|
|
| Author | Topic: CIVILIZATIONS (ver2.0): hosted by LordStone1 |
|
LordStone1 Civer |
The Big List of Ideas for Civilization III: Civilizations (ver 1.0, 1.1) By LordStone1 (LordStone1@yahoo.com) I. Number of Civilizations Included I wish to thank Yin for setting up the whole system, and to some of my faithful visitors of this thread: Snowfire, Ecce Homo, Trachmyr, Eggman, Travathian, Freddz, Imran Siddiqui, HolyWarrior, Stefu, Darkstarr, Kmj, Diodorus Sicius, the Octopus, evilconquerer, Mo, Utrecht, crusher, Paul, NotLike Tea, CormacMacArt, Isle, VaderTwo, delcuze2, E, monolith94, Aharon Ben Rav, St. Leo, Cartagia the Great, PhotonMan, Harel, Transcend, paraclet, Kris Huysman . I. Number of Civilizations Included I asked how many civilizations should be included in the gaming software. But from the response elicited, this is not a real priority. Seven civilizations from each of the ages included in the game (Travathian) “Hundreds!” (Eggman) As much as Firaxis can reasonably squeeze in, but it shouldn’t be a priority. (Freddz) II. Number of Civilizations in One Game Civ II allowed you to play with seven civilizations. CTP upped it to eight, but by tweaking the files, you could jack the number up to 32. However, from the responses, it is assumed that the general agreement is that there should be a choice ranging from three to thirty-two or more. It should be easy to change it – perhaps in the startup stage of the game. Give the player the choice: see how their computers can handle it. At least 32 civilizations should be playable at one time. Otherwise, it is a step backward from CTP. (Eggman) If I wanted to play with 100 or 200 civilizations, I should be able to do that. (Paul) Have a drop-down menu ranging from 3 civilizations up to - and possibly over - 32. Include a warning message if one exceeds the number of civilizations recommended for enjoyable play according to his/her computer specs. (LordStone1) III. Special Abilities Civ II did not offer any civilizations any special abilities. Neither did CTP, so the only difference between one civilization and another was the color, the architecture, and the AI personality. However, SMAC had seven distinct factions, each with special abilities. We discussed whether this idea could be implemented in Civ III.
Special abilities should be optional - you can turn them on or off. It also should play-balance. How about having civilizations “earning” advantages? Over a period of time, you could acquire points which you could spend on whatever particular advantage you want. (Eggman) Give them a tech in what they specialize at the beginning of the game. (Imran Siddiqui) 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 each other. So, different civilizations should have preferences, like this civ would take the Conquer option if this was a choice given. (NotLikeTea) Give them different motives, a la SMAC’s “Discover, Build, Explore, Conquer”. Perhaps, make the British strong in Math and Economics, and Greeks with Philosophy. Give them ‘focuses.’ (Snowfire) How about this: about 1000 years into the game, once you’ve had a chance to explore around a bit, a screen will pop up allowing you to customize your civilization. However, there would be a limit of two or three items that you chould change, and each advantage has to be offset by a disadvantage. This could be made part of a larger social engineering area. (VaderTwo) Possible Cultural/Civilization Emphasis(es) by VaderTwo: Have differentiated civilizations: Say, Mesopotamia has a start with a greater emphasis on agriculture, but have them decide where they want to lead their civilization. (The Octopus) Each civilization should be very different from each other - otherwise, why choose one civilization over another? Have +1 research, -2 economy, etc. (evilconquerer) Lump civilizations together in categories of civs, like “Warlike” would get Bronze Working while “Peaceful” would begin with Alphabet. It would be like how the white civilizations were always expansionist in Civ II, the blues more peaceful. (LordStone1) Have them form special abilities over time - if one civilization has been warring for a very long period of time, they should begin to grow special abilities favoring them in war. If you build a lot of boats, you get better at seafaring. (Freddz, NotLikeTea, delcuze2) However, some should be exclusive. It would be dull to artificially train to be good at everything. Being exceptionally good at one thing should take up enough resources to preclude experts in everything. The “special abilities by doing” idea is a popular idea. Have special abilities be assigned based on geographical starting positions. For example, if your first city is near a desert, that civilization can get Irrigation as their first free advance, or get +1 in farming. Build on that idea. (Diodorus Sicilus, CormacMacArt) These attributes should be limited, however, like a single tech or a +1 bonus in something. This will solve the problem of offending anyone by giving out racial attitudes. (Bell) Everyone seems to like this idea. IV. Personalities for Individual Civilizations One of the things you could always depend on in Civ II was that you had to squash the Mongols and the Russians immediately, since they were aggressive, expansionist, and extremely warlike. Should this be carried onto Civ III? Each civilization should have a distinct personality. When playing on the Earth map, the personalities should mirror the real-world ones. However, on a random map, the personalities should also be randomized. (Travathian) For example, “Isabella of Spain should be a total bitch” on the Earth map, but not on a random map (Imran Siddiqui) Allow personalities to change over the course of the game. A semi-warlike civ can become a pacifist if they lose a big war. The Babylonians can become warlike if their borders are threatened. (Mo) It would be interesting to have different personalities for one country based on whether the leader was male or female. Stalin would be more warlike, while Catherine would be more enlightened. (Cartagia the Great) Have a randomize option on the menu like on SMAC. (Freddz) V. Civilization “Feeling” in Civilization III The only thing that separated one civilization from another when playing was the color of the shield and one of the four architectural options. We discussed whether this concept should be expanded, so that you get more of a civilization-ism feeling that you are playing the British, not an orange civilization. Allow unique individuals from certain civilizations pop up as random events. For example, if you were the French, Pasteur would pop up as a random event and give you a science boost. But Pasteur wouldn’t pop up for the Aztecs. (the Octopus) Replace color-codes with flags. Britain should fly the Union Jack, not some orange shield. (Eggman) This would help if we had 32 civilizations – more variety of colors. Allow historical names to be used for specific units. The Japanese could have the Samurai, while the Greeks have the Hoplites, and the English their Knights. But all three would be the same unit, just different names. (Shining1) It is important to be able to tell apart civilizations if you choose to use colors. What happns if you have so many civilizations you have to use red, maroon, chartreuse, puce, and vermillion? (Diodorus Sicilus) Implement different shield designs, like with multiple color designs like stripes, polka dots. (Eggman) See Minor Techs in Section VII: Other VI. Major/Minor Civilizations Obviously, this is a very new and radical idea. People are split on this topic, but we are definitely leaning toward allowing minor civilizations. The big issue are what abilities do the minor civilizations have? Overall, this seems like a very exciting innovation and would greatly enhance the realism of Civ III. You should consult Microprose’s Birth of the Federation team on this issue. They can probably help you out. (LordStone1) -You start off with 6-8 major civilizations, and you can choose the settings for minor civilizations: none, same # as major civilizations, double the number, etc. How about, every time a city revolts, it becomes a minor civilization? (E) -Reduce what minor civilizations can do – it will also reduce the algorithms.
