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Author Topic:   CIVILIZATIONS (ver1.1): hosted by LordStone1
LordStone1
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posted May 24, 1999 20:54     Click Here to See the Profile for LordStone1   Click Here to Email LordStone1   Visit LordStone1's Homepage!   Edit/Delete Message  Reply To & Quote Message
Continue the discussion here. It's going great. I'll make that summary soon but I've got a big test tomorrow....
Travathian
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posted May 24, 1999 20:55     Click Here to See the Profile for Travathian   Click Here to Email Travathian   Visit Travathian's Homepage!   Edit/Delete Message  Reply To & Quote Message
I like the idea of having just the standard 7 civs, and just make customiziation of them done thru a utility like ACEdit.
Shining1
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posted May 24, 1999 23:08     Click Here to See the Profile for Shining1   Click Here to Email Shining1      Edit/Delete Message  Reply To & Quote Message
Some comments:

The major/minor civs thing should be included - but not using different civs. If you have around 30 cultures available, you can then have 16 as the main players, and another 8 or so as minor cultures, providing players with the ability to capture minor techs (plug for my idea), new towns, and possibly units. As well as spawning barbarians.

Holy Warrior: No, don't think easter island for the polynesians - think Tonga, Samoa and New Zealand.

Civs should be included on the basis of distinctiveness, geography and greatness. Hence the swedes are not the vikings, because they achieved different things in different eras.

And there definitely should not be any difference in the civilisations along the lines of social engineering stats. This would cause unimaginable damage to the game on any number of levels. What with SMAC's wildly imbalanced sides (PK's anyone? Anyone? Oh well...), it's highly debatable whether this was a good move AT ALL.

There hasn't been any response so far to the minor techs idea. Does this have any potential?

Shining1 (citys & regions threadmaster)

LordStone1
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posted May 25, 1999 01:15     Click Here to See the Profile for LordStone1   Click Here to Email LordStone1   Visit LordStone1's Homepage!   Edit/Delete Message  Reply To & Quote Message
The minor techs may belong better in the technology thread, although I will include it in the summary.
Paul
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posted May 25, 1999 04:58     Click Here to See the Profile for Paul   Click Here to Email Paul      Edit/Delete Message  Reply To & Quote Message
1) How many civilizations should be in the game?
As many as the players want. If I wanted to play with 100 or 200 civilizations I should be able to do that.

2) Which civilizations?
Whichever they can think of and some more. If you want to play with lots of AI players you will need them. But some civilizations should have higher chances of being selected. I would certainly be disappointed if I had a three civ game with Luxemburg, Andorra and Liechtenstein, so civs like the Chinese, Spanish or Aztecs should have a bigger chance of being selected when you start a game.

3)Should the civilizations have special abilities?
NO!!!! NO! NO! NO! NO! NO! NO! NO! NO! Absolutely not.

4) Should each civilization have a personality?
There should be different AI personalities. I don't know if they should be randomized at the start of a game or that the Mongols should always be troublemakers.

NotLikeTea
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posted May 25, 1999 07:35     Click Here to See the Profile for NotLikeTea   Click Here to Email NotLikeTea   Visit NotLikeTea's Homepage!   Edit/Delete Message  Reply To & Quote Message
Been thinking about special abilities again.. no doubt this has been discussed before, but here goes.

As I tihnk most people agree, any special abilities based on civilizations borders on racism, and is clearly a bad idea. On the other hand, different civilizations in history are different from eachother. How to manage this?

Leaders. Take the Scythians (a rather obscure civilization, I know) They were extremely warlike, with the men in front killing people and raiding villages, and the women and children behind, slitting the throats of the wounded. Why were they like this? It was a choice. The Scythians never developed agriculture. They had the choice of trying to invent it, or just going out and capturing food from other civilizations.

This is how civilization differences could be implemnted, a bit like SMAC. This civ would take the Conquer option over others if this is a choice given. Another civ may have a leader who would try to take a diplomatic solution, or a scientific solution...

This should be somthing that, liek in SMAC is randomizable, so you get civs with character, but not predictible.

Eggman
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posted May 25, 1999 11:01     Click Here to See the Profile for Eggman   Click Here to Email Eggman   Visit Eggman's Homepage!   Edit/Delete Message  Reply To & Quote Message
I am starting to dislike the idea of civilizations have starting advantages and disadvantages. As people have mentioned, they may not remotely fit the starting area of the culture.

While I like the idea of Civs "earning" advantages, how about the concept of "experience points" as used by many fantasy games? From time to time, you will be given points to spend on whatever particular advantages that you want.

Not sure if I like the idea, but I thought I would throw it out there.

