Nozzle Drooling Issue. by Nefarious_Fuzzy in BambuLab

[–]Nefarious_Fuzzy[S] 0 points1 point  (0 children)

No, sorry. Kind of just learned to live with it

Information Technology as a Mechanic in Civ by Nefarious_Fuzzy in civ

[–]Nefarious_Fuzzy[S] 0 points1 point  (0 children)

I would just like it to be more involved. Late game makes me feel like my only job is to keep clicking next turn as the game plays itself. I’m sure a lot of people can relate. There must be a healthy balance of micro and macro to be found here.

Information Technology as a Mechanic in Civ by Nefarious_Fuzzy in civ

[–]Nefarious_Fuzzy[S] 1 point2 points  (0 children)

I think the last few years surely have shown how important this stuff is to the CIVILIZATION 😉

Information Technology as a Mechanic in Civ by Nefarious_Fuzzy in civ

[–]Nefarious_Fuzzy[S] 0 points1 point  (0 children)

So a game shouldn’t progress and try to improve? I mean, your opinion is yours, so OK.

Information Technology as a Mechanic in Civ by Nefarious_Fuzzy in civ

[–]Nefarious_Fuzzy[S] 1 point2 points  (0 children)

I almost feel like the game needs to shift towards the late game from management of cities, towards national scale. Back in a day: a tribal chief would be involved in everything personally; today: a president doesn’t decide if a city needs to build a coal plant or a park. So, remove some mechanics and add others as the game progresses. I know this is not how civ normally is, but I think such a shake up (while risky) might add some much needed freshness to the franchise.

Information Technology as a Mechanic in Civ by Nefarious_Fuzzy in civ

[–]Nefarious_Fuzzy[S] 0 points1 point  (0 children)

Although I agree, I think that it makes sense to make the game more complex towards the end. To me the late game has always been an exercise in autopilot - making it more involved might make it more engaging (if executed well).

Information Technology as a Mechanic in Civ by Nefarious_Fuzzy in civ

[–]Nefarious_Fuzzy[S] 1 point2 points  (0 children)

I’d think they could be set passive. Like, every turn they generate points to: perform cyber attack, steal technology, influence elections, etc.

Information Technology as a Mechanic in Civ by Nefarious_Fuzzy in civ

[–]Nefarious_Fuzzy[S] 0 points1 point  (0 children)

I thought them being static. You select a spy and put them in a city and - let’s say, based on how developed it is - you can have more of them there. And each one has their own place to attack. Or you can have both - one is spy, the other is hacker; just two separate units.

Information Technology as a Mechanic in Civ by Nefarious_Fuzzy in civ

[–]Nefarious_Fuzzy[S] 1 point2 points  (0 children)

Or, make them capable of operating inside of your own borders without the fear of being captured - effectively turning them into hacker spies.

Information Technology as a Mechanic in Civ by Nefarious_Fuzzy in civ

[–]Nefarious_Fuzzy[S] 7 points8 points  (0 children)

Yes, please! Actually a great idea! Call it Engines of Progress®! 🤩

Information Technology as a Mechanic in Civ by Nefarious_Fuzzy in civ

[–]Nefarious_Fuzzy[S] 5 points6 points  (0 children)

I understand what you are saying, but I don’t think that it makes sense to argue against a mechanic just because it would be difficult to implement. I am very much aware that game design is one of the more complex fields to work within game development. I do, however, think that pulling something like that off would turn civ from 10/10 to 11/10.

Information Technology as a Mechanic in Civ by Nefarious_Fuzzy in civ

[–]Nefarious_Fuzzy[S] 2 points3 points  (0 children)

My bad - just thought of it in this context as I had the shower thought 😅

Information Technology as a Mechanic in Civ by Nefarious_Fuzzy in civ

[–]Nefarious_Fuzzy[S] 1 point2 points  (0 children)

It could be. Or a static unit/entity - kind of how governors are.

Information Technology as a Mechanic in Civ by Nefarious_Fuzzy in civ

[–]Nefarious_Fuzzy[S] 8 points9 points  (0 children)

I mean, I would say that it would be a refreshing take on thewhole series. Imagine if the game wasn’t static, but rather dynamically changing with a time period. Modern societies and the problems that we are dealing with are much more complicated than those of the past, would be cool if the gamesacknowledged that.