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epoch strategy

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5 years ago
Sep 25, 2019, 11:12:11 AM

Colleagues, good day!


What if:


1. Moving from era to era, the player does not choose which endpoint he is moving to, but this is determined by the game based on the player’s actions. (Do not absorb the disadvantages of CIVILISATION, you can always find killer tactics there, and the map and the starting position are the only difficulties)


2. Developing from a tribe, for example, I want to create a civilization - India. To do this, I need to go a certain way, complete the plan (which, by playing with rivals, creates the mechanics of the game with the system itself)


3.Why bother playing 4x? Because you are in search of the tactics described in paragraph 2, when you found it, interest disappeared. Consider singing a game design option as an opportunity to make each game unique not only through content.


// You have a great thing to give the heat of Firaxis, do not miss your chance.


How do you like this offer?


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5 years ago
Sep 25, 2019, 12:53:12 PM

So, speaking as a colleague, I don't really understand what your offer is.

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5 years ago
Sep 25, 2019, 1:53:17 PM
PARAdoxiBLE wrote:

I think he wants to add requirements (missions or quests) when choosing new culture.

I kinda got that; well, I think tech requirements were mentioned as needed for certain cultures.

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5 years ago
Sep 25, 2019, 2:57:12 PM
ImperatorTempus42 wrote: I kinda got that; well, I think tech requirements were mentioned as needed for certain cultures.

That's interesting!  I missed that, too.  I think it's a potentially great twist on the culture selection process era-by-era, if prerequisites (tech, map, or otherwise) can be part of it.


I really need a spot to pull all the tidbits of information together.  If I can convince myself that I'll have the time to keep it properly updated, I may create one myself later this year. 


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5 years ago
Sep 26, 2019, 5:12:54 AM
ImperatorTempus42 wrote:
PARAdoxiBLE wrote:

I think he wants to add requirements (missions or quests) when choosing new culture.

I kinda got that; well, I think tech requirements were mentioned as needed for certain cultures.

Any chance you could cite that? I was kinda under the impression that it worked a little like the eras in EL, except you could advance eras in ways other than tech, so you could be technologically backwards when the time comes but more advanced in other areas.

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5 years ago
Sep 26, 2019, 7:17:32 AM
TravlingCanuck wrote:
ImperatorTempus42 wrote: I kinda got that; well, I think tech requirements were mentioned as needed for certain cultures.

That's interesting!  I missed that, too.  I think it's a potentially great twist on the culture selection process era-by-era, if prerequisites (tech, map, or otherwise) can be part of it.


I really need a spot to pull all the tidbits of information together.  If I can convince myself that I'll have the time to keep it properly updated, I may create one myself later this year. 


You could use the "Megathread" in this forum.

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5 years ago
Sep 26, 2019, 3:27:39 PM

Hello,


Having tech requirements on Culture choice sounds quite interesting, but at the moment it's not in our vision. This is something that might become moddable but we can't make promises at this stage.

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5 years ago
Sep 26, 2019, 3:53:16 PM

Ello there peps, i've read some ideas mentioned above, and some other ideas in other games and i start to think that most peps are think in same way, "develop culture through technology". For me that sounds quite weird. I think more interesting would be if culture entirely would consist of "quests" like, "kill 10 barbarians - recive +10% dmg vs barbarians" and things like that. If made in such manner that will unique (atleast from what i know) and will avoid "liniar culture" from civ 6, yet it will be more interesting then in civ 5. By this i don't mean that science and culture should completely independent, they should be in more synergy, but not in manner shown in any of civilizations, where major culture boost was recived through specific tech. 


Last thing i want to add, i would like to see partialy different tech progress in game, where some building\units\wounders would demand not 1 tech, but few. For example, to build Lighthouse u need to research, basic(coastal) sailing, massonry, woodworks, and basic architecture, perhaps some culutural achievements wich would affect your navy.


P.S. don't understand me wrong, i realy enjoyed endless legend, i just don't want to see "endless clone of civ"

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5 years ago
Sep 26, 2019, 5:43:49 PM
invesua wrote:

Ello there peps, i've read some ideas mentioned above, and some other ideas in other games and i start to think that most peps are think in same way, "develop culture through technology". For me that sounds quite weird. I think more interesting would be if culture entirely would consist of "quests" like, "kill 10 barbarians - recive +10% dmg vs barbarians" and things like that. If made in such manner that will unique (atleast from what i know) and will avoid "liniar culture" from civ 6, yet it will be more interesting then in civ 5. By this i don't mean that science and culture should completely independent, they should be in more synergy, but not in manner shown in any of civilizations, where major culture boost was recived through specific tech. 


Last thing i want to add, i would like to see partialy different tech progress in game, where some building\units\wounders would demand not 1 tech, but few. For example, to build Lighthouse u need to research, basic(coastal) sailing, massonry, woodworks, and basic architecture, perhaps some culutural achievements wich would affect your navy.


P.S. don't understand me wrong, i realy enjoyed endless legend, i just don't want to see "endless clone of civ"

Well, in some of the Endless games you needed certain strategic resources in order to build certain structures, and while you could trade for those resources it frankly made more sense to get the tech to harvest them yourself, so something like that might make sense.

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5 years ago
Sep 26, 2019, 7:06:03 PM

difference in resources can lead to other unique traits, like if u have alot of marble for example, your peoople could either be able to build unque building, or build standard with reduced price or aditional effects. In adition high abuse of mentioned resource can give you other "passive" effects if specific demands are fullfilled

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