... Freeciv games are often terminated based on relative score. It allows players to admit that they're losing. That said, sometimes people protest that the...
... I agree that if a way to "game" the rules is available, players will do it, no matter how tedious it is. We shouldn't give players the ability to bore...
... I don't agree. Although there may be some people who love everything about Civ games as they currently stand, I've seen enough complaints over the years...
On Thu, Feb 26, 2009 at 6:23 AM, Christian Lynaes ... I'll probably be able to talk about this for weeks. At present, here is one coherent kernel of thought...
... Yes - but perhaps this follows the same logic as that for micro-management - namely that if you let your players argue about it then they will. In...
... Completely agree. Essentially Civs have a lot of mechanics that are disasters from an UI perspective. I'll also mention "city management", "terraforming...
On Sun, Mar 1, 2009 at 4:04 AM, Christian Lynaes ... I'm not willing to tell everyone "all turns will be 2 minutes long." Civ games are about growth and...
On Sun, Mar 1, 2009 at 4:18 AM, Christian Lynaes ... To add to the list: don't make UIs that favor the AIs, in terms of the sheer mind numbing amount of tedium...
... I hate UIs that don't tell you what's going on. The AI can pull up every single menu, scroll through every single data readout, and pan the map to look at...
Hi I am new to this group and I need help from u guys . It is my dream to be a game designer , so i took a Bachelor of technology degree in IT after high...
... From: "Brandon Van Every" <bvanevery@...> To: <gamedesign-l@yahoogroups.com> Sent: Sunday, March 01, 2009 8:07 AM Subject: Re: [gamedesign-l]...
Gerry Quinn
gerryq@...
Mar 2, 2009 1:19 pm
8768
... This isn't necessarily going to make a turn shorter. If it's difficult to figure out what an optimal set of moves should be, then the player will drive...
... Brandon, you are so right about so many things that are problems for many gamers with Civ and similar games, but sometimes you are dead wrong on details....
I started playing Galactic Civilizations II a few days ago and wanted to comment on a few thing it made me think about. The bullet points are all fairly small...
... I've played a ton of GalCiv I. For this reason I did not buy GalCiv II. Well, I also played Civ III back in 2002 or some such, and only got around to Civ...
... Then tell me where it is set. Because I checked the UI before I posted and there is no such control as far as I can tell. ... Are you sure you're not...
... 1 - AI plays to win. No more "fun AI" nonsense. That said, just like different chess players have their pet strategies/styles, so would the AI. I'd keep...
... I've done plenty of terrain intensive combat in various Civ games. Especially when playing Freeciv multiplayer, it becomes important to obtain precise...
Has anyone experimented with how the game flow changes if you one were to - say quadruple the distance with a unit can traverse in a turn? I don't know if for...
Note that I haven't actually played GalCiv I/II but I guess I can still have an opinion. ... I think it is very much part and parcel of the genre. Are there...
... I prefer to reduce the map size. Faster effective movement, longer effective line of sight. Also, fewer cities, which means less production, fewer...
I would consider games such as 'The Settlers of Catan' to be simple 3X games - there is no combat to speak of (well, not in the basic game) though there is...
Oh, I should have been more specific - I was thinking about computer games. Yes this is a good example from the board game world - again Puerto Rico (another...
From: "Brandon Van Every" <bvanevery@...> ... I can't stop players driving themselves nuts if they insist on it. Just make rules so that they are not...
Gerry Quinn
gerryq@...
Mar 10, 2009 3:21 pm
8782
First, sorry for replying to myself. I have little to add to what you all have been saying (and not enough time to keep up with it, either), but I wanted to...
... I've always hated that, as "buy everything" is inherently wasteful. I don't think military force should be allocated in discrete units. Dividing and...
... Unit upgrades in Civ4 leads to specialization - eg, archers get defensive bonus, axemen get offensive ones. It seems reasonable, then, to maintain archers...
... Which is a completely stupid game specific Civ IV idea. There's no logic in any of it, it's just a set of arbitrary type specializations. I object to the...
... River, road, and seacoast (after Sailing) or ocean (after Astronomy). ... I've done that! It's annoying, especially if you drag out non-military units as...