Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The improvement points are there to improve the terrain. Whereas you need workers in Civilization to improve the terrain, you have improvement points in Millenia.
What's wrong with that?
And I don't have any problem with one improvement per tile, whatever this improvement is.
But that may be so since I'm not so interested in a perfect simulation. I have no problems in having both buildings within capital cities and improvements (even building-like improvements) on terrain tiles as long as the resulting game is interesting.
Splitting the currencies into hammers for Buildings in the same Region that take no land space, and shovels for Improvements that do take space and can be shared with all Regions has a game function. These type of games always have a problem with break-away leaders and combining everything would make that problem worse.
These games need high levels of abstraction, don't think of "a house" as a single house but a degree of housing resource, and so on for other tile improvements.
I'm saying that the distinction between "improvements" and "production" are silly.
Workers create the "improvement points" and they should be applied to ALL construction whether in the terrain or the capitol. You should simply click on what you want built and be done with it.
If it is desirable "improvement" points could be regional.
Things like factories, schools, etc should never take up an entire hex. And they should be scalable. These aren't things that take up lots of space.
What exactly is silly about it? Does this break your immersion? Should there be only one entity that allows you to produce physical things? In reality, different things need different production methods, and units are produced in a completely different way (birth, education, training), so one entity for production is a super high abstraction. I don't care whether there are two or even more methods in a game. It is artificial anyway.
Something I would find interesting would be if some 4X game would have fundamentally different ways of producing physical non-living objects and producing units. Nevertheless, the absence of this distinction doesn't really bother me - I wouldn't go so far as to say that the absence of this distinction is silly.
To work out your opinion more consequentially: Would you also say that there should be no domain and culture forces that produce something? That you shouldn't be able to buy military units with warfare XP and exploration XP, no pioneers with engineering XP, no envoys and merchants with diplomacy XP, no armies with a culture force, no population with arts XP? And that unlocking techs shouldn't give you free units? I mean, isn't all that also silly from your point of yiew?
You are right, units should be produced entirely differently than objects. And they should require assigning population to those units.
Constructing units should consume some of what are now called improvement points, assign population, and consume appropriate mil/gov/etc points, and cash. Units should also consume appropriate points for maintenance beyond cash.
When a unit dies the appropriate population should also be deducted.
I didn't say that units SHOULD be produced entirely different, I said that I would like it if some game would do this. In the meanwhile I have learned that Humankind deducts population to build units (permanently), so at least it goes somewhat in the direction you want (but not entirely).
I find your suggestions interesting. Would be nice if there would be some game following them. From your suggestions I deduce that you want a better simulation that does less abstraction.
I came to despise "Humankind" as it treated race/culture as a optional changeable skin suit.
Buildings, whether in the hex or the capitol should use the build points generated by the region/nation. capitol buildings should use the same process as hex buildings as it is less annoying than the present process. And the process should be consistent across all material builds. Like the IC in HoI before they screwed it up in HoI3-4. i don't know how to explain the why in a better way.
They kept to the CIV population model of 1-2 digit population when they should use at least a three and preferably four digit population. This would allow for a better distribution of population and more interesting variations in population.
It allows to have National Spirits that vary the rate you gain land, use the land, and grow population without significant change in the way they build buildings or recruit units. If anything, would be nice to have gone the way of Old World and had separate resources for buildings and units.
But building buildings and resources needs to be consistent. And again only exploiting resources should be in the non city hexes. This won't affect the spirits.
CIV:CTP did it right.