How about having them control ONE city? That city should be very developed, have a lot of farms, and wide borders. They could merge with other civilizations. They cannot wage war but they can defend themselves, and they can’t sign any treaties except for trade. (Harel) No. If a civilization begins in a bad location or is under an inept government, it will stay a minor problem. Let history play itself out. “History Rewards the Strong.” (Utrecht) It should be included, but not using different civilizations. If you have around 30 cultures available, you can then have 16 as majors and another 8 as minors. (Shining1) VII. Others Well, other stuff that didn’t fit anywhere. Don’t always start with Despotism as your government. You should have a choice at the very beginning: Tyranny, City-State, or Tribal. (Cartagia the Great) Colonies should be able to be built, or conquered cities could be converted into colonies. They would produce more trade and more capital, but be slightly more expensive to defend, and the people would have a better chance of rebelling than other cities. If they did rebel, they could take neighboring colonies (even some of other civilization’s colonies) and create a new civilization. (Cartagia the Great) Make civilizations more spread out in starting positions. In Civ II, the historical starting positions sometimes put six civilizations in Europe and one in America. (crusher) Pop in a (perhaps unpaid) historian on the team to do research into civilizations like for city names, leader names, special scientists for those random events, etc. See Appendix I. (LordStone1) Minor Techs should be allowed – each minor tech should have a single prerequisite. The minor techs cannot be researched directly. Each minor tech is a deadend addition to the technology tree. There is a small chance of the minor tech popping up randomly between the time where the prerequisite tech is discovered and the research into the next tech. Each civilization has a few minor techs that ALWAYS occur. China will always get “Ming Vase-Making” while Greeks would always get “Rowing Cushions” and the English the “Long Bow.” With the Long Bow, you could add your range to your Archers. Minor techs could also affect city improvements, components, WoW’s. This shouldn’t affect the game balance in any great extent, and doesn’t imply that one race is superior in one area than another. There ought to be two per civilization, and at least one minor tech for about 80% of the techs on the tree. (Shining1) Implement restrictions for expansions like in CTP – the government determines how many cities can exist in one civilization before problems arise. (Depp) Civ III should be able to read your computer and figure out just how many civilizations your computer can handle. For example, there would be a message: “You have a Pentium II-266 with 128 MB memory. You have chosen 20 civilizations. Your game will be moderately slow.” Or “You have a P-III. You have chosen seven civilizations. Your game will be very fast.” (Trachmyr) How about having a different kind of civilization in the game along with the normal, city-based one? Nomadic civs! You start with a tribe, not a settler. Tribes have a radius like a city, but they can slowly move. 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 for the population. Certain improvements would be impossible, but they could have alternatives, such as if they had xtra food, they could put in into Increased Production fabricating things like weapons, trade goods, etc. They would be major traders, and should have an advantage in borrowing techs from settled civilizations they contact, and possibly spreading them to other civs in trade routes. But eventually, the nomad civilization would have to settle down, because Gunpowder, for example, pretty much requires permanent structures to manufacture. But they could do this either by starting their own cities or conquering a lot of other cities! (Diodorus Sicilus) VIII: Civilizations Suggested One of the favorite pastimes of Civ players was picking over the choices of civilizations for the game. Obviously, that tradition continues to this very day! You must include the Arabs! They have been a glaring omission from Civ I and Civ II. (Imran, Eggman, Freddz) Include all civilizations that either (1) deserve it or (2) are fun. (Eggman) Include every civilization you sell the game to. (Darkstarr) Why not have an alien race that crashes onto Earth in the future? (crusher) They should be included on the basis of distinctiveness, geography, and greatness. But basically, I’ll be happy as long as I can include my own civilizations. (Shining1) Some civilizations should have a higher chance of being selected than others. If I was playing with 3 other civilizations, I would certainly be disappointed if they were Luxembourg, Andorra, and Liechtenstein. (Paul, Aharon Ben Rav) Perhaps have civilization names change over time, either in a pre-chosen direction or totally random. You could go from the Franks to the French, the Magyars to the Hungarians, the Slavs to the Serbs, Bulgarians, Russians, and so forth. But if the Franks had a lot of contact with the English, it could become the Franklanders or something. (Cartagia the Great) Others don’t like this. It would be too complicated. (Imran Siddiqui) Expand the roles of Barbarians in the games. Why can’t they trade? They can be like middlemen between civs. They could also become normal and start clawing for the top instead of randomly attacking cities and units. (Diodorus Sicilus) (Ecce Homo, Shining1, HolyWarrior, Stefu, Kerris, Trachmyr, monolith94, Cartagia the Great, Harel, Transcend, Diodorus Sicilus, NotLikeTea, Imran Siddiqui, CormacMacArt) Aborigines Appendix I: Historian Following the idea that a historian should be on the team, Diodorus Sicilus offered to take the position. Here is what he said: If the CivIII crew is looking for an Unpaid Historian, I’m not quite Unpaid but could be for them. His e-mail address is: ccsfort@earthlink.net Whew! Okay, if you got any problems with this, e-mail me, all right? Thanks! [This message has been edited by LordStone1 (edited June 17, 1999).] |
|
Cartagia the Great Civer |
Not really. My idea is for Civilizations, which had a ounger form, to be started in that form. The French would start as the Franks, and the Spanish as the Visigoths at the beginning, with the cities of the correct name. When the right technologies are found, these civilizations would ahve the choice to become the Civilization they changed into. The Franks could become the French or the Visiogths the Spanish. Or, if you chose, you could change thier name to something you preferd like the Franklanders, or something of that sort. City names would also upgrade at that point if you wanted to. This would be nothing fancy at all, nothing complicated, but it would add that extra touch to the game. For Civil Wars, and I bleive there should be Civil wars and not just after your capital is taken. When this did occure the name of the new nation could be a historical one, or a randomly choosen one. I would love to see the Confederates break away from the Americans |
|
Ecce Homo Civer |
Í am a bit sceptical to the thought about "evolving civs". All peoples (OK, not the Americans) have existed since the Stone Age, although they have not continuously been technically advanced and/or independent. |
