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Author
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Topic: SOCIAL ENGINEERING/GOVERNMENT (ver 2.0): Hosted by Bell
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Harel Civer
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posted July 23, 1999 07:39
Civ III, unlike civ II would also include multi-player. Therefor, we also must think about the human vs human race. 8 cities, while not being big, is by no measure a "minor" civ. And no, I don't mean the concept of "minor" civ that was suggsted in LordStone thread, and Idea i support greatly. That suggestion said that "minor" civ have limited diplomacy and other options. "Small" civs are just like thier bigger contarpart it options, they are just on a much reduced scale.The bonuses won't be too big or too small. I will give an example: a 1 city civ, with all the require upgrades, wealth SE, all trade she can have, and the suggested upgrade. 10 city civ, no trade, no buildings, no nothing. The bigger civ would still produce more cash, but just a little more. The smaller civ could rival the bigger civ by just one topic. Her armies would suck, her technology would suck, but she would have enough money to go on. And since she has all that money on one city, that city could bloom. Ofcourse, the bigger civ would still be mighter and could just take over the smaller one. But her trade would have sufficent appeal to let her stay alive. A military small civ would posses units ( if she choose the upgrade "power" SE ) this get +3 or +4 to morale. Now, this isn't enough to fight an army ten times your size, but it would balance things more in the favor of the smaller civ. The size of the bonus is around +100% to the Value SE from SMAC. If power gave you +2 morale, +2 support -2 eco, the upgraded one would give you +4morale, +4 support, -0 eco ( the negative would also be elminated ). This size of bonus is only to one or two cities. Bigger small civ would get a much smaller bonus. This isn't enouhg to totaly offset the game, but it would balance things more. About the "Wonder race". A bigger, human controlled civ would just buy off the wonder first. We aren't just playing VS AI. The point is, to build a strong city you need an economical backbone which is from other cities. About the turns: the year value does not matter. What I mean is, that unit movement and production should be twice of three times faster in compersion to the other time scales on civ: the rate in which you build buildings, your city increase it's popultion or you research tech. Therefor, this way we can "feel" it's the middle ages because you will have enough time to build, and move a huge fleet of knights before it's allready muskets. |
Flavor Dave Civer
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posted July 23, 1999 12:41
OK, so now it seems that you're saying smaller civs should get a bonus so that a small civ can survive in multiplayer. I have no opinion on that. But I still think that for you vs. the computer, it is either a bad idea (if the bonuses are big enough) or a pointless idea (if they aren't big enough.) |
Harel Civer
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posted July 23, 1999 14:21
More then in multiplayer, I wanted the bonus to enable the human player, when playing against the AI not nessecry be the expanstionist one. In civ II, when playing the comp you had to strive in order to be the biggest civ on Earth. With this bonus, you can play "perfectionism" not as a fetish method but as a truly possible way to play the game. You mentione one player who played with one city till the 1821 AD. Well, what if you could play the game, not not lose when you are 1 city? You can still win. You can ally up and build the starship to AC with someone, help your allies with resources to kill all the other civs, or being so popular that you win by being elected president. I want "perfectionism" to be effective.Therefor, I belive the best middle-ground it to until limit the bonus to human players. Either to multiplayer or limit it to you when you play against the comp. |
Flavor Dave Civer
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posted July 23, 1999 15:35
1. Harel--you misunderstood--the player didn't SURVIVE until 1861 (not 1821), he WON THE GAME!!! That's when he landed on AC. 2. "In civ II, when playing the comp you had to strive in order to be the biggest civ on Earth."I'm sorry, but you're just wrong here. It is a very effective strategy to build a 8-10 city perfectionist civ. And even a guy like me can make this work at 5 cities. I've done it many times. It's a fun, fast game. That's the problem I have with your whole premise. When playing a small perfectionist strategy, you DON'T NEED THE HELP!! Really, trust me, Harel, you don't. If you did have to be the biggest and baddest to have a chance to win, then you'd have a point. But you don't. You've again stated that you're just trying to give small civs a chance, but the small civs do just fine without your help. What you are suggesting will just make the following strategy funnel mandatory for excellence: 1. Build science city. 2. Build the Oracle. 3. Stop at ~8 cities. 4. Build lots of settlers to perfect your terrain. 5. Give your cities all the key improvements. 6. Go republic once you have some trade routes and marketplaces. 7. We love to size 8. The game at this point is over. You haven't even gotten to monotheism, but your science rate and tax revenue and production are already so awesome that you can get every key wonder you want. Try playing this way without the bonuses you suggest, and see how powerful it is. Then you'll realize that the human doesn't need the bonuses you're talking about to make a 5 or 7 or 10 city civ viable. And with the bonuses, it's just flatout simple. |
M@ni@c Civer
