robotics is a necessary step, but it opens another front in potential new robotic, world wide rebellion, in mid game? What if you face a scripted ecological water crisis in a given point in the game, forcing you to rework your industry and change life conditioning of cities?
SMAC got away with it because it was another world with a world spanning intelligence that depended on the ecology of the planet. Earth doesn't have any of that.
I, for one, would toss the game straight away if such things were in it in a Civ game.
Keep your fucking retarded, fraud politics out of my games, thanks.
Your group already is, and I kill the UN faction as soon as I can regardless where it is. Lal takes a massive spiked dildo up the arse for eternity in my punishment sphere while I make peace and work harmoniously with the rest of the leaders.SMAC got away with it because it was another world with a world spanning intelligence that depended on the ecology of the planet. Earth doesn't have any of that.
I, for one, would toss the game straight away if such things were in it in a Civ game.
Keep your fucking retarded, fraud politics out of my games, thanks.
Good one! Your opinion group would form a nice faction in that game.