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  Civ3-The List of Ideas for Firaxis
  TECHNOLOGY (ver1.1): Hosted by Octopus (Page 2)

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Author Topic:   TECHNOLOGY (ver1.1): Hosted by Octopus
the Octopus
Civer

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posted May 20, 1999 21:30     Click Here to See the Profile for the Octopus   Click Here to Email the Octopus      Edit/Delete Message  Reply To & Quote Message
This thread should be CLOSED. Please continue in TECHNOLOGY (v1.2) Hosted by Octopus where I have posted a summary of all suggestions to date.

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CIV3-THE MASTER LIST-TECHNOLOGY "THREAD MASTER"

Shining1
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posted May 20, 1999 21:31     Click Here to See the Profile for Shining1   Click Here to Email Shining1      Edit/Delete Message  Reply To & Quote Message
Snowfire: At last a rational mind in this thread. Thank god.

Yeah, I like the idea of having discrete values to the levels of tech - just like city improvements take a certain number of shields to build.

To counter problems with this, I suggest that maybe there be a limit set on the maximum number of points your civilisation can generate per turn - reflecting the fact that putting 100% effort into science results in no more result than 30% - once you have all the good minds and required structures, it still takes time to process the math.

This limit is of course a floating one, increasing according to population, and possibly some city improvements or wonders.


To everyone else: PLEASE! This is a game! The system must be simple and have a large degree of choice (enforced choice - not just 'check all the boxes' stuff) to it - if the player is not in control, it becomes uninteresting no matter how realistic it seems. Keep it FUN.

yin26
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posted May 21, 1999 12:43     Click Here to See the Profile for yin26   Click Here to Email yin26      Edit/Delete Message  Reply To & Quote Message
Congratulations, Octopus, on reaching 'lock-down-dome'!

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CIV3 DEVELOPMENT LIST COORDINATOR

**(un)Officially Making Lists for Firaxis Since SMAC Enhancement 3!**

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