CormacMacArt
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posted May 25, 1999 11:03     Click Here to See the Profile for CormacMacArt   Visit CormacMacArt's Homepage!   Edit/Delete Message  Reply To & Quote Message
At present (Civ II) there are 27 different possibilities for unique civilizations. What other personality qualities are we adding to get more?
Also, part of what made each civ unique, was how they applied technology to their situation. For example, the Aztecs used obsidian/wood weapons that were sharper than any metal blade. I think that we should let some qualities "develop" depending on where each civ is.
Bell
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posted May 25, 1999 11:37     Click Here to See the Profile for Bell   Click Here to Email Bell      Edit/Delete Message  Reply To & Quote Message
I still like the idea of assigning civ attributes based on starting position. They should be fairly limited, though, like a single tech or maybe a +1 bonus in something (growth, naval movement, mining, etc.) Really, attributes wouldn't be assigned to a certain civ anyways in real life. Do you really think the English would have been a naval power if they had lived in central Siberia? This also solves the problem of offending anyone by giving out racial attributes.
Harel
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posted May 25, 1999 12:09     Click Here to See the Profile for Harel   Click Here to Email Harel   Visit Harel's Homepage!   Edit/Delete Message  Reply To & Quote Message
The option to edit 7 civ is bad, mainly because in today multi-player world, 7 player game ISN'T ENOUGH.
A new game, Malkari, allows up to 40 ppl over e-mail.
Now, that IS a too-high number, true. But still, Civ III should allow as many players as I want. It should as customaziable as possible.
Same thing about minor civ. You decide how many you want. Don't like them? Don't belive in minor techs? Choose 0. But we should have the option.
The is good, mainly because is will fill the world with civs ( as is really is ), without over-crowding it with diplomacy and AI algorithems.
Mo
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posted May 25, 1999 13:35     Click Here to See the Profile for Mo      Edit/Delete Message  Reply To & Quote Message
There should be more minor civs to start out. Probably around 16. The further you get in the game they will slowly be reduced and then there will be a group a major powers. The minor civs should be able to grow into major civs if they rise in power. This should also go reversly that a major civ can be reduced to a minor civ.
The major factor limiting the number of civs in single and multiplayer mode is the processer and network speed.
SnowFire
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posted May 25, 1999 21:37     Click Here to See the Profile for SnowFire   Click Here to Email SnowFire      Edit/Delete Message  Reply To & Quote Message
Are we forgetting the idea mentioned before about not giving Civs bonuses, per se, but merely focuses? Each Civ would have different technology priorities as well as military policies, but no in-born "plusses" and "minuses," like in SMAC.
LordStone1
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posted May 25, 1999 22:15     Click Here to See the Profile for LordStone1   Click Here to Email LordStone1   Visit LordStone1's Homepage!   Edit/Delete Message  Reply To & Quote Message
Great ideas, keep them coming. That summary will be up soon!
Isle
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posted May 26, 1999 07:53     Click Here to See the Profile for Isle   Click Here to Email Isle      Edit/Delete Message  Reply To & Quote Message
Although I am fundamentally against special abilities, it seems that there are some for whom its vital. Therefore I am going to suggest a model, that I at least could live with, but still would vote against if it came down to that or totally equal civs.

The main problem with special abilities is that it would be hard to balance with too many. Therefore there must be fewer,
some has suggested basing them on starting location, but that could be difficult for the computer to figure out, and people might end up with something they didnt want, even if it was ideal for their starting location. I suggest instead making a short list with 8 or so profiles with different advantages and disadvanges, like the factions of SMAC, and then letting the player choose which one he wants. The computer players could have a standard choice or three choices to be chosen among randomly.
The profiles for your civilization could f.x. be: Great Seafarers, Great Warriors, Great Diplomats, Great Farmers, Great Inventors, etc.
And when not controlled by a player the Viking f.x. would either be Great Seafarers, Great Warriors or Great Diplomats(modern scandinavia).

NotLikeTea
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posted May 26, 1999 09:00     Click Here to See the Profile for NotLikeTea   Click Here to Email NotLikeTea   Visit NotLikeTea's Homepage!   Edit/Delete Message  Reply To & Quote Message
I like the idea of "Great ..." but not something to be given out randomly.

Would a civilization arising in the Andes be "Great Seafarers"?

Necessity is the mother of invention. I like the idea of having these grow. As you build a lot of boats, you would be better at seafaring.

If they would be given, they should not be random. A civ by the sea might be great seafarers, a civ by the plains might be great farmers, etc. I'm not sure if I like this idea, yet.... though it is not assuming that civs are somehow genetically superior at something (a bad route to take) but is encompassing the history that occured BEFORE the game starts.. hrm...

VaderTwo
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posted May 26, 1999 12:08     Click Here to See the Profile for VaderTwo      Edit/Delete Message  Reply To & Quote Message
First post in topic.
Modification of Isle's idea:

I like the idea that a player would be able to pick special advantages/disadvantages if they wanted to. However, to make it balanced, how about this:

About 1000 years in (about 3000BC), once you've had a chance to explore around a bit, a screen will pop up and allow you to customize your civ. This would be realistic as the first goal was survival and development of the home city and distinctiveness came over time.

However, there would be a limit of two or three items that you could change and every advantage would have to be offset by a disadvantage or you could decide to do nothing. The offsetting disadvantages would avoid the computer having to make decisions on adv/disadvantages.

Maybe this could be used as part of a larger social engineering/governments area that was not dependant on obtaining certain technologies.

CormacMacArt
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posted May 26, 1999 12:23     Click Here to See the Profile for CormacMacArt   Visit CormacMacArt's Homepage!   Edit/Delete Message  Reply To & Quote Message
What about having these qualities (Great Warriors, etc.) depend on what you build and what you do as well as geography. (On a random map, having the Vikings as Great Seafarers, would be kind of strange) Of course, this would make the strong, stronger and there is already too much of that. What about making what technologies a civ can research depend on what resources are available (I know, but this addreses this thread) to each civ. This would give each civ a unique quality.
NotLikeTea
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posted May 26, 1999 12:26     Click Here to See the Profile for NotLikeTea   Click Here to Email NotLikeTea   Visit NotLikeTea's Homepage!   Edit/Delete Message  Reply To & Quote Message
I don't like this since it seems too artificial.

