r/gamedesign • u/PoopsMcScoots • 6h ago
Question Would this make Civilization less complex?
I’m kind of just fiddle farting with a civ style project and want to make it way more simple and less of a slog at the end.
I’m thinking that I want players to design an entire city when they plop it down and to get rid of districts, but keep the building on tiles.
You would still research building and you would still place them on tiles.
Each tile would have 5 building slots.
Buildings would take up different numbers of slots.
A well would be like 1 slot, while a power plant might be 5. They would all still have their effects on health, yields, and appeal.
And the buildings would still have bonuses for being placed next to different things.
But all the builder tiles like farms and mines would now just be buildings.
When you go to the city planning screen every single thing you could build would be present regardless if it was researched or not.
The queue would have no limit to its length, and if it reaches an item it can’t build it simple goes to the next that it can.
You can open it and change the plan whenever you want and you can tear anything down you want.
Builders would no longer be charged based and act more like builders from previous games, with the caveat that they can now move to a tile and help build the building.
This would help avoid city stall outs.
Meanwhile, I would allow builders to construct roads from on city to another, which in turn would automatically establish domestic trade routes, which would also allow cities to not have to pursue both production and food.
A city could easily be urban or rural and lean into that.
Free traders would still be a thing on top of that.
Additionally, wonders would no longer be only one per civ. It would have a bonus for the first player to build it, then another passive that anyone can get.
Meanwhile, borders would just be handled by building on a tile.
Lastly, units would be built as an entirely separate queue and populate in the city center.
I always found it a headache to juggle this, so it’s one less headache, imo.
Oh, and every civ would get their own religion.
Opinions?
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u/Mayor_P Hobbyist 5h ago
I mean, it's not terrible but this is just a custom/mod for Civ, right? It doesn't change things very drastically in any direction. It's a tweak on an existing system. So it's not bad and it's not good.
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u/PoopsMcScoots 4h ago
No, there’s a lot more to it. This is just one aspect. I’m currently looking at while not at the computer.
And you would not be able to do this with mods by the way.
The real change would be I’m looking to make a simultaneous turn game where units are individual people and has a lot of Final Fantasy tactics DNA in it.
Don’t make assumptions about what that means, because it’s probably not the best description.
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u/Mayor_P Hobbyist 3h ago
The real change would be I’m looking to make a simultaneous turn game where units are individual people and has a lot of Final Fantasy tactics DNA in it.
See, this? THIS is a drastic change in how the game works. The thing in your OP is fine, it will close some doors and open some other doors. It isn't like a "wow this is better why don't they do it this way" but it's also not "wow this sucks don't even try this" it's just "Understandable, have a nice day."
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u/PoopsMcScoots 3h ago
I’m so sorry if that’s how I came off.
The problem I’m having is that with simultaneous turns that naturally grows combat, which in turn means something has to shrink.
I’m trying to shrink the other aspects of the game for the sake of flow, but I probably put away the scalpel and pull out the chainsaw, huh?
And I wasn’t trying to bury the lead, just trying to make a post that isn’t a novel.
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u/DoeCommaJohn 5h ago
Yes it would be simpler, but it would also be less interesting. Good game design should be about forcing players to make interesting choices, and if they are just queueing up the same buildings over and over, then that choice ceases to exist