[gameplay/beginning]

i think the begining game play is way to slow paced...the problem is, it takes extremely long until you are at a point where you can actually build decent units... this results in the problem, that you have no army for quite some time and simply recruit oder adventurers - by the time i am finally able to build decent troops, i have usually conquered al the land with my sovereign and 4 or 5 adventurers i recruit...imo the beginning gameplay is simply to slow regarding building up a city and technology this needs to become faster or the adventuring part needs to become slower (which i wouldnt recommend cause if you are not a 3-5 mover, it is quite slow right now)

another thing i recognised, is that there are too big differences between the attractiveness of starting positions...sometimes you start at a point where you have a mine and other decent tiles nearby, and especially lots of folkes that give you can recruit for gildar, tech points etc... sometimes there is NONE of these...thats a major problem beause this is your major income at the beginning before you can build decent stuff which even slows down gampeplay much furhter if you start at a "bad" posotion... i think these starting positions should be more equal in terms of recruitable guys and tiles...

6,134 views 6 replies
Reply #1 Top

Fixed map won't be with us forever, but here is an idea on ramping up the early city game:

+1 Materials / Turn from City Squares (Per Level Perhaps?)

I find materials to be the major limiter in getting markets and libraries up quickly at the beginning of the game, which allow me to start researching and growing.  Perhaps a small tweak to what generates points would help this along?  I'm worried about giving too much from city centers since then we encourage more city spam.

Reply #2 Top

honestly, i liked the taxation/population system from mom better then the markets/buildings approach

Reply #3 Top

I don't think progression is slow - its just not strategic with choice. Meaning, there is no possibility to quickly choose a playstyle, let's say quick aggressive attack scouts with daggers with a soveriegn learning fast attack speed spell. By doing said example all other options had to be either eliminated or postponed such as civilization techs, or heavy armor warriors.

And by making this decision you are either in a good or bad predicament. This is choice, this is strategy from the very beginning. Instead every game will begin exactly the same even if you concentrate in different tech trees. Because the tech trees don't really make me feel like I am choosing a particular path.

So I don't think the game has to be sped up but focused in regard to techs, and unit customization. I see my opponent is going for early heavy warrior armies. Perhaps I build a counter to them? Strategy and choice.

Reply #4 Top

Whether you would consider it pacing or lack of strategic planning, I agree the beginning of the game is extremely slow.

I would like to see early exploration count more towards getting your civilization up and running quickly. Instead of waiting for buildings to be built and resources to accumulate, go out exploring and find the goods you need to 'help it along'. They could be anything from scrap metals to wild foods. Maybe you'll find someone in need and they'll give you materials as payment for a good deed. Maybe a wild horse to boost your crop production. Maybe an oasis that can be farmed occasionally. They wouldn't have as big an effect later when your city becomes more established.

There are lots of ideas here and considering how bland the World feels, it can't hurt to have more going on that might help your civilization.

Reply #5 Top

Quoting ghog69, reply 4
Whether you would consider it pacing or lack of strategic planning, I agree the beginning of the game is extremely slow.

I would like to see early exploration count more towards getting your civilization up and running quickly. Instead of waiting for buildings to be built and resources to accumulate, go out exploring and find the goods you need to 'help it along'. They could be anything from scrap metals to wild foods. Maybe you'll find someone in need and they'll give you materials as payment for a good deed. Maybe a wild horse to boost your crop production. Maybe an oasis that can be farmed occasionally. They wouldn't have as big an effect later when your city becomes more established.

There are lots of ideas here and considering how bland the World feels, it can't hurt to have more going on that might help your civilization.
End of ghog69's quote

 

You are right. It is a perfect example of how city building right now is cogging up the gameplay.

Reply #6 Top

This is a common 4X genre problem. Civ 4 early games are so mind numbing that I can do 20 turns in 20 seconds. I solve it there by using advanced start (starting with 2 towns, a scout, and a worker really breaks up the tedium). Maybe Elemental needs a similar option.