I think that the best bet is just to learn by doing.

In other words, if you use a lot of boats, you get better at boating. Lots of farms: good at farming.

Some should be exclusive, though. It would be dull to artificially train to be good at everything. Being exceptionally good at one thing should take up enough resources (time, energy, gold, etc) to preclude experts in everything.

VaderTwo
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posted May 26, 1999 12:38     Click Here to See the Profile for VaderTwo      Edit/Delete Message  Reply To & Quote Message
Possible Cultural/Civizational Emphasis(es):

Increased/Decreased:
- amount of food
- amount of shields required for units
- amount of shields required for city improvements
- amount of shields required for wonders
- movement rate
- attack factors
- defense factors
- happiness
- viewing range
- amount of science rate
- amount of money
- amount of luxuries (to deal with unhappiness, not the same as the unhappiness level)
- attitude towards your civilization by other civs
- terraforming
- random events (good and bad)

This system (in addition to the social engineering/government) would allow each player to customize their civ to either their preferred style of play or a variable style of play each time.

For instance, a builder player could emphasize the defensive and city improvement factors at a cost of offensive and movement factors and be able to withstand attacks from war-like civs easier while maintaining their desired profile.

Imran Siddiqui
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posted May 26, 1999 15:52     Click Here to See the Profile for Imran Siddiqui   Click Here to Email Imran Siddiqui   Visit Imran Siddiqui's Homepage!   Edit/Delete Message  Reply To & Quote Message
Here is an idea. Instead of giving civ's plus and minuses, give them a tech in what they specialize in the beginning of the game. A great seafaring nation would recieve boating for example, while a great warrior nation would recieve iron working as their first tech...

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Ecce Homo
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posted May 26, 1999 17:14     Click Here to See the Profile for Ecce Homo   Click Here to Email Ecce Homo   Visit Ecce Homo's Homepage!   Edit/Delete Message  Reply To & Quote Message
Please, no civ-specific properties! In the stone age, all civs were alike. What made them different were their environment and their leaders. Civ is not like Colonization or SMAC, where the civs come from different cultures, which have already developed different skills!
delcuze2
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posted May 26, 1999 18:35     Click Here to See the Profile for delcuze2      Edit/Delete Message  Reply To & Quote Message
Perhaps it would be better if Civ Specific properties where developed over time and not inherant in the civilization itself.

IMHO, we are all created equal. Then we spend 70+ years getting more and more specialized.

Most civilizations did not start out with an innate ability to fish or farm. Over time they became fishermen or farmers because of of the terrain they where in.

However, if you are a good fisherman, you probably are not a good farmer. It would be interesting if that kind of specialization occured as the game progressed.

LordStone1
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posted May 26, 1999 21:44     Click Here to See the Profile for LordStone1   Click Here to Email LordStone1   Visit LordStone1's Homepage!   Edit/Delete Message  Reply To & Quote Message
So, what I see is the majority moving toward a "All is created equal" beginning but the geography would determine some form of specialization for that civilization...

Like, the computer would go, "Oh, that settler is in a piece of land, very small, surrounded by a big ocean. Let's give him Navigation" or something like that?

But doesn't Civ2 already give us that ability? There's a lot of seafaring technologies and such...it's easy to turn your civilization into like the British Empire and just as equally easy to change it into the Mongol Empire. (Sea, land, if you don't get it)

Others propose putting it in Social Engineering, like +1 for sea units..?

Plus, I think everyone agrees that each civ should have a personality much like Civ2, but do we make them randomized or would the Mongols always be hated?

Travathian
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posted May 26, 1999 22:43     Click Here to See the Profile for Travathian   Click Here to Email Travathian   Visit Travathian's Homepage!   Edit/Delete Message  Reply To & Quote Message
As far as personality, like I said before, if playing on a map of Earth, use the actual personality of that civ, but on a random map use random personalities.

Never know, you might just meet a tree hugging, peace loving Ganghis Kahn. =)

Or just do what SMAC did and make it an option in the rules before the game starts.

[This message has been edited by Travathian (edited May 26, 1999).]

E
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posted May 26, 1999 23:20     Click Here to See the Profile for E   Click Here to Email E      Edit/Delete Message  Reply To & Quote Message
I like the multiple CIVs idea. But instead of having the minor civs reduced, every time a city revolts it becomes a monior civ again (to model the current break up of the nation-state and the end of colonial empires, since every country has been somewhat a colony since history began)

I would also like to see an option where the leader graqphics are a .GIF file so when you make scenarios you can put scanned pictures or download pictures for leaders and see them when you do diplomacy.

As far as the whole attributes, talents, debate goes. The "great" traits developed because of the policy of the nations, instead of giving attributes i like the experience idea but the easier route would probably be making more than one technology tree. An economic, naval, military, etc, that is fairly distinct and practical to travel down one course by combining experience and science and realistic route to be competive (you can be have a land vs sea power; although most will try to master all branches, the difficulty will be that experience will lead down one path moret han another or easier to acquire etc.) And while were at it, future tech should just increase effectiveness, i.e. fututre agriculture ups farms 10% so it never really ends, civ wasto easy to max on science peak out at future tech then go on a rampage, the real world you never know when you peak in science. Of course there should be an end tech option for scenarios.