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posted July 23, 1999 17:32
Flavor dave : I want to upgrade small civs to make world conquest less desirable(I agree one nation conquering the world is unrealistic), trade more profitable and off course to make small civs more realistic, not to make it easier for human perfectionist players. Although it is possible to win with only 8 cities ( I have too won with one city in SMAC.), the AI tends to be unfriendlier to you than when you're a large civ. This should be solved in Civ3. They should be friendlier to you if you are a big trader.Harel, instead of saying 1 city 50% bonus and 5 cities only 25% bonus, wouldn't it be better to make a City State SE choice. +20% Food production, +20% Industry, +20% Trade, but -4 Efficiency. Very bad for civs with even only 8 cities. That would also solve the problem of 'how many cities should a small civs be allowed to have on a huge map?' because on a huge map a city on 30 squares of the capital has much less corruption as the same city on a tiny map. In SMAC anyway. The Minoan Kingdom lasted from 3000 to 1500 BC. They had trade with the OLD Egyptian Empire and with the Greeks. Some (I don't) think they had conquered Athens. They had a big war and trade fleet and they did get conquered by some barbarians in 1400 BC because they had no army ANYMORE. Because their civilization was destroyed by a vulcano eruption in 1500 BC. Some (me too) think that's where Plato got his idea for Atlantis. |
Theben Civer
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posted July 23, 1999 17:40
Forgive me if I interrupt you two. I didn't read everything (been away for 2 days) but it seems the real problem is that small AI civs are too weak for Harel's taste. Single-city player civs are quite capable of winning civ2/SMAC &/or at least causing AI civs much grief in the process. What he wants is basically a smarter AI, yes?There are other ways to save small civs from the expansionist's axe: -Better alliances (Q: Why didn't Austria-Hungary attack Serbia? A: They're allied w/ Russia!) -More realistic support needed for troops & supply routes, which would be more expensive away from home territories. -Unhappiness at home when troops start to die. This should be ignored when defending your own territory (more likely to benefit a small civ). -Democratic societies & troops less willing to engage in wars without moral justification. |
M@ni@c Civer
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posted July 23, 1999 18:05
How do you think you can tell that AI to defend his ally's City instead of attacking his ally's enemy territory? To make it worthwhile for large civs having smaller allies you should still have trade bonuses and some other benefits. |
Flavor Dave Civer
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posted July 23, 1999 20:47
"Flavor dave : I want to upgrade small civs to make world conquest less desirable"Why? If you don't like to win by world conquest, then don't do it. Essentially, you're saying that since YOU like going to AC, since YOU don't like world conquest, you want to change the game so everyone else has to play your way. Do I have that about right? theben, actually, Harel is saying that when the Human player is small, with 5-8 cities, the Human is too weak. He's NOT talking about the AI civs, as near as I can tell.
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Theben Civer
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posted July 23, 1999 21:43
Maniac, In SMAC you can tell an AI faction to attack a certain city. In civ3 maybe you could tell an ally to defend a specific city. As far as the AI telling another AI civ what to do, I don't know. That's up to the programmers. Also in SMAC having trade pacts with different civs is more beneficial than if you have a trade pact with 1 large civ, as each city can have but 1 trade route per faction. If something similar to this is used in civ3, the trade benefit is built in.Flav Dave, if that's true then I disagree. |
M@ni@c Civer
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posted July 24, 1999 14:44
Flavor Dave : In some of my Civ2 and almost all of my SMAC games I win by conquest. You're wrong I don't like conquest. For me conquest is some pleasant distraction between the serious work of city management. What I hate is that conquest is too easy and too safe.too easy : solution : better AI too safe : The problem is conquest has no bad side effects. So everyone conquers and conquers (me too) as if it's the most normal thing in the world. At the end of the game you control most of the world. Very unrealistic. I want to fix that. 1)In SMAC after 50 years your people become as happy as the ones of the cities you founded. You should have problems with 'nationalists' throughout the rest of the game. +you should have revolutions in the conquered cities. That would eliminate my tactic of leaving the middle of the empire almost undefended, because you should always have an army nearby to suppress the revolutionists. If you have to keep troops in your own territory, you could spend less time else. This is more realistic. 2) I have witnessed several times that AI Civs switch from war to alliances in a few turns. Bad. 3) Having a city is better than not having a city. That was always true in CivX. In reality it isn't. People work harder for their own or for their country. It's better to take as much advantage as possible of a country and let it alone the rest of the time, as USA does with Israel, than to actually need to control it. Economic alliances and trade should be upgraded so trading with a country is more beneficial than to conquer it and loose the trade. I want to make conquest less desirable because conquering the world is unrealistic, not because I don't like conquest. [This message has been edited by M@ni@c (edited July 24, 1999).] [This message has been edited by M@ni@c (edited July 24, 1999).] |