|
Cartagia the Great Civer |
Your right, in one way or another, everyone has existed from the stone age. they were just part of a larger group (the Indo-European group which migrated from the Volga, of the Mass Slavic migrations) or so. Later these groups broke off and formed their own societies, and cultures, which have been elvoving up to them odern day. My idea would show case this, and allow you to change the name of your civilization at given points to reflect this change. After all the FRENCH have not been around since the Stone Age. However the Germanic tribes which eventually formed the Franks were, and the Franks then became the French. My idea wouldn't be radical, and wouldn't do a great deal to the game except add a bit more atmoshphere to it. It would just give you the chance to rename your leader, and Civilization at certian points. It wouldn't change your ratign with other Civilizations(MABE would update City names...MAYBE), but nothing else. And you could even choose not ot do it. For instance, if you were playing the Romans and you had the CHANCE to change their name you would not have to do it, so a Roman Empire COULD, conceivably, remain intact to thel ast stage of the game. If your palying the Birtons(who would become the English..or maybe it would be the Anglo-Saxons who become English...not sure) you could change until you were the British Empire. |
|
EnochF Civer |
Civilization makes a false assumption for its early game. When a civ sends out a group of settlers, and the settlers found a city, the new city is part of the original empire. In fact, this was not often the case. Settlers would indeed leave to found a new city, but only rarely would they remain politically or socially united with the original tribe. That was the whole point, really. If they wanted to remain part of the original civ, they wouldn't have wandered off, would they? It would take a ruthless despot to unite every city. Oh, but wait, we've got one: me. Never mind, then. The reason that sub-groups and things never form in Civ is because every tribe comes equipped with its own powerful, immortal dictator. Without that, you'd see the kind of dissolution of culture and language we're all familiar with. Which is, incidentally, why I'd rather like to see the demise of the Immortal Dictator angle, in favor of the Dynasty angle, in which every now and then you are notified of the death of one leader and prompted to name the next. Thus, Emperor Lincoln I is succeeded by Emperor Lincoln II, who is eventually overthrown in favor of Consul Arabas Lincoln, whose power structure is toppled by the theocracy of Abram, Bishop of Lincoln, who rules until the enlightened democracy of President Abraham Lincoln, which is then toppled in a crisis of war as Fuhrer Adolf Lincoln declares America a fascist state, and then Comrade Avram Lincoln's underground communist movement undermines the fascists, until finally President Abraham Lincoln III ushers in a new era of democracy. At each stage, you'd have the option of changing your new leader's name to whatever you wish, be it creative or silly, dignified or in aLterNaTinG cApS (yuch). Meanwhile, the other civilizations will be experiencing the same sort of thing. Every time one leader dies and another takes power, there is a chance that alliances will shift, treaties will be called into question, international relations may worse (or, for that matter, improve), etc. |
|
korn469 Junior Civer |
EnochF i totally agree with you on the dyanasty idea. every so often (55-70 turns or so) your leader should die of natural causes. there could be a funeral ceremony for your old leader and a coronation/inaguration ceremony for your new leader. also maybe make it extreamly difficult but a spy unit should be able to attempt to assassinate your current leader i was reading about what people thought about having different SE choices for your civilization and some didn't want them or some wanted them to change over time. if you have the Social Engineering choices determined by your leader it would change whenever your heir took power. if your reign was a brutal dictatorship your heir could either follow in your footsteps if you kept the same government type. (your civ keeps the SE modifiers) or your heir be a revolutionary and change some part of the government. and by changing things your civs inherent SE modifiers would change. educating your heir could be a cool feature in the game. determing who his teachers were (was it aristotle that was Alexander the great's teacher?) hiring a great philosopher to instill high morals in your heir, or have your heir learn at the feet of a machivelian figure. appointing him (or her for that matter) as an ambassador or if they joined the army would have an effect on what type of vision they would have for your civ korn469 [This message has been edited by korn469 (edited June 12, 1999).] |
|
Harel Civer |
EnochF had a good idea: dynasties are a good idea, but i doubt that "teaching" would be implamnted: it seems to be a bit more micro-manage then some are willing to put in the game: all in all, there are beter things to do. We can however, implamnt the realistic idea of evolving civ model into the dynasty concept. Everytime an emperor dies, every 50 turns ( or by assination )there is some chance ( depending how good he was, a bad emepror would increase the chance ) that the newer cities ( let's say, the last 20-25 turns? ) would revolt and make a new civ. Same thing when you change SE. Beside the revolts by gov replacing, you have a chance your civ will evolve into a newer type. This change won't effect anything beside your leader name and city names. If a change does accure, then the city names would start to be replaced, from the newest cities to the oldest one, in a ratio off: 20 turns = 1. This way, we can include all the civ's along history people wants ( with polynsians, polish, hungrains, and other small civ ), remain historicaly accurate, and show how civ evolved along history. |
|
Mo Civer |
Each leaders personality should be somewhat different from his predecessor. You could assasinate a warlike leader and hope a more pacifist comes to power so you can make peace. If there are a lot of unhappy citizins in the capital there should be a chance that they over throw the current leader. |
|
Bubba Civer |
