Civ5/Elemental: Modding Perspective

Now, obviously most of the folks on here are going to be saying Elemental out of loyalty, but this is actually a pretty even matchup.

 

Elemental is, without a doubt, going to have the better visual editing tools. No questions asked, what Stardock is saying they've done is pretty brilliant, and that's a huge favorable point. And the AI being fully exposed? Well that's just boner inducing. If we can link maps and map scripts within maps, that's also gonna be hot, but I'm still not sure that that's a 100% guaranteed feature. The tactical battle system is useful, but I hope we'll be able to disable it, as it's not appropriate for all game types -- and, like magic, is generally a major advantage the player has over the AI.

 

On the other hand, in terms of built in mechanics Civ5 is sounding pretty exciting. Going with hexes instead of squares would be brilliant if it weren't essential, as was finally endorsing one unit per tile gameplay, which should have been in from Civ1. Civ5 is also generally fairly modder friendly -- Civ4 was an early adopter of putting core game elements in python, and also released their SDK fairly early on. No doubt Civ5 will continue that tradition of accessibility. While it'll lack the graphical tools of E:WOM, the community over there is pretty boss in terms of art content, so over time it won't be a big deal. And, of course, the city state stuff is fly as hell. 

 

I like both games as modding options, and I honestly can't say which one I'd go with on those grounds. Hexes are important to me, but so is visual editing on the fly and being able to pop out maps within randomized maps within maps. If Stardock would ditch the squares for hexes and the tactical boredom for 1upt, I'd possibly never bother with Civ again. But tacbattles are important to a lot of people, and dropping squares for hexes would be impossible this late in development.

 

Well, actually, I'll post it as an idea and see what happens.

 

So what do other modhogs think? Elemental or Civ5, and why?

57,596 views 16 replies
Reply #1 Top

Pah, you'd rather have 1upt than tactical battles?  Are you insane?:(O

Tactical battes will have an auto-resolve option.  And Frogboy is seriously good at AI, and if the AI is csomehow insufficient, we can mod it.

Tactical battles are one of the main reasons Civ V will get desroyed by Elemental.  Don't get me wrong, Civ V will sell well, but I doubt it will be a piece of high strategy.  *Cough*Supcom2*Cough*.  The combat system of the Civ series was always simple and unimspired, and Civ V will be no different.  Civ V will be way too abstacted and simple.

I see no reason why you think city states will be a huge advantage over Elemental, Elemental will have plenty of NPCs doing their own things, and neutral factions are confirmed.

Hexes would require an almost complete rewrite of the engine, IIRC.

And really, I lost all faith in Firaxis when they decided to go with Steamworks. Since they're going with Steamworks, they're probaby going for the multiplayer demograpic, and intend to cater to the common demoninator.  I'm ready to believe they will put out a dumbed down, buggy, piece of utter garbage.

For modding, all I wish is that we could get the SDK, as well as python. *Sigh*

Maybe I'm wrong, but that's the way I see it.

Reply #2 Top

Minor request, but this thread isn't about Steam. I ask that anyone who feels the need to talk about Steam do it somewhere else -- such as one of the may Steam OMG I H8 U threads already available. 

 

Speaking to tactical battles, I've never particularly cared for them. They're on the same level as playing skirmish mode in any RTS against the AI -- in other words, easy, overlengthy and not prone to fits of tactical brilliance. You'll find, if you wander the internets a little more, that many people agree, which is why Civ never bothered to go tactical battle. 

1upt systems, on the other hand, play to the strengths of any AI system. There are a limited number of viable options which, as the opponent approaches, condense down into a much simpler set of options -- sidenote, this doesn't work so clean with stacks because AIs tend to oversplit and avoid building megastacks, fatally weakening themselves when fighting a player. And since units tend to be more durable, the AI has an easier time recovering from frontage issues and thereby fighting well.

I mean, everything from Panzer General to Battle for Westnoth show that the AI just groks 1upt systems, while every stack game from Civ1 onwards shows they don't.

Oh, and they're cleaner, more logical and provide the best option for WYSIWYG.   

From a mod perspective (WHICH IS WHAT I AM INTERESTED IN) they provide an excellent base for a Create Your Own Grognardy Wargame But With Less Stupid Grognard BS In It. I've wanted to do a mod that captured the absolute and unrelenting brutality of the Western Front of the Great War from the German perspective ever since I can remember. The opportunity to make the player feel, well, goddamn irritated that their units are better in every way BUT JUST CAN'T PULL IT OFF is amazing. Plus, more players are  likely to identify with the guys on the other side, so the introspective ones will feel the whole WAR IS BAD, MKAY aspect a little more than if they were the Allies invading ZEE PROTO-NAZIS.  