Shining1
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posted May 26, 1999 23:40     Click Here to See the Profile for Shining1   Click Here to Email Shining1      Edit/Delete Message  Reply To & Quote Message
Another plug for the minor techs idea - since the debate seems to be heading this way.

The idea of having minor advances that are always discovered by each civilisation seems to fit the current ideas - civs shouldn't start with inital abilities, because this seems an inherently racist idea, but people feel there should be something more concrete than just focus to differentiate the zulus from the vikings.

The advantage to minor techs is that they occur during the game, and only if that civilisation finds the stimulus to pursue them. (Amoungst the ideas in the tech forum is the notion that technology be linked to environmental and social factors - so you CAN'T discover seafaring when stuck in the middle of a desert). Secondly, the idea takes it's bonuses from a truly historical basis - the english aren't necessarily better archers than anyone else, but they did discover the longbow.

(LordStone1: Every aspect of Civ is linked to every other one. So while this idea has, IMHO, some major potential for differenting civilisations, it also belongs in the tech thread, and I have posted it there.)

LordStone1
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posted May 27, 1999 12:37     Click Here to See the Profile for LordStone1   Click Here to Email LordStone1   Visit LordStone1's Homepage!   Edit/Delete Message  Reply To & Quote Message
Shining, will you please explain your idea of minor techs in greater depth. I'd love to hear more about it.

E, I completely agree about the .GIF thing, so post it in the Graphics thread, too. It's important! It was way too hard in CTP...

Also, E, what do you mean by future agriculture? Do you mean that every time this civilization discovers future agriculture, the output increases 10%? I'm assuming that "future" techs can be discovered over and over again...

Trav, thanks for the clarification! You summed up a big issue very cleanly! Makes my job easier!

Shining1
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posted May 27, 1999 01:04     Click Here to See the Profile for Shining1   Click Here to Email Shining1      Edit/Delete Message  Reply To & Quote Message
Minor techs:

A second list of technologies, distinct from the main tech tree in two ways: the player cannot research them directly; and each tech is a deadend addition to a tech on the main tree.

I quoted the longbow example before - I'll use it to illustrate the example below.

Minor discoveries are kind of the aftershocks of a discovery, representing the fact that some cultures took ideas to a higher level than others. When a major tech is researched, there is a small chance that the player will receive a minor tech addition to that tech in the time between the inital discovery and the next major discovery. For instance, you discover 'archery'. You get bows, and you can build an archery range addition to your barracks. These are the benefits of the major tech. Every culture can research them and build the resulting units/components/structures/addons/etc.

The player then starts researching the next tech - call it currency, say. The player then has a chance to discover the longbow minor tech at anytime between the discovery of archery and the discovery of currency. It's a random event, more than anything else.

The advantages of minor techs are:
1) Interest -- you don't get them every game.
2) Tradibility -- since you can't actively research all of them, you'll nearly always have something to trade, even with a superior culture.
3) Historical immersion -- they add an even greater depth to the historical aspects of Civ, by including important discoveries that don't make the main tech tree.
4) Less stagnation -- if it takes you 20 turns to research a tech, you have a very good chance of picking up the previous discovery's minor tech too.
5) Civ differentiation -- an option to automatically give minor techs to the civilisation that discovered them in real life - for instance, the english ALWAYS get the longbow minor tech when they discover archery, while other civs have only a small chance of discovering it.

By this means, you can create a unique aspect to each civilisation that doesn't influence game balance to any great extent, and doesn't imply that one race is superior to another in any area. You also avoid the problems with having a naval civ (viking) being unable to use their advantage because when landlocked. But the potential advantage is still there.

How this helps. It's an interesting idea, it covers a lot of bases, and it makes for a good way to make unique, historically accurate civs without creating massive balancing issues.

Shining1

LordStone1
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posted May 27, 1999 01:12     Click Here to See the Profile for LordStone1   Click Here to Email LordStone1   Visit LordStone1's Homepage!   Edit/Delete Message  Reply To & Quote Message
Cool - I like the idea. It'll be almost on the top of the summary list!

But, like with the English w/ longbow example, do you imply that each civilization would have their own 'preferred minor tech'? So, there'd be as many minor techs as civilizations, with one definite one assigned to each civilization?

Shining1
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posted May 27, 1999 01:19     Click Here to See the Profile for Shining1   Click Here to Email Shining1      Edit/Delete Message  Reply To & Quote Message
LordStone1: YES. In fact it all depends on the number of minor techs that firaxis and the civ community can come up with. I'd like to see 2 per civilisation, and at least one minor tech for 80% of the techs on the main tree.

CormacMacArt
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posted May 27, 1999 09:29     Click Here to See the Profile for CormacMacArt   Visit CormacMacArt's Homepage!   Edit/Delete Message  Reply To & Quote Message
I like the minor tech idea; if I read it right, it is sort of like being able to discover improovments on known technologies.
Note to LordStone1: Civ II does not give civs abilities related to where they are. I usually play Ireland (big suprise there), start out on the island without mapmaking and wonder how I got there in the first place!
monolith94
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posted May 27, 1999 10:36     Click Here to See the Profile for monolith94   Click Here to Email monolith94   Visit monolith94's Homepage!   Edit/Delete Message  Reply To & Quote Message
1. The difference in civs should only extend as to what their cities and inhabitants look like. Their are too many civs in the world to have unigue abilities for all of them.
2. Include the Tibetans. Alright, I know they aren't of the standard conquering fare, but they are an immenseley cultured race. Hell, they're better than Jamaicans!