I'm new to the Civ III forums so please forgive me if these are repeats: 1. IMHO it would be great if one had the ability to grant freedom to a certain number of cities so that they may form another civilization, i.e. Britain being forced through war or civil unrest to give independence to United States & India or allowing independence to highly developed nations when the time is right such as with Canada, Australia, N.Z., etc. This could be linked to government types. For example, when one changed from a Imperial government to a Democracy (with a high city distance penalty) one would have to give independence to some far off territories that were constantly revolting due to distance or high development. 2. I also like the CTP system of Ages but would like more of them (something like ANCIENT, CLASSICAL, MEDIEVAL, RENAISSANCE, INDUSTRIAL, MODERN & COMPUTER) m with city graphics that changed for each age and were different from each civilization or groups of civilizations, (Northern European, Oriental, New World, Meditarean, Near East, Native American, Indian (sub-continent), Russian & African) at least until the modern age. 3. There should be multiple Leaders (like Enoch said) that change over time for the AI controlled civilizations (at least one leader for each age if a system such as CTP was adopted). Additionally, when there is a revolution a leader should also be replaced. Each of these leaders should have a different personality that would effect the game play (Washington [no alliances, allows slavery] different than Lincoln [no slavery] who is different than Teddy Roosevelt [foreign expansion, alliances]). The number of revolutions could be dependant upon the civilization which could have a revolution variable/coefficient, e.g., it could be high for the French and lower for the British, etc. 4. For the Scenario Editor, IMHO it would be great to be able to choose territory that a given civilization would expand into first. For example, you could tell the British AI to "want" to expand into Canada & India but not to care so much about other areas or the French into North Africa & Vietnam rather than into Germany or England. The way the AI works now you can never have an Age of Discovery scenario where the European players actually try to get to the Asia & the New World, rather than just attacking one another. |
|
Bigcivfan Junior Civer |
I really like the idea of succeeding rulers. A real great game that used this concept was "Ghengis Khan". Your ruler had action points, 15 for a good ruler and 8 for a not so hot ruler, determined by his abilities. One of the possible actions each turn was to spend time with your family, and each time you did, there was more of a chance that you would have a child or improve the attributes of an existing child. When your leader died you chose a successor. Maybe if this was used in Civ III a charcter with a higher Charisma succeeds in contenting his populace and diplomatic relations with other civs are easier, while a character with a high military rating has cheaper units and bonuses in combat. A rare leader would excel in all fields and bring many bonuses(Charlemange), while players would also have to deal with inept leaders who bungled up everything and just wasted treasury money on parties and other lavish things (Nero). Also leaders might be inclined to certain forms of social engineering, being able to use some forms while recieving penalties if they used another. Many possibilities exist with this concept.... |
|
CormacMacArt Civer |
Ok, this "Dynasty" idea, what would my role be as player? Would this "Leader" take away some of my micromanagement? Could he declair war? I believe that this has gone off thread, but I am intreged by this idea. |
|
Picker Civer |
Yes, dynasties are great. Gotta have 'em. Ghenghis Khan wasn't the only game with this idea. Romance of the Three Kingdoms, for example. ------------------ [This message has been edited by Picker (edited June 14, 1999).] |
|
Picker Civer |
Also, if you check out the units thread I suggested having officers to lead the units, various strategy ratings blah blah blah. It would be cool if you had officers and they could rebel, and found their own dynasty. This was a fairly common occurrence in the past. ------------------ |
|
Diodorus Sicilus Civer |
Dynasties: This has been kicked around over in the "Clash of Civilizations" threads, but most of this is my own two pence' worth... The changing of the Dynasty should be semi-random, in that you can't really tell when someone might die off: Louis XIV lasted 80+ years, but there are many "child kings" in history who never made it past puberty. Add a "Charismatic Leader" to the mix - occasionally the Genetic Crap Shoot sends you something completely different, either in the Dynasty or out of it. Then you get Lincoln the Great or perhaps a new rebel to peel away part of the Empire! This would be a random event, because the combination of talent, situation, and genetics is almost completely unpredictable. This would be a way to avoid the next step, which is: Dynasties decay. There are very few that lasted more than 5 - 7 generations without degenerating into idiot incompetence, so the overall Competence level of the Dynasty will slowly erode until it's Past Time to Change. If your government type demands direct influence by the Dynast (Absolute Monarchy, Tyranny, Totalitarian Dictatorship) then the factors of the government will also go down: happiness, efficiency, etc. If you've got a government with a wider spread of people involved (Republic, Constitutional Monarchy, Democracy) then the government won't be so affected by the drooling idiot in the hot seat. Micromanagement should be "managed" (sorry about da pun) by government type, bureaucracy or lack of it, and other factors. The Dynasty would affect how well the government handles things 'behind the scenes'. You could intervene anywhere, more directly with some types of government (see list above: dictatorships, Absolute monarchs, etc) or just let the bureaucracy and market forces run the economy while you run exploration. conquest, battles, etc. The Dynasty that throws up a Military Genius (Charismatic Leader) would allow you to put him in charge of the army with major pluses to everything it does - until his horse steps in a hole and he breaks his neck, or a sniper perforates him with a crossbow bolt. The combination of Dynasties and Charismatics should allow you to take or delegate to the AI as much of the 'micromanagement' in various fields as you want, with a better idea of how the AI will handle things. Remember, your micromanagement may be exactly what the next guy enjoys doing in the game... |
|
Picker Civer |
That's nice, I can think of many examples of this. Napoleon, Genghis Khan, Liu Bei, etc. ------------------ |
|
Grunion Junior Civer |
If a leader dynasty model was developed, one of the variables could be tolerance. (or it could be a value dependant on government type.) The level of tolerance would dictate the probabilities that certain leader types would develop. A low tolerance value would mean that successive leaders would be similar, reflecting purges & indoctrination of potential leaders with different agendas (modern China & Russia). A high tolerance would allow for a greater variety of leader types (Western Europe) |
|
Imran Siddiqui Civer |
Dynasty? NO! Imagine all the work needed to reseach 100 rulars of a Civ with different personalities! Some people want 100 CIVs. So 100 Civs with 100 personalities each? No way! I want this game sometime within the next 10 years!! ------------------ "Sir, I would rather be right than be President." -Henry Clay |
|
EnochF Civer |
For the record, I'm not a supporter of completely different ruling styles for leaders. Bugger that. Too much work. I just think it'd make a nice change of pace to change your leaders once in a while, for purely cosmetic purposes, to cover up what seem like flaws in the AI. For example, the Egyptians start trespassing on my territory and generally harassing me. Well, didn't we just have a treaty with them a hundred years ago? Yes, but that was under Consul Zoser of the Egyptian Republic, and now we have to contend with Comrade Tutankhamen of the People's Republic of Egypt... It would make the game feel more like history, is all. Instead of "The Spanish government has been overthrown," we'd hear, "The death of the Spanish king has left a power vacuum, and factions are warring against each other for succession!" [This message has been edited by EnochF (edited June 17, 1999).] |
