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Chieftain
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Feb 2003 time: 01:41
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The link below it to a webpage with a list of ideas that will be the basis for a new civ style game if there are any programming people out there interested. I have read Mark Everson's New vs. Joining and I think its better to have to wait several years for lots of games than put all the eggs in one basket. If you want to play an alt civ now go download c-evo or freeciv, if you want to be part of something original click this way:
http://www22.brinkster.com/abpo
Thanks
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Settler
The Siberian capital, Novosibirsk City
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Jul 2003 time: 01:41
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I suggest you to see the rules of PBEM E-Civ game at the http://e-civ.univer.kharkov.ua/eng/rules.htm.
I think this game have the most advanced concept from all others Civ-like games.
I can post some of its concepts here:
1) The core of empire is not units or cities but POPULATION. The PEOPLE live in the cities, form a units or ships. If you have less population you cannot produce huge armies or fleets as you can do in all other games. Say NO to resource-based concepts of empire-controlling games.
2) Cities should perfrom many (a said MANY) actions per turn; they can study different sciences; gather and produce different types of resources; recruit unitS and shipS; build building etc. It is CITY, not a village.
3) Military concept is based on units but battles occurs between Armies that can contain infinite number of units of each side. Unit is the group of PEOPLE that can be armed with some equipments. Units can be freely upgraded, change its size and equipment. Also units can be added to the cities and even establish new city.
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Settler
The Siberian capital, Novosibirsk City
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Jul 2003 time: 01:41
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One of the most problem in empire-controlling games is the exponential growth of time for making turns late in the game. When you control capital and one-two cities you spend five minutes per turn. But when you control 20 cities you spend 5 hours.
I think it is the most important problem. The game should not be overloaded by features and concepts, because it can paralyze the game final...
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LDiCesare
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King
Ashes
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Jan 2001 time: 01:41
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quote: The core of empire is not units or cities but POPULATION. The PEOPLE live in the cities, form a units or ships. If you have less population you cannot produce huge armies or fleets as you can do in all other games. Say NO to resource-based concepts of empire-controlling games. |
In Clash, units are built from population, so you can't build units out of nowhere, and they are needed to farm, etc. Having 0 resources may be fun, but is not realistic IMHO, and reduces teh need to fight for some areas which are highly productive.
I agree that end-game management is problematic. Someone suggested somewhere (one of these forums, can't find which right now) that the game 'scale' as you progress: First rule over villages, then a larger map of cities, but at differen scale, so, overall, you have the same number of actions to take, then scale up to regions, then to nations, empires, when you finally have a world map but control 10 countries instead of 10 cities.
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Settler
The Siberian capital, Novosibirsk City
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Jul 2003 time: 01:41
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Having 0 resources may be fun, but is not realistic IMHO, and reduces teh need to fight for some areas which are highly productive.
I don't said we have 0 resources; in E-civ possibly can exists infinite number of resources. But the core of game is population.
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Settler
The Siberian capital, Novosibirsk City
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Jul 2003 time: 01:41
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Yes, micromanagement is very important part of our game.
It can be justified by high-level commands for client program; the works on it are started.
Another good concept of E-Civ is Strategic resources concept. It looks like the concept of Civ3 but the implementation is completely changed. I have said "changed" but E-civ is 4 years old and consists this concept from the very start.
Like Civ3, strategic resources are not seen at the game start, until you discover proper sciences. They becomes available to use when player discover certain tech, but in different way.
In Civ3 you just may have Road over resource in Empire borders - and voila. Free resource using in infinite numbers. Quite stupid: you can produce huge tanks armada from the single Iron deposit.
In E-civ the resource concept is different: all resources can be gathered in cities with the certain productivity. Basic resources (wood, stone etc) are common and can be produced in almost any quantities but strategic resources are rare and cannot be "plant" like trees. So players are limited in strategic resources.
Next thing about Strategic Resources is nothing is free. The production of Bronze, Iron, Oil etc is very costly process. You cannot produce Musketeers just for free instead of Pikemen when you have Iron as you can in Civ3. You should process raw Iron from Iron deposit; then you should bring it to the city with Metal industries and only then you can produce equipment for military or economy.
You can produce non-strategic equipment too; it can be much less effective but much cheaper. Money are important, aren't it?
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