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Aharon Ben Rav
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posted May 27, 1999 14:33     Click Here to See the Profile for Aharon Ben Rav   Click Here to Email Aharon Ben Rav      Edit/Delete Message  Reply To & Quote Message
Think Paul summarizes things nicely, so I'll riff off of his comments...

quote:
1) How many civilizations should be in the game?
As many as the players want. If I wanted to play with 100 or 200 civilizations I should be able to do that.

Unrealistic, if the Firaxis designers want to include distinct graphics for a Civ's diplomats, let alone some of the other things people are asking for like cities, units, flags, etc. I think 36 is more realistic.

quote:
2) Which civilizations?
Whichever they can think of and some more. If you want to play with lots of AI players you will need them. But some civilizations should have higher chances of being selected. I would certainly be disappointed if I had a three civ game with Luxemburg, Andorra and Liechtenstein, so civs like the Chinese, Spanish or Aztecs should have a bigger chance of being selected when you start a game.

If more than 40 or nations are included, this is a good point. I like the idea of having more historically important nations show up more often.

Civ had a better selection of nations than CTP as far as picking empires which actually had empires, but for the 47th time let's make sure we include the Arabs, okay? They did rule a good deal of the world and were the most advanced nation on earth for a couple hundred years. For selfish reasons, of course, I'd also like to see the Hebrews included as in CTP.

And let's not have one of the major American cities be "Newport Beach." Thank you.

quote:
3)Should the civilizations have special abilities?
4) Should each civilization have a personality?

I am in favor of the second, not the first, but either way this should be able to be turned off at the start of the game (as in SMAC where faction profiles can be randomized).

Aharon Ben Rav

Harel
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posted May 27, 1999 14:50     Click Here to See the Profile for Harel   Click Here to Email Harel   Visit Harel's Homepage!   Edit/Delete Message  Reply To & Quote Message
I had a post in the technology thread: that techs should give a bonus, a small bonus to the empire. A food making tech, like farming or irrigation, would give a +5% to all food growth in the empire.
This represent that techs have bigger effects of the civilazation then just more units and buildings.
But techs don't just enhance us, they mold us. Every tech has some cost, but a changing bonus will be added to the MOST ADVANCED ABILIIES. If you have the biggest bonus for food making, you will get an extra +25% to that. The second one will get +10%, the rest nothing. The lowest section would get an extra -10%.
Those effects will slowly change when the order will be replaced.
Let's say that you had food for first, and consturction for second...
suddenly culture is first... before that it had +0%. to the trasfer is 5% per turn...
turn 1:
Food: +20%
Culture: +5%
turn 2:
Food: +15%
culture: +10%
Etc.
Those effects would come IN ADDIDATION to all the other tech effects.
CormacMacArt
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posted May 27, 1999 15:16     Click Here to See the Profile for CormacMacArt   Visit CormacMacArt's Homepage!   Edit/Delete Message  Reply To & Quote Message
Personally, 14 civs would be fine for me, but we have yet to deal with the real limiting factor: personality traits. The present formulation in Civ II permits 27 distinct variations. How do we go higher? Another personality facet? Increase the depth of the characteristics?
Mo
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posted May 27, 1999 18:04     Click Here to See the Profile for Mo      Edit/Delete Message  Reply To & Quote Message
I think there should be events in the game which can change a civs personality. A semi war like civ can become pacifist if they lose a big war. A civ can become warlike if there homeland is threatend, and so on.
St Leo
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posted May 27, 1999 19:44     Click Here to See the Profile for St Leo   Click Here to Email St Leo   Visit St Leo's Homepage!   Edit/Delete Message  Reply To & Quote Message
I prefer pre-set personalities, if the AI is competitive in all of them. Remember, we can always have duplicate personalities.

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St. Leo
www.sidgames.com/imperialism/

Shining1
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posted May 27, 1999 22:33     Click Here to See the Profile for Shining1   Click Here to Email Shining1      Edit/Delete Message  Reply To & Quote Message
True. Whose to say the goths were any better or worse than the mongols - they both seemed to have pretty much the same idea.

36 civs sounds reasonable, provided this doesn't start repeating races more than twice (e.g Vikings, Swedes, and Nordic civs - I think that's a bit much - if you like scandiavia that much, you should create your own civs.)

So long as there is a means to include your own civs - I'll be bitterly dissapointed if there isn't a polynesian civ in CivIII. On the other hand, most of europe and america probably couldn't care less. So long as I can include my own civs, I'll be relatively happy.

Cartagia the Great
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posted May 27, 1999 22:34     Click Here to See the Profile for Cartagia the Great   Click Here to Email Cartagia the Great      Edit/Delete Message  Reply To & Quote Message

I have a few intersting ideas for the new Game. For the first I would like to say that I do enjoy the way that ,in Civ:CTP, you cna create new governments, not jsut customize the ones given to you. I feel that this is something which needs to be kept in Civ3.

Likewise, for the governments, I believe that it woudl bei nterstign to, isntead of jsut startign out in the Tyranny gov, if gave you an option. You could start as either a City State gov, or a Tribal gov. Each would have a few advantages and disadvantage,s and might control lthe way your tech tree goes from that point on.