M@ni@c Civer
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posted July 24, 1999 16:03
I finally got some free time to think about my SE model. I made one! It's off course only a blueprint and it is open for alteration. Only testplaying can verify if the model is good.First of all you should know that I want to multiply everything in Civ3 by ten to allow more precision. If you do that you can allow technologies(eg Crop Rotation, Horse Plowing(before the Renaissance oxes were used to plow)) to increase food production in a terrain by 10%(grasslands produce 22 instead of 20 food). That similates the continual search for better food production. In SMAC Industry made things cheaper or more expensive to build. I would let it increase or decrease the Labor(see Economy thread for more info about Labor). I think you should be able to research technologies simultaneous. One of each category à la explore, discover, build, conquer. There should also be a window where you can edit how much of your research points you put in every category. "That increases the time between discoveries." you say. No, because I find the tech tree should be enlarged to 300 techs and therefore the price for each tech reduced so research speed is the same. How can you find 300 techs? Take a look at all the historical Civ2 scenarios on the web and you've got them. Why 300 techs? More realism and precism. I know all the above shouldn't be on the SE thread, but it's necessary to know because I based my model on it. So, let's first introduce the SE factors. |
M@ni@c Civer
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posted July 24, 1999 16:28
Police.First this : There are 5 types of citizens. Aristocracy/Elite : other name for happy citizens, produce 50% more food,labor and trade than normal. Plebs/Workers : other name for content citizens Proletariat/Drones : other name for unhappy citizens, produce 50% less Revolutionaries : other name for very unhappy citizens, produce nothing Specialists : Entertainers, Taxmen,... Cities riot when there are more proletarians than aristocratians. Revolutionaries can cause revolting and creating another (minor?) civ. Declaring martial law means all people become workers for ten turns, similar to nerve staple. In all Civ versions I wundered why airplanes caused unhappiness. The reason a manual gave me was that it was because the pilots had to do practice flights. That caused unhappiness. Is that a reason?????? I think airplanes cause less unhappiness. As long as a democracy(Western countries) is bombarding another nation(Serbia, Iraq)no problem. It's only when they want to send ground troops, there comes trouble. That's why I think Air units should cause less unhappiness. With allies I mean simple allies With pact nations I mean civs that are in your multistate-coallition(eg NATO, probably possible in Civ3). There should be at least 4 civs in a coallition. There should be a council proposal à la SMAC possible to or not to allow nuke use. Police rate can effect population happiness. +3 : 3 units can act as police. Police effect doubled. +2 : 3 units can act as police, each keeping one proletarian content. +1 : 2 units can act as police 0 : 1 unit can act as police -1 : 1 police; can't declare martial law(=MW). -2 : no police and no MW( also no MW for all lower police rates) -3 : every unit, except the first, out of your or your allies' territory causes one drone. -4 : every land or sea unit out of your or your allies' territory causes one drone; every air unit beyond the first out of your or your allies' territory cause one drone. -5 : land or sea units out of your territory two drones; all air unit beyond the first out of your territory cause one drone; all land/sea units out of an allied city but in their territory cause one drone. -6 : land/sea out of your territory= two; land/sea/air out of an allied city but in their territory = one -7 : land/sea/air out of your territory or allied city= two drones( also for all lower police rates) -8 : you (or your senate,depends on Morale rate; later more about this) must ask permission to your pact nations to send ground or nuclear(if allowed by some agreement)units to an enemy. 1/2 must agree. -9 : same blah. 3/4 must agree -10 : same blah. all but one member must agree -11 : Everyone must agree!!!! [This message has been edited by M@ni@c (edited July 24, 1999).] |
Harel Civer
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posted July 24, 1999 17:03
To flavor dave:I have a confession to make. I AM a perfectionist. I am the one who picks the psilon at moo, the guys who build the super-armies at SC ( but get swamped by rushes ), the one who likes to mend it cities in civ. So, I KNOW but you mean about winning with 8 good cities. This method would be very hard however, against human players. But, that's not what I mean. You need to understand, flavor dave that I am not talking about a civ for 5-8 cities. NOT AT ALL. That civ is maybe not big, but neither is it small. Nay, when I say "little" civ I mean a civ of one or two cities ( maybe three is VERY big maps ). Thats it. And you have to admit, that winning with one city against HUMAN players ( and AI, if they were good ) is very hard. About the player who won with one city at 1821 AD. I can tell you one thing: he played at easy level. How do I know? Beacause I did, several times, a similar thing at moo. I became to good at that game ( always won even with 8 players, impossible ) so I did the following thing: set the game to easy level and begun playing the entire game without leaving my home solar system. I won, btw. BUT, there are some problems with that: A. You need to be a very good player, and not everyone are that good. B. We both know you can't really win at a hard level. C. That method would NEVER, EVER work