 

With the minor civs, duh Stardock inspired that. I'm excited to see what Jon Shafer will do with the concept, since he's a goddamn crafty son of a bitch himself, just like Mr. Wardell. Obviously these guys aren't the only ones on the team, but they're the big swinging dih^h^h^h^hecision makers and that means their impact is Big Deal, Ok?


The REASON I care about city states in Civ5 is that they're being used primarily as an impetus for war -- everything about them is designed to cause you to get into fights with other city states or with other major civs. And that's a big change from the goody bags with diplo screens we got in GalCiv2 and didn't get at all in Sins -- where they would have been SO GODDAMN AMAZING but that is besides the point. 

From a modding perspective, they're the Serbia in the Great War scenario I want to do. They're the colonial territories -- since you can align them to a major, and then have other majors try to pull them into a different sphere of influence -- in an Imperialism mod. They're the minor city states in a Peloponnesian War. They're  everywhere that's not NATO or Warsaw Pact in a Cold War mod. THEY ARE SO GODDAMN COOL IN CONCEPT. 

 

Hexes are so superior to squares that the engine should be rewritten to accommodate them. I wrote a song about it: https://forums.elementalgame.com/376251/page/3/#2650078

Reply #3 Top

I'll probably end up modding both. Both games offer a lot, and can be expanded a lot.  Just depends where I see my ideas fitting better.  :)

Reply #4 Top

are u speaking English?

Reply #5 Top

Elemental is in such an early beta stage I don't know how you can make any kind of comparison at all.

Reply #6 Top

Quoting Fuzzy, reply 5
Elemental is in such an early beta stage I don't know how you can make any kind of comparison at all.

 

Duh. That's why it's called speculation. As in, what forums are for. If I intended it to be SRS BZNZ I'd have posted it in the main elemental forum with a poll and said OMG WE NEED ANZAR NAO.

Reply #7 Top

Quoting Aeon221, reply 2

Speaking to tactical battles, I've never particularly cared for them. They're on the same level as playing skirmish mode in any RTS against the AI -- in other words, easy, overlengthy and not prone to fits of tactical brilliance. You'll find, if you wander the internets a little more, that many people agree, which is why Civ never bothered to go tactical battle. 

One of the reasons why I don't like the Civ games. ;)

...also hexes > squares. Having a hex based system instead of the square based system = having more strategical and tactical options.

Reply #8 Top

also hexes > squares. Having a hex based system instead of the square based system = having more strategical and tactical options.

Perharps. But I don't see how Elemental city building can work with hexes ;)

Reply #9 Top

Quoting Peace, reply 8

also hexes > squares. Having a hex based system instead of the square based system = having more strategical and tactical options.


Perharps. But I don't see how Elemental city building can work with hexes

Obviously we won't have a hex based system in Elemental or in any expansions. Perhaps in Elemental 2....;)

Reply #10 Top

Quoting Aeon221, reply 2
Speaking to tactical battles, I've never particularly cared for them. They're on the same level as playing skirmish mode in any RTS against the AI -- in other words, easy, overlengthy and not prone to fits of tactical brilliance. You'll find, if you wander the internets a little more, that many people agree, which is why Civ never bothered to go tactical battle. 

1upt systems, on the other hand, play to the strengths of any AI system. There are a limited number of viable options which, as the opponent approaches, condense down into a much simpler set of options -- sidenote, this doesn't work so clean with stacks because AIs tend to oversplit and avoid building megastacks, fatally weakening themselves when fighting a player. And since units tend to be more durable, the AI has an easier time recovering from frontage issues and thereby fighting well.

I mean, everything from Panzer General to Battle for Westnoth show that the AI just groks 1upt systems, while every stack game from Civ1 onwards shows they don't.

Oh, and they're cleaner, more logical and provide the best option for WYSIWYG.  

You do realise that games utilising 1upt and hexes such as Panzer General simulate purely tactical combat, don't you?  ;)

Reply #11 Top

Since things in this thread have mostly focused on being boring and including the same lame-o smiley in every post -- seriously what is going on with that, smilies are so 1990 -- I think I'll talk about what I'm excited about in Elemental. 

First off, there's no doubt that seeing what Mr. Wardell will do with Mr. Wardell's idea of active neutrals is amazingly cool. If anything, Stardock will exceed Civ5's level of open and accessible file structure, possibly by doing a lot -- or even all, I'm not clear on that -- of the game in .py files. And the included low hassle visual editor is a massive draw. Sure, CFC has an enormous fan base of amateur artists, but that doesn't mean they're up for making the stuff I want them to make! In particular I like that the visual stuff is element based -- as in, each individual element can be added or removed without affecting the overall design or requiring radical redraws. That is some serious power right there.