I also feel that it would be a good idea to be able to build colonies, or convert conquered cities into colonies. these colnies would produce mroe trade, and more money, but would cost slightly more to defend, and would have a better chance of rebelling than other cities. When they did rebell they would take colonies near by and form a new government. In the case of conquered lands like India, a new Indian Nation would be created. In the case on non-conquered colonies they would form a brand new government, of a new name.

For personality, perhapse it woudl be intersting for each Male and Female leader to ahve slightly differant persoanlities. lets take the case of...Russia. If the male leader is Stalin, his persoanlity would be far diffreant than the female leader Cathrine the Great, and this should be shown, I believe.

Boarders are another thing that needs to be adressed. I think it makes sence that their purpose, and such, would be modified over time. In the early stages of the game if under, the hypothetical, Tribal government, you would have few, if any, boarders due to the tribal state. Now, if they developed into a Monarchy, and this was still in the beginning of the game, they boarders would be lose, and forts kept along them would be needed to a greater extent. However crossing one would cause diplomatic relations to go into affect. later in the game it would be even mroe extreme once things such governments and Fascism went into affect, or so.

For the civlizations actually represented in the game, I think that we need to stray as far from the Civ:CTP way of having Haiti and Rome standing next to one another. Now, I do nto midn the inclusion of the Scots and Irish in the game, however, but only if the Celts are not done proporly, as they were done in Civ2, with the Celtic Capital beign the Capital of Wales, created in the later part of this millenium. I bleieve that a proper list of civilizations MUST include:

Romans, Byzantines, Arabs, Persians, Aztecs(or Mexicans), Inca, Russian, Polish, German, Chinese, Germans, English, Irish, Scotish, Celts, Turks(Ottoman), Norse, Hellens, Indians, Egyptians, French, Americans, Canadians, Australians, Etheopians, Zulu, Hungarians(or Austo-Hungarians), and others.

For thatm atter I bleive that civilization names should change through the differant ages. When you enter a certian year you should be able to change the name of your civilization to, eithe,r one that was pre-chossen, or give you theo pinion of taking an ew one. In such a way the Franks, after reaching the proper age, could becoem the French, the Magyars could becoem Hungarian, and the Slavs could become the Serbs, Bulgarians, Russians and so forth. Or, if you prefer, the Franks could become, if in your mind they had a lot of contact with the English, the Franklanders or something.

What do you all feel about those ideas/ i DO ahve more, of course

Shining1
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posted May 28, 1999 01:17     Click Here to See the Profile for Shining1   Click Here to Email Shining1      Edit/Delete Message  Reply To & Quote Message
Monolith: Man, you are so right. Make that 2 votes for tibet!
CormacMacArt
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posted May 28, 1999 09:52     Click Here to See the Profile for CormacMacArt   Visit CormacMacArt's Homepage!   Edit/Delete Message  Reply To & Quote Message
I also think that the personalities should be preset; only those of us with multiple personalities are actually going to change attitudes in the middle of the game. One thing though, the "rational" AI players need to be a bit more defencive minded. I would also like it if more Oceanic civs were included; I put Australia (and Inca) in my rules.txt, because it is so unbalanced.
PhotonMan
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posted May 28, 1999 13:36     Click Here to See the Profile for PhotonMan   Click Here to Email PhotonMan      Edit/Delete Message  Reply To & Quote Message
) How many civilizations should be in the game?
I think 7 is too few, I'd say as many as 32. Much more and the game would probably be too slow. I also think if you are allies, like in Alpha Centauri, you should be able to occupy the same square, and fight together. (Imagining a whopper of a WWII scenario, with 32 countries.)
2) Which civilizations?
I like most of the Civs listed in CTP, although overall I don't like CivCTP (5 on a 1to10 scale)

3)Should the civilizations have special abilities?
I would like to see a civilizations abilities customizable to an extend the same way you can customize Social Engineering settings Alpha Centauri. Have a few major areas, like Seafaring, Agriculture, Industry
etc. and maybe a few minor specific areas, like Archery, Horsemanship, Gunnery, Naval Gunnery, Naval Construction, and you'd have a value you can put for each... like POOR,GOOD,AVE,EXCELL, and you'd only have so many "points" to put in total for all areas.

4) Should each civilization have a personality?
Maybe... I think there should be an option to play with random or historical personalities. For example, you could play against the British, and they'd have excellent NavalGunnery. (British naval gunners were better trained and had a greater rate of fire than Spanish or French.)
Assyrians,Scythians,Mongols could have good HorseArchery.

LordStone1
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posted May 31, 1999 16:48     Click Here to See the Profile for LordStone1   Click Here to Email LordStone1   Visit LordStone1's Homepage!   Edit/Delete Message  Reply To & Quote Message
Okay, here's some more input on this minor civilization idea.

I asked people at the BOTF (Birth of the Federation) forum @ Sidgames.com about how the minor civ thing worked out in the game. Here's fluffy's response.

quote:
Minor races are probably the best new feature in BOTF - really the only major new idea.

In general, a minor race has one "special" building that it can contribute. The special building does something like improve research in a particular area, increase morale, improve that planet's industry, or something.

The minor races, when independent, function basically as miniature empires. They never colonize or invade other planets, but they can maintain their own military forces. Each minor race has its own technology level - some of the technology levels are extremely high and better than anything you might build your own for most of the game, and some are barely out of the stone age.