|
Mo Civer |
Instead of modeling all of the rulers after real ones in history just have it randomly generate personalities. Some factors would affect that personality, like the personality of the preveious ruler situation of the country for the last 10 years... For names I would suggest a list of resonable sounding names for that civ from which the computer choses. If the name has already been used the computer will just add a number behind his name. |
|
CormacMacArt Civer |
I don't think that I like the idea for MY civ, but maybe have it represented in the AI, by personality fluctuations depending on a random factor and present events. Thus civs that are normally rational, may become militaristic (for a while) after the loss of their capital. I guess this could be masked by the AI declairing a new leader. |
|
Picker Civer |
Oh god imran, I'm not saying have a hundred different rulers, I'm just saying that you're ruler dies off. Kal Denny Pick I died off natural causes, Kal Denny Pick II was inaugarated. This kind of thing would affect loyalties, efficiency, etc. ------------------ |
|
yin26 Moderator |
-=*MOVING THREAD UP*=- |
|
LordStone1 Civer |
The SUMMARY is up! |
|
NotLikeTea Civer |
And a fine summary it is, too! Great work! |
|
yin26 Moderator |
-=*MOVING THREAD UP*=- |
|
Narck Civer |
To I. Number of Civilizations Included: I think that there should be at least the number of civilizations available as offered in CTP. Furthermore, I think that of modern nations, certain regions (like the Middle East) have not been addressed enough in previous civ-games -> therefore, I would like to suggest to include some nations from that region as well as from South America & Asia. |
|
Bigcivfan Junior Civer |
I like the idea of Major/Minor Civs in CivIII. Perhaps they could be implimented in the same style as the game IMPERIALISM. Where you traded with them and had limited diplomatic relations. If relations were good enough they would ask to join your empire, but you could always take them by force!!! Another idea would be to do away with barbarians and have minor civs take their place.... |
|
LordStone1 Civer |
FYI: I'll be gone for 8 days to Santa Barbara and Santa Monica. Just letting ya know. ![]() |
|
Eggman Civer |
There is one issue with minor civs though. In Imperialism, the timeframe is 1500-1915. At this point, the "world" is already divided among all the powers. There is no unclaimed land anywhere. Not so in Civ where the large majority of the land is up for grabs. I figure that at the start of the game, there should be a small number of minor civs randomly distributed on the map. Some will be out in the middle of nowhere, others will be near the major civs. As the game progresses, minor civs will spontaneously pop up in unclaimed areas. Those that start up near established civs will be more advanced than those out in the middle of nowhere (they learn from their neighbors). Hopefully, by some time (certainly by 1800), most of the land (with some unpopulated areas remaining to be discovered) will be populated by somebody and diplomacy replaces exploration as a major factor. When a major civ dies (or becomes marginalized), one of those minor civs should become a major civ. In a perfect world, there will be an option to play without minor civs. Perhaps also an option to play with more or less minor civs too. |
|
Bigcivfan Junior Civer |
Yes Eggman!!! That is exactly the idea I had in my mind. Minor civs would add a whole extra dimension to the game and I think they should be included. |
|
BigBarbarian Junior Civer |
Play as the Barbarians! This feature HAS to be implmented!! To facillitate this you start out with one base city and a bunch of attack units. All the huts that make units for you are marked. To incite uprisings you use a leader(Diplomat/spy) and pay a certain amount of gold. This will create 6 or so of your best attackers (according to your tech level). Limitations on research make it slow, so the primary way of advances are demanding them from other civs(stealing or otherwise) or taking them as booty when a city is conquered. Barbarians shouldn't be able to build new cities, but are allowed to irrigate and etc. The advantages of barbarians would be more gold, more leverage in diplomatic negotiations if lots of units are outside a city, fast unit production and better spies/diplomats. |
|
Eggman Civer |
Another note on minor civs. They have to be strong enough that they cannot be conquered easily (at least at the beginning). You shouldn't get free cities because you intentionally leave territory open. This doesn't mean that all minor civs should be modern - I have no problem of having isolated minor civs easily conquered when they are discovered because they are technologically backwards. This is realistic. Minor civs should be relatively well armed for defense and, if they are conquered, have a much greater chance of revolt. Minor civs should also have that ability to go into some sort of defensive pact with major powers. This could be in the form of a true alliance (they go to war with you) or as a protectorate (if anyone attacks them, you automatically go to war against the aggressor but not vice-versa). This allows them to remain independent as any attack will result in a war. The result is the ability to woo minor powers diplomatically without having to worry about major powers squashing them and ruining all your work. As an additional bonus, trade with independent minor nations should be greater than internal trade. Gives another reason not to squash them immediately. And I really like the barbarian idea. Adds a bit of silliness and a whole new angle of gameplay. Instead of building up, see how much you can break. |
|
Andy B Junior Civer |
Barbarians are not a Civilization. But yes that would be fun to play them. And why do we have to have major\minor civs. I think that every civ should start on equal conditions. |
|
Cartagia the Great Civer |
Well my cousin went out and bought the Star Trek:BOF game, and I must say that it is an excelent game. I'm enjoying playing it much more than CTP, and that is rather sad, isn't it? Anyway, here are my ideas for how minor civilizations would be used in this game. Most of this has been said before, I'm sure, but I don't care Minor/major change- Every Civilization would have a chance to be either minor or major civilization. this chance would be set in the rules.txt or it's equivlent. For instance the Romans would ahve a 80 percent chance of being a major civ, but the Belgians would have, perhapse, a 30 percent chance of being a major civ. This would allow us to get all of the civilizations we want into this game, because there would be a need for many civs. joining-as in BOF Minor civilizations could join your nation either through conquest or through joining. If you conquer them you msut KEEP them under your controll, and they might stage rebellions to get out of your control. When conquered they'd act like any other conquered civilization, most likly. It would be possible to liberate a minor civ, or any other civ for that matter, if you take that city from the enemy.
