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Old World Designer Notes #2: City Sites

Designer Notes

In the original version, one player discovered that the optimum strategy was to cover every fourth tile on the board with a city, a mind-numbingly boring strategy that was always the best choice. Namely, building an urban improvement and producing a specialist on any tile extend the city borders in all six directions.

Tile 52
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My Elephant in the Room, Part 1

Designer Notes

So, why should I go back to make a historical, tile-based 4X game? Here are some screen’s from the game’s prototyping phase. Civ inherited this mechanic directly from Empire, a game from the 80s which had much of the same tile-based, turn-based combat as Civ but without the scope of all human history. somewhere in the comments.

Tile 98
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Old World Designer Notes #3: One Unit per Tile

Designer Notes

The big change that always gets mentioned when going from Civ 4 to Civ 5 is one-unit-per-tile (1UPT), which is interesting as 1UPT is purely a mechanical – as opposed to thematic – change. Generally speaking, opinions were divided over (although largely in favor of) the success of one-unit-per-tile.

Tile 40
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Old World Designer Notes #11: The End

Designer Notes

Hence, themed victory conditions were out for Old World , but we needed something in place, especially since we were playing MP within a few months of early prototyping. Of course, one might ask, wouldn’t the player lose if the AI fulfills their ten ambitions first? Then make sure to always choose the religious option!

AI 40
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Zugzwang as a pole dance upward unto heaven

Radiator Blog

I first prototyped it back in 2019, but I didn't really know how to finish it. Originally this was prototyped as "Saugzwang" and I made it for the 7 Day Broughlike Jam back in 2019. Under your watch, these AI men wander the randomly generated sex maze and pair-up for sex based on proximity, line of sight, and sexual compatibility.

Code 52