A plurality of individuals on the sub have voted to remove magic for Mk 2, and we have reason to believe that we may have lost a significant number of players because of the fantasy in Mk 1. However, through some recent discussion, I have come to the conclusion that there is a safe/acceptable way to integrate magic into Mk 2
First off, no non-humans, blatantly magical units, etc. They are hard to police, and ruin immersion for some people.
Secondly, Immortal leaders and RP-characters are allowed. You don't have to explain why they're immortal. In Civ, it's taken as a given that your civilization is always led by the same powerful leader. Just leave it at that, and continue to use the same individual.
Thirdly and most importantly, magic is acceptable in a low-fantasy level; meaning it appears to be little more than rumor or superstition, and happens largely out of the public eye. In low fantasy, magic is not a measurable or ubiquitous force. There are no spellcasters, magitech, powerful artifacts, etc; however, if you can RP magic in a way that seems like a superstition, and in such a way that it doesn't significantly impact your nation's interactions with others (especially military), that's fine. Examples would be an oracle, a family that has a way with animals as if they can communicate, or some ancient treasure with alleged properties to guard a nation. Peoples held superstitions such as these in the past, so I see no reason to forbid them in our game. Just refrain from high magic in Mk 2.
How do you feel about these rules? Keep in mind, this is only a proposal right now. These are not official rules as of yet.
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