They would pop up in unclaimedl and all throughout the game, until most territory is taken by someone. This would represent how we have many differany nations on Earth, liek the Greeks, Irish, French, Germans and the like, we don't just have 7. So, basicly, jsut liek in BOF, onyl with a few rules to make it fit better into civilization. |
|
Imran Siddiqui Civer |
A question: If I have 32 Civs in my game, where could there possibly be room for Minor Civs?! |
|
SnowFire Civer |
Imran: Because only 6-8 of them are major, and the rest are minor. Cartagia: I actually mentioned the "probablity of becoming major/minor" in another thread, except I added a different twist- not only would it affect how big a chance that it would be a major civ, it would also affect the chance of it simply being included. For instance, the British and the Chinese would be included in most games, while the Sioux might only show up as a minor tribe rather rarely, except on large maps with a lot of minor civs. It involved a certain number of points for being a major civ, and for being a minor civ. The general idae is you stick all the major civ stones in a bag, and pick out 6-8: Since Britain has 6 stones in the bag and Belgium 1, the drawing is rigged. And then, with all the civs not selected to be majors initially, they get their minor civ stones thrown in the bag. So it would be like: My view on minor civ advancement: Yes, they get most of their techs from Tech bleed. The result is (and perhaps this can be programmed in) that an isolated minor civ or group of minor civs (like in America) will still have bows and arrows when the Europeans come across. On the other hand, Belgium, a protectorate of England and France, survives in the middle of a major nation minefield because it has strong friends and all the technology of its many friends. Which reminds me, in the modern era, the era of de-imperializing, Germany would be quite annoyed if it became part of England after WWI. Instead, you have to decide a policy with what to do with the defeated nation- spend lots of money occupying it? Give it back to the nation, with a Versailles-like clause? Or just give it back? Which reminds me, it's silly that there isn't more map-sharing between trade partners- I remember trading with cities in SMAC I couldn't see. Apperantly my traders forgot the locations of the bases they were going and didn't tell the government. |
|
Ecce Homo Civer |
I am not sure about the major/minor civ concept. This is not just to be politically correct, but I would rather see that the civs' AI should differ. The English AI would be likely to result in a strong, expanding, advancing civ, while the Sioux AI would not have the right parameters for being successful. Then it would be a greater challenge for the player to play against the "better" AI:s. [This message has been edited by Ecce Homo (edited June 22, 1999).] |
|
Imran Siddiqui Civer |
Ok, I don't like the Major/Minor civ idea at all! |
|
E Junior Civer |
The minor and major civ thing is great, if it doesn't impede on waiting for my turn. It would be nice though to see several tribes at the beginning and only some develop into civilizations and some become/remain nomadic tribes, barbarians up until modern times had a big impact on civilization (rome and china especially) and there should be more emphasis on that instead of random attacks. Also it maybe way to difficult but it would be nice to have not only geographic position affect development but certain resources and climate dictates expansion too. (i.e. horses and elephant weren't prerdominant everywhere and the romans could settle in the northeast because they didn't know how to farm in the wooded areas of germany and russia because all they new were olive trees and fishing etc.) It would add to the history and kep some "shape" to empire development. |
|
EnochF Civer |
I'm still on the fence about the Minor Civ idea. I'll tell you what, though. I'll probably buy this Birth of the Federation game, and after I've played for a while, I'll offer up an opinion on whether minor civs add or detract to things. I would like to hear reasons from the naysayers. The two probable objections I see are, (1) it will decrease the amount of real competition in the game because minor civs cannot compete with major civs, and (2) I don't want my civilization to be called "minor." There are probably variations on #2, like I don't want the civilization of my ancestors called "minor," or I don't want my friend's civilization called "minor," or it's not politically correct to call this civilization "minor." |
|
Imran Siddiqui Civer |
I wonder; why have minor nations? Why not 32 Major nations that can compete equally with each other. We don't need minor nations! |
|
The Ellimist Civer |
My list: Aborigines |
|
DaBods Junior Civer |
There should definitely be minor tribes. This brings many new aspects to the game. Do you crush them, make them a province, where you get trade and taxes but lose control of micromanagement. if you took over a minor tribe they will always be more likely to revolt, but if you make them a province they will be happier. maybe there should be something like if a city revolts so many times in a certain amount of turns it could become a minor tribe. maybe you could also influence minor tribes to do your dirty work to major civilizations. or you could agree to protect them in exchange for money of food. the possibilites are endless. |
|
DaBods Junior Civer |
i'm not to thrilled about the dynasy issue. i would like to see different leaders, but you still make all the decisions. maybe if you get one type of ruler you get a bonus in something, be it trade, production, science, morale, etc,. and something is taken away. maybe you could have spies try to assassinate a ruler, and the assassination of a well-liked ruler would trigger a period of anarchy. a despotic ruler would have people declare war on him, and be more likely to be assassinated. you could also try to bribe the nation in anarchy if you were at war to put in a peaceful leader, and have morale points taken away. |
|
Eggman Civer |
A comment on the minor civ issue. The concept of minor civs reflects: However, there are complications with implementing this concept within the Civilization mold. Should minor civs be obvious or should it take investigation to figure out who is a major power and who isn't? Should major and minor powers be treated differently or the same in diplomaticly (I would say the same - however, I doubt major powers would agree to become protectorates unless they really are in big trouble)? Can all but defeated major civs be relegated to minor status and a minor power rise (fairly quickly - cheating would not bother me here) to take its place? Really, the only thing that would seem obvious is that minor civs shouldn't try to win the game and major civs should. Personally, if they only go with eight civs again, they should have minor powers. Even with 32 civs, on large maps, minor civs are still a real possibility. Of course, you should have the option to turn them off as well. |
|
NotLikeTea Civer |