You can either conquer a minor race, or convince them to join you, or leave them independent and trade with them, etc. You can even ally with them. Different minor races react differently to the various major empires. Some like everybody (there's one that immediately joins you the minute you encounter them) whereas some are picky about who their friends are.

If you end up owning a minor race (either by them voluntarily becoming a member of your empire, or by military conquest) you get whatever's on their planet when they join, and then their planet acts like a member of your empire. If they are low tech you can upgrade them, and if they are high tech they will soon be a rather important member of your empire. :}

Minor races that voluntarily became members can voluntarily become un-members again, but that doesn't happen too often. If you conquer them, on the other hand, they will riot and sabotage things and generally carry on; but this is controllable. Empires have different abilities with respect to minor races- the Federation has a great advantage in persuasion, allowing minor races to more easily join, whereas the Cardassians are very efficient at keeping the slaves under control. Klingons aren't particularly good at either of those, but they fight so well that taking over minor races is much easier. And the Ferengi can make so much money trading with them that letting them be independent is almost as good as getting them to join.


Diodorus Sicilus
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posted June 01, 1999 11:46     Click Here to See the Profile for Diodorus Sicilus   Click Here to Email Diodorus Sicilus      Edit/Delete Message  Reply To & Quote Message
- First Post in this Thread-

Some of what I'm going to say will repeat things I've posted in other threads, but since this seems to be the place to bring them all together, here goes...
There are several major problems with having a mass of civilizations playing at the same time in a single game:
1. Telling them apart. My computer doesn't always differentiate enough between "barbarian red" and "civ maroon" in CtP; what's going to happen when there are so many civs that they have to use chartreuse, puce, and vermillion?
2. One of the major features of the game is Exploration (the others being Advance, Build, and Conquer). If the map is stuffed with civs, no goodie hut/monolith/ancient ruin will survive the first few turns undiscovered, takng a lot of the fun out of "wandering the map" later in the game. Also, everywhere you wander you'll hit a civ border very quickly. The only way to keep the relationship between civs and map we have in the games now would be a massive increase in the size of the map. This is not an intrinsically bad thing, but now we're looking at huge Sav. files, increased loading times, and a general slow-down of processing. Can we afford that?
3. Historically, very few Civs had cities in 4000 BC, or anywhere near that time. Now, some have suggested moving the starting date back to 6000BC or earlier, but I have't heard any suggestions for moving the date forward, truncating the early part of the game so that everyone starts with a chance to build a city.
I think the answer to the Multiple Civs question is more Variety of civs. Right now, everyone follows pretty much the same pattern: build cities, go for the Major Wonders and Advances, get ahead of the opponents in Tech, build Spaceship/Wormhole, whatever, Win. Let's mix it up a little:
1. Nomadic Civs
I posted this elsewhere, but here's a summary. You start with a Tribe, not a Settler. Tribes have a radius lke a city, but they can move (slowly). They exploit the terrain differently: no agriculture, but hunters in the woods, herders on the grasslands and plains. They automatically generate Warriors or other military units from their population (military skills are part of survival for everybody). Certain Improvements (permanent structures) would be impossible, but they could have alternatives, for example if they have enough food surplus they can put some of it into Increased Production (folks don't have to work for food, they can sit around fabricating things like weapons, trade goods, etc).
They would be major traders, and should have an advantage in "borrowing" Tech from setled Civs they contact - and possibly spreading them to other Civs in trade routes.
Eventually, the Nomad civ would have to settle down, because Gunpowder, for example, pretty much requires fixed installations to manufacture. But they could do this either by starting their own cities (which the Scythians did in the Crimea) or by conquering other cities (which durn near all of the nomadic civs did!). This would give a valid alternate starting civ for a lot of the early players.
2. Vary Civ's starting Tech level based on where they sart. Terrain influence has always been hugely underestimated in the Civ games (and some other games I could mention, like MicroSwamp/ESs AoE). The characteristics that made a Phoenician or Egyptian civ were based largely on the surroundings they had to work with. Egypt had a large river and a requirement to irrigate, the Phoenicians had a lot of seacoast and unfriendly interior terrain.
We can either start Civs in terrain appropriate to their historical beginnings, or vary their starting Tech based on the terrain they start in. The first leads to somewhat stereotyped Start Positions, but historical development (no Seafaring Mongols, or Jungle-dwelling Romans for instance), the second to more randomness in how you play (I picked Vikings and ended up in the middle of the desert with Chariots, oops!)
One compromise would be to allow the player to choose which he wants to play from the beginning: select Historical Civs, and startng positions would be based on the historical terrain and conditions. Select Random Civs, and your civilization, regardless of the starting name, would develop according to the random terrain it starts in.
Examples of varied starting tech/conditions:
1. Egyptians
start in 4000BC with Irrigation, Agriculture, and possibly with a city already built. They have the government type Divine Monarchy and Organized Religion. They start on a navigable river, surrounded by desert and/or mountains. In other words, their farmable land is limited without irrigation, abd they are relatively isolated from neighbors.
2. Celts
Start in 4000BC with Metal Working (copper, no Bronze yet) as nomads with a Elected Chieftain in a forested, hilly terrain. Their Warriors will have better Morale (SMAC-type multiple level system is a MUST) than Egyptian farmers, and there are more resources readily available without having to "terraform" the terrain around them.
The Egyptians would have pluses when attempting to research things like Masonry or Construction (they built some of the first large stone buildings in the Near East), while the Celts and other Nomads would have an advantage in developing Trade and certain weapons (advanced bows, swords, etc).
Along the same lines, Barbarians must be much more versatile than they are now: you should be able to trade with them more, and a Barbarian-captured city if not recaptured should develop into a new hybrid civ: use shields divided into two colors: one the original Civ color, and Barbarian Red. This would solve the problem of including Civs in 4000BC that didn't exist until millenia later, like French or Americans.
Even with a relatively small number of civilizations, perhaps between 7 - 10 starting civs, by increasing the variety of starting positions and development paths we can get the equivalent of a far larger number without having to monstrously increase the size of the game to keep the goodies in exploration and contact.