So, in terms of sheer modding power, I'm expecting Elemental to be the superior game. Just, out and out, it will beat Civ5 on ease and ability and visual freedom. 

 

Buuuuut I'm still personally leaning towards Civ as my primary modding platform (although without a doubt I'll be doing some stuff over here as well, because Elemental is offering unprecedented freedom) entirely because of the 1upt and hexes. It should be obvious to every veteran tbs gamer, after multiple iterations of Civ and Civalikes, as to why 1upt and hexes are so enormously essential that those two features alone would be that advantageous even when compared to Elemental's likely superior modding capability, but I'm going to assume that it isn't and go over things real quick.

As you read all this, be sure to focus on the fact that not once will I reference any Civ5 specific features. Hexes and 1upt are essential on their own merits, not simply because they're part of a good game. If Elemental had them, I wouldn't have bothered with this thread as the answer would have been so obvious even a Canadian could see it.

Stack play eliminates positional play. In stack play, a massive army and a minor army both take up a single tile. Frontage is never an issue and concentration is potentially infinite, and thus a small army will always lose to a large one unless it has a significant tech advantage or is sitting on a favorable defensive position that, for whatever reason, the larger army chooses to attack -- usually a city, but often a wooded hill equivalent. Terrain is of limited importance -- usually only two squares come up, the one you're on and the one the enemy occupies.

1upt makes positional play a vital issue due to the emergence of frontage concerns. A large army occupies more physical space than a smaller one, and thus cannot bring all its members to bear unless it manages to surround the smaller army somehow -- and as such terrain becomes generally important, rather than specifically as in a stack system. A smaller army, then, has a chance to win through sub-local supremacy and superior positioning. Which brings up possibilities like flying columns (blitzes) that bust through the enemy front and keep going, strategic flanking attacks or limited envelopments of enemy None of which is possible in a stack system.

Stack play also generally uses best defender algorithms. Which means that there is no reason to consider non-specialist defenders. And as a corollary, there's no reason to consider anything other than specialist attackers -- because, after all, you'll be facing specialist defenders. And there's no reason to split up your troops, because it means having to bring even more specialist defenders against a potentially concentrated enemy counter attack stack. Just ask yourself how many paratroopers you bothered to build in Civ4, or how many times you split up your stack in a Deity level game, or how many times you bothered to build war chariots or take drill or combat promotions, as opposed to specialized combat promotions. Right, none and never. Because it was almost never a good idea!

In a 1upt, where no single defender can protect the entire army, the opposite effect takes place. Generalists are preferred for their ability to respond to any potential threat -- although specialists are still included, because you still need crazed attackers and best defenders for key positions. The army is inherently split, so advancing in spread columns is a viable strategy -- and even a necessary one, if the army is large enough and frontage becomes a sufficiently serious concern! And funky abilities or fast moving units become viable -- in other words, paratroopers are viable.

Finally, and this is key, in a stack system all combat must necessarily occur around cities. Players are generally rational, and they are aware that fighting in the field necessitates damage or casualties (which slow the rate at which the player can acquire new cities) and offers no rewards other than the destruction of easily replaced units, while fighting to take or hold a city offers significant and tangible gains. Especially when a stack need merely go to a hill/forest/foresthill to have a serious advantage over any potential attacker -- making it a fairly trivial matter to advance right up to an enemy city and begin the bombardment process. 

 

Hexes are key for a different reason. As every map maker has said since, well, maps started being made for games, squares just aren't a good option for representing a landscape. By now, I'm sure that everyone has heard the complaints that are traditionally leveled at locations like the Baltic, which simply cannot be done well with squares, or the Black Sea and the Hellespont, which often either look terrible or have connection issues. Coastlines inevitably look horrifyingly jagged with squares. And hexes, as even a cursory glance at any hex-mapped game will make patently clear, actually do a fairly good job of handling terrain. Battle for Wesnoth is an excellent example of how hexes, even those designed by amateurs, do a great job. And Civ4 is an example of how they do a terrible job, even in the hands of professionals. 

But what do you get with those squares to repay you for that loss of aesthetic beauty? Nothing. Squares allow movement in eight directions, four of which (the diagonals) allow the unit to move 1.41 times the distance of a straight movement. This extremely gamey element means that the computer, which often fails to recognize that all moves should be diagonal, is at an extreme disadvantage. And if it does recognize that diagonal is best, always, then things get really stupid because no one uses a straight movement unless the landscape forces it. By contrast, hexes move you the same distance whatever direction you choose.