The comment on pawns is very important. Look at our century. Korea was an important war, but not a major civ (at the time, at least..). Vietnam was an important war, but not a major civ. Look at today.. is Yugoslavia a major civ? Most of the important political/millitary actions of the last 100 years have involved minor civs to a great degree. Seldom does one major power go to war with another major power directly. In the second world war, Germany attacked the smaller countries before dealing with the really big powerful ones. Minor powers could lead to cold wars, which is something I desperately want to see in the game. I have no diea how to implement them, though.... |
|
Stefu Civer |
Hawaiians... That sounds bad. In Earth map, this civ would be cramped on single island for quite long time. Also try to find about 30 Luxembourger city names. I think civs shouldn't have any bonuses-minuses, however they should have agenda like factions had in SMAC. This would be lots of fun, especially wen we get to diplomacy. However, careful must we be when we decide which civ gets which agenda. Also, I like idea of minor civs. I think minor civs should be born: 1. by revolution, and However, it'd get tougher if we have to decide city names for civs. Minor civs shouldn't have ability to build new cities. For naming: If civ is born by revolution, it would have preset name (ie Civ that revolute from Americans would be Confederates) and maybe there would be multiple name choices if there are many revolutions. If it is born by Barbarian way, it'd get name of the Barbarian group that captured it (remember those Avars?) |
|
E Junior Civer |
. [This message has been edited by E (edited June 23, 1999).] |
|
E Junior Civer |
I'm still for the minor civ idea. I kinda like the minor civs not having settlers, but if they do that they need to create either an engineer unit that can't make cities or something like it (I didn't like the CTP way of building because I tend use my settlers as "combat engineers" who add maneuver on the front line of battle and you can't do it in CTP). I added in another thread (Game Atmosphere) about Cold War competition being more involved then just a peaceful arms or space race (the olympics was an idea). But if you have minor civs you can have client state wars like we had in the past 50 years (instead of al the aliances being entangling and nuclear war always breaking out). To add to my horse idea (and i should add it to minor techs) maybe they should make different types of goody huts that represent different resources like elephants and horses this would add to the character of civilizations (this could lead to culture special techs and maybe determine who is minor and who is major). |
|
Flavor Dave Civer |
On minor civs--every X number of turns (25? 50?) the computer randomly picks a tile at least X squares from any city and starts a minor empire. This minor civ basically will be like the advanced tribe we already know. Early, it just has one unit, adds city improvements, and roads (for increased trade). You can trade with it. Minor tribes should have some kind of automatic GL type facility--perhaps minor tribes automatically get every tech discovered by every civ, or every civ but one (in a game with 6 civs, once 5 have discovered something, it is known to all minor tribes). You have to do something with this, or else these minor tribes will have legions defending their cities in 1900. And that would be pointless. Further, every time the computer pops out a new minor civ, each existing minor civ founds a new city (space permitting). Do this until there is no more room for minor civs. Minor civs will place a VERY high priority on getting alliances. With some thought from Firaxis, the "major minor" civs (the oldest ones, which will have 5 cities in the modern era) can be an important part of any cold wars. That would answer alot of problems I've seen raised regarding realistic diplomacy in the modern era. On dynasties--it sounds like great fun; there could be some really cool, fun movies of burials and coronations. Plus, with the "newspaper" idea from another thread, you could have another way to keep track of what you civ accomplished (in the reign of Abraham Lincoln III, the Americans converted from a monarchy to a republic, conquered 2 cities, founded 3 others, etc. etc.). I suggest that there be a small "window of death;" the rulers last from 50-70 turns, at random. Or better, it starts at 35-55 turns for Abraham I, is 40-60 for Abraham II, etc. Each AI ruler will be more or less warlike, expansionist (the scale for this should be bigger than from -1 to +1), and each successor will be more or less like his dad/mom, but slightly different. Let's say the scale will be -10 to +10. If Genghis I is +8 warlike, his successor will be (randomly) between +6 and +10. Or maybe not completely random. A civ with Pyramids will have a bias towards expansionism, a civ with Sun Tzu will have a bias towards fighting. Thoughts? |
|
Andy B Junior Civer |
God didn´t tell witch civ that shoud be major/minor, When it all began. So why should we? |
|
Eggman Civer |
Just brainstorming... As an alternate to the minor power concept, if wimpy powers would act like wimpy powers (grovel and look for alliances) this wouldn't be such a big idea. But they don't. The Zulus down to one city demand tribute and threaten you with their two units and declare suicidal wars against enemies 20 times their size. A change in AI might change things for the better. Of course, this doesn't deal with the fact that a standard Civ2 game has a grand total of seven civilizations. On anything but a small map, that leaves huge tracts of land unclaimed. I would prefer to have something to fill those spaces. Also remember that even though CTP had 32 civs, Firaxis may stick with the ole reliable 7 or 8. Having more civs may make the AI more difficult to program. This allows them to have more civs without complicating the AI too much. Plus, in every edition of Civ, diplomacy is unimportant. With minor powers, diplomacy is very important. To be quite honest, I want some peaceful options to expanding my empire beyond building a size one city and waiting 50 turns for it to be useful. Even if they don't take the minor power idea, I think the concept of spontaneously appearing civs in neutral area is a very good idea on its own merits. Spices up play a bit. |
|
DARTH KRAFTER Junior Civer |
I agree with eggman - if you have more and more civs, some will be "minor" without being designated so from the start. Also, a minor civ will never be a threat, leaving no possibility for respect from the player who will demand tribute, ect. If all civs are on a level playing field, then any civ has any possibility, making the game more and more random. minor note: civIII should include the Ottomans!! |
|
Diodorus Sicilus Civer |