Eggman
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posted June 01, 1999 13:13     Click Here to See the Profile for Eggman   Click Here to Email Eggman   Visit Eggman's Homepage!   Edit/Delete Message  Reply To & Quote Message
You can avoid the similar color shield confusion caused by large numbers of civs at the same time by implementing shields with multiple color designs. The UK's Union Jack is hard to confuse with anything. And I am sure that there will be an option to play with as many or few civs as you would like so that it really not an issue.
NotLikeTea
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posted June 01, 1999 13:55     Click Here to See the Profile for NotLikeTea   Click Here to Email NotLikeTea   Visit NotLikeTea's Homepage!   Edit/Delete Message  Reply To & Quote Message
Flags are fine, but how do you display them on an overview/replay map?
Harel
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posted June 01, 1999 14:22     Click Here to See the Profile for Harel   Click Here to Email Harel   Visit Harel's Homepage!   Edit/Delete Message  Reply To & Quote Message
Ok, ok, I know. People love to include THIER own civ's. But I mean, really Cartegia, CANADIAN?! I won't even talk about Americans, they ridicolous entry is allready widely accepted. But canadians? A culture?! Huh?
I you ingnored one of the most vital civ's, my civ, that only CTP chosed to bring into existance: Hebrew. I mean, how many culture DID we have in 4000BC? We were here... Not the bloody canadians...
Here are the true civ list:

Gauls
German
Minoun
Babylonions
Persian
Hebrew
Zulu
Egyptians
Pheonicans
Byzants
Vikyings
British
Chinese
Japanise
Aborjians
Indian
Aztec
Maia
Inca
Russians
Monguls

The rest is just popy-cock, they didn't exist back then.

NotLikeTea
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posted June 01, 1999 14:48     Click Here to See the Profile for NotLikeTea   Click Here to Email NotLikeTea   Visit NotLikeTea's Homepage!   Edit/Delete Message  Reply To & Quote Message
I agree about canadians not being a valid civilization (you didn't have to be insulting, eh?), and your list looks good.

There is a major problem, though.. how many Vikings do you know today? How about Minoans?

If you look around today, about half of the civs in the list are around in one form or another. But is would also be wrong to dismiss America. They are not a "civilization" but none the less, they are a superpower. Perhaps THE superpower...

The American were originally British, which is on your list. Obviously, having them as a permanant civilization is inaccurate, but having only the old civs is also inaccurate. Somehow, the ebb and flow of civs over time must be represented. Civs just don't last thousands of years, they die, split, merge, and reform.

[This message has been edited by NotLikeTea (edited June 01, 1999).]

Ecce Homo
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posted June 01, 1999 15:02     Click Here to See the Profile for Ecce Homo   Click Here to Email Ecce Homo   Visit Ecce Homo's Homepage!   Edit/Delete Message  Reply To & Quote Message
I think I wrote this in the former Civs thread, but it wasn't summarized here.

There shouldn't be a civ called "Vikings".
No tribe called themselves "vikings" - a viking was any Danish, Swedish or Norwegian sailor in the 9th and 10th centuries.

Instead, the Danes, Norwegians, Swedes and Finns should be included (not necessarily all of them - they are not that important).

Harel
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posted June 01, 1999 15:12     Click Here to See the Profile for Harel   Click Here to Email Harel   Visit Harel's Homepage!   Edit/Delete Message  Reply To & Quote Message
Insulting... maybe. Got a bit upset, i guess. I mean, the hebrew people are the origin of most civ's on Earth, and is one the oldest civ's on Earth. It's annoying people seem to forget about us. But, you agree my Earl gray that the Canadians are not a culture in any spectrum, not even CTP too-wide spectrum.
however, about what you said we need to show the civ's around history. Well, we start at 4000 bc, so we can't just can't show americans in 4000 BC when they only appeared in the 16-17 centaury.
What CAN be done, is have the spawing cultures after the names of the newer civ's: Minoun will break into greek and roman, british into Americans, Gauls into French. However, this is the starting list.
By the way, I streched the time period greatly. In south America, i should have only included the Maia, as the Inca ( and mostly the Aztecs ) are the products of later times.
This also applies for Arabs, Viking, British, Russian, Chinese ( The state Chi was erected by former Persains and monguls ), Japanise and the Byzants.
Also, not to forget, the the Indians ( can't think of one GOOD tribe to mention ), were the by-products of the expanding south-america cultures.
The list should be:

Maia
Gauls
German
Mongul
Egyptains
Hebrew
Persian
Pheonican
Minoun
Zulu
Aborjians
Babylonian

The rest can be programmed into the data-base, and can be switched over time. For example, an AI minoun
"The minoun had a rebellion, and from it ashes comes from a new culture: The greek".
Then, all the names of the greek will be used for that AI.

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