against human players, mainly when you start to build the space ship. But lats leave that behind. We talks about realism and playability. Well. Small civ, we all agree, are better orginised. You can effect and shape your populas easily, and you can direct your economy into much narrower regions more effiecently. Big nations can't offord to specilize in one thing like smaller nations can. Nor, even if they try, can they do that with the same success. This is true in real life. Adding this to the game would make it too realistic. Even if the bonus would be very small ( usless, as you say ) we added another side of realism into the game. So, add a simbolic bonus to minor civ. Doesn't have to be very big: a +50% to the value bonus and no SE minus from the value ( the other still give a minus ) to a one or two cities civ ( no more! ). Hardly big, and it will: A. Encourge trade and diplomacy. B. Increase game ballance. C. Allow perefectionist players to play easier. D. All more realism. To Maniac: About the Minouns. The "old" egyptain empire lay "south" of Thebes, many many kilomters along the river nile and very far from the ocean. A trade between the two nations is hard to imgine. The minoun hardly took over Athenas as the greek culture was created years after the minoun pitfalls. However, the greek used the minoun relics for the source of culture, architecutre and social structre. Our entire wested civilaztion derives from the minoun, not the greeks. The minoun were a peaceful nation and hardly knew off combat. They had almost no troops. Check with diodorus scilus, he is the historian  |
Cartagia the Great Civer
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posted July 24, 1999 17:27
It has been segested, recently, that instead of you choosing to change governments, if you would, instead, have to go through and amke changes to prepare for the government switch. For instance, to go from a Monarchy to a Democracy, one would need to make social and economic changes before being able to change the government. I found this to be a good idea, but would also like to add a few ideas to the fray. For instance, what is society demanded changes? Let us say that I am a Monarchy, who is a medium sized power. My people are growing un happy, and I don't have the resources to make entertainers, without killing off my people. I go to the Social advisor who tells me that they are demanding more say in government. In responce to this, i call a parliment into existence. Being just created, and having been a token gesture, I would set the Parliment's influence to Little or none. Over time this might happen over and over again with people demanding more and more controll in the government and, more or less, forcing you to grant it to thme, until the Parliment would be a major factor in the game. It could stop you from doing certian things and take over certian functions of government. You may not like this, wantign dirrect control over every aspect of the game, or you may allow it, wanting them to be able to pick up certian functions, and allowing you to turn your attention towards other things.v If you do NOt like it, you could attempt to limit the power of the PArliment, but you might suffer some large scale un happiness. there would, of course, be other options, perhaopse cahnging to a Fachist government or something else, or changing into a Democracy *shrugs* I don't have ALL of the details worked out. Likewise, if you DO attempt to change govenrment,s people might not enjoy it. Let us say you try to go from a Monarchy to a Democracy, but it happens far to soon. your people may not know how to function under this new system and it would collapse. |
M@ni@c Civer
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posted July 24, 1999 17:42
Hare : In 3000 the Southern Egyptian Empire under Menes Narmer conquered the Northern Egyptian Empire. The two Egyptian kingdoms became united, so that means access to the sea. The old Egyptian empire lasted from 3000 to 2130 BC. The middle empire lasted from 2000 to 1640(Hyksos attack Egypt and bring the wheel and chariots with them). The new empire is from 1550 to 1080.I said the Minoan civ lasted from 3000 to 1500 BC, so I think there's plenty of time for trade. You're right. I don't think the Minoans conquered Athens. About that army, I'm not sure, but they were a sea people with a fleet! Because they didn't build city walls, does that mean they didn't have an army. Why don't we invite Diodorus Siculus? Or do you get your information about Crete from him? Cartagia : What does the world 'amke' mean? [This message has been edited by M@ni@c (edited July 24, 1999).] |
M@ni@c Civer
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posted July 24, 1999 18:47
2)Next Social factor : SupportFirst I want to say that decide a normal level of support is difficult. That's why I didn't determine one. Perhaps after playtesting... BTW Firaxis has to do something! Secondly I think every unit should have a different support. With the everythingx10 system this easy to do. For example a transport or an explorer unit should have a smaller transport than a battleship or a knight. Thirth I think support should be a matter of regions, just as food distribution and resources(but not labor and trade) What is support? : every unit needs a certain amount of food and resources(see Economy thread for the difference between labor and support) +10 Support : a city/region can support every unit free up to city/region size. +9 : Support decreased with 90% ... +1 : -10% 0 : normal support level -1 : +10% ... As you can read I can't write much about support. [This message has been edited by M@ni@c (edited July 24, 1999).] |
Bell Civer
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posted July 24, 1999 22:36
***THREAD CLOSED*** ***THREAD CLOSED***This thread is continued at SE/G 2.1 | |