 

So, to cap it off, 1upt and hexes are important.

 

But, you might say, Elemental has tactical battles with armies -- that requires stacks! Mr. Wardell has already made it clear that stacks are a different beast entirely from armies. You could still have tactical armies as a single unit of grouped up units in a 1upt system. Or there are other options! If you've played the excellent Civ4 mod "History of the Three Kingdoms" http://forums.civfanatics.com/showthread.php?t=311432 you'll be able to name a perfect method of how armies could be implemented in a 1upt system. It's amazing, so seriously give it a shot. It could be done. 

 

Finisher of this POSTAGEDDON. I'm sure that despite the lack of 1upt and hexes, Elemental will have a vibrant and extremely cool modding community. After all, Civ pulled it off! But here's hoping that Elemental 2 sees the light, and follows Civ5 in going the hexes/1upt route. 

Reply #12 Top

I bet it would be pretty easy to mod 1UPT into Elemental. Also, Frogboy has said it will be pretty easy to mod Elemental into an RTS, which, AFAIK, is something impossible in any of the Civ games (although I could be wrong, it's not like I've ever tried:P )

Quoting Aeon221, reply 2

Speaking to tactical battles, I've never particularly cared for them. They're on the same level as playing skirmish mode in any RTS against the AI -- in other words, easy, overlengthy and not prone to fits of tactical brilliance. You'll find, if you wander the internets a little more, that many people agree, which is why Civ never bothered to go tactical battle.



One of the reasons why I don't like the Civ games.

QFT. I want tactical battles!

As for hexes vs. squares, I don't care. I don't play enough TBS's to form a well educated opinion. But from what I've read about them... I still don't care.

Oh, and hexes will never be in Elemental 2, Frogboy hates them: https://forums.elementalgame.com/376251/page/1/#replies (reply 16).

Reply #13 Top

Armies != Stacks.

I'm a big believer in Armies.  As an old Panzer General hand, using the strategic board for tactical combat is fun - if the map is small. It's a lot less fun when you want to move some distances (for me). (Panzer General)

On the other hand, I also don't like stacks because you end up with just endless glombs of units in giant piles. (CIV IV)

I also don't like "army stacks" which would be if you just took all the units and added them up and had them fight it out (HOMM/GalCiv II).

What I do like is having real armies where the units in the army do in fact matter. This only works if you really have a tactical difference between the classic calvary/archer/footman triad. This only works if you have a good AI to handle auto-resolves, however. But this is what we're doing with Elemental for better or worse.

The test case, fortunately, is simple. Mass calvary should decimate massed archers.  Massed archers should destroy massed footmen. Massed footmen should wreck mass calvary.  It's not rock-paper-scissors in the sense that one utterly destroys the other. It's just that massing any given group of units is dangerous.

Reply #14 Top

Quoting Peace, reply 8
But I don't see how Elemental city building can work with hexes
Please to explain, as I can't fathom how hexes would be a problem with city building.

Here's an old example from Squad Leader:

Reply #15 Top

Ok, it can work, but you need :

- to define the global hexes shape for an improvement that is using more than one hex

- to have a way to rotate (like mini tetris game ;) ) your improvement in order to put in a correct place

Reply #16 Top

It is possible to make squares with some pseudo-hex properties.  Think cubicles 2.0.

Unfortunately there's a lot of ideas listed and a proper visual aid can't be provided so I'm forced to use other games as examples.

 

Now in Civland a mountain fills one square and only one square thus blocking all basic movement through it.  You have to maneuver several squares around.  But what if we had a mountain stuck in between four squares but not really occupying any?  Eureka!  Your movement and attack options have suddenly become both a bit more complicated and simplified.  The square dynamic just changed.

What if we made a long thin Grand Canyon chasm that stretched in between squares the same way rivers do in Civ4?  I would have to build a simple bridge or move around it.  When I say simple I mean one to cross a chasm in between adjacent squares, not a huge abyss.

What if we had multiple squares used or some combination of different sizes altogether.  Perhaps a 4x4 square could accommodate massively larger armies or armies get so ridiculously huge they take up 2 to 4 squares at a time and must attack multiple squares/armies all at once.  Likewise a small army would spread its forces thin to fill a 4x4 square and receive a penalty.  Having a mountain in between multiple attacking squares would split large forces the same way the sentry does in Starcraft 2 with force field on a zergling army.

 

So as you can see squares are potentially superior because they can emulate some hex properties under certain conditions.  They also combine up in even numbers of 2 and 4 while hexes use odds of 3 and 6.  Squares merge perfectly into larger squares but hexes really can't unless they converge a combined snaky 2 or 3 hexes attacking 1.