I'm most definitely against labeling any civ 'minor' or 'major' from the beginning of the game. Not only is it unrealistic, it stifles play, can potentially PO players, and removes some of the chance to radically change history that, I think, is one of the selling points of the Civ games. One alternative is to have a Player Option you can set in defining your Game Parameters: Historical or Random Start. In an Historical Start, each civ will have as many of the characteristics of the 'real' civ as possible, while in a Random Start the only special characteristics of a civ will be set by its randomized starting location: civs on a small island will be nudged toward SeaFaring or Ship Building, and so forth. This is dicey, because many civs on all of the proposed lists of civs to include simply didn't exist in any recognizable form in 4000BC, but it would provide an option for a starting definition for each Civ. Another point in the Major/Minor debate: in 4000BC, when the game starts (supposedly; has there been any Thread discussion on alternative starting dates?) there would only be about 3 civs on the map with the ability to form cities: Egypt, Sumeria, the Indus (pre-Indian). Everybody else is still pre-agriculture, pre-city-building. Giving a CtP-style starting tech list that varies either historically or randomly could start civs as minor or major effectively, but leave the further development up to the progress of the game: a nomadic civ at the start could still grow by forming Tribes which wouldn't have the population of a city but could generate military units. It would either develop agriculture, settle down and start cities of its own, or conquer its nearest settled neighbor and take over their cities. Both patterns occured historically, and the 'conquest by outside barbarians' covers the start of most of the 'major' civs today: France, England, Germany, Russia - even China, are the results of successive waves of barbarian conquerors who eitherrestarted the civ or got absorbed by it. Another comment on minor civs. In a way, most of the 'goodie huts' in CivII and CtP are Minor Civs: how else do you justify them providing you with a settler, tech advance, money, or military unit? In this, without the rigid definition in the new game, they are very similar to the Minor Races in BOF. Personally, I think a combination of more adaptable Barbarians, who can trade, move, fight, do diplomacy, and starting definitions that vary among the starting civs, will give us the effect of Major and Minor Civs without explicitly labeling any of them as such. |
|
Flavor Dave Civer |
Eggman--of course you're right--the best solution would be for Firaxis to program a better AI, so that the Zulus (in your example) don't demand tribute when they're 7th on the power chart as the only way to even up the odds between the AIs and the human. Dammit, if you're pitiful, act like it!!! But I still think my conception of minor civs would add to the game. Didorius, I have no idea what you're getting at when you say it's unrealistic for some civs to be minor. That's ridiculous; it's far more realistic than the current system!! Take Europe in 1618, on the verge of the 30 years war. England, France, and Spain, Austro-Hungary were the big dogs (IIRC). Prussia and Switzerland and Denmark, etc., were minor powers. Today, Japan and China are major powers, and Korea and Vietnam are minor powers. Further, I don't see how it stifles play at all to have your normal 3-7 civs (or more), and up to a half dozen minor civs. If anything, it ENHANCES play; you have another decision to make, how to treat minor civs, and whether to get involved in the struggle between the Belgians and the Dutch, for example. The other option, of course, is to allow a huge number of civs, AND have minor powers act like minor powers. But in practice, I expect very few, if any, minor civs to survive to modern times. AI civs will cannibalize one another. You'll still have 6-10 civs, but the Roman empire will have some weird city names--Brussels, Nijmegen, Hanoi, Stockholm, Lisbon, etc. |
|
SnowFire Civer |
Diodorus: You're absolutely right... IF your system is used. I highly doubt that, however. Instead, if the normal abstraction is used, a minor civ with only 2-3 cities creates a much more realistic feel as the game goes on. "Letting the dice fall as they may" creates one gigantic Mediterranean region circa 3000 B.C. - A.D. 1 over the entire map. Imran: The problem with that is that under CivX, if you leave the Aztecs in Mexico until 1500 and then come for them with your sophisticated arquebuses and crossbows, you're in for a shock- the Aztecs will have colonized the entire continent and have ironclads by then since they've had no natural enemies. Historically, some civs have just sat there in the New Stone Age and never broke through to high technology. Even the Incas, who were quite advanced compared to most Native Americans, never discovered bronze working. In a normal game of Civ, this simply wouldn't happen. And plus, remember there are always chances of reversals- the Arabs were a minor civ up till around AD 700, after which they became a major civ (and still are today). The Japanese were a minor civ up until Perry, after which they became minor (and, if we were running a game of Civ, the Dutch would then get kicked out of the major power position). Another good idea to incorporate what DS says- Maybe only start with 4-6 major civs, and as the game progresses, grow the number to 8-10 as lucky minor civs like Japan are annointed major powers. Maybe, if the Incas were lucky enough to beat Pizarro, they'd be promoted to major power on the spot since they've seen such advanced technology, and start researching and founding new cities normally. Speaking of the Incas, the minor civs should definitely NOT be limited to one city, unless of course they're so crowded out they never got the chance/lose all their cities but one. I'd say a normal expansion in the early game, if a bit slower than most, to 2-3 cities that are in comfortable distance. Perhaps 4. Later in the game, minor civs with unusual amounts of unsettled territory around them can expand even more to 7-8 cities, make war on their fellow minor civs (like Japan invading Korea, the Aztecs attacking the other Mexican tribes) and perhaps become Major Civs if succesful enough. And I reiterate- technology bleed should be on the basis of nearby civilizations. If you use "All but one of the major civ's techs," you're going to wind up with horribly backward MN's, quite unlike the Belgium of today, and on the flip side, the MN's in a Major Nation starved area will be TOO advanced, since they never really ran into contact with that. Enforce the rules with them; they only get technologies they research, even though they have a scant 2-3 cities to do it with. As for how the bleed should be handled, I say each nation at war counts as 1/3, each neutral nation 2/3, each nation at peace 1, and each nation in alliance 2. What do those numbers mean? If Tech A is in the hands of a civ the MN is at war with and a civ the MN is at peace with, the MN point tally for that tech is 1. That means that every turn, the MN has a 1/N chance of discovering the tech through bleed. If the MN met another nation and formed an alliance, it would have a 3/N chance of discovering the tech every turn. N would be equal to the rate of tech bleed to Minor Nations, hackable in the rules.txt file. 8 would be a standard number for fairly heavy tech bleed; 6 would mean it's really hard to keep secrets from them when they get the critical add to "1" on a tech; and 16 would delay them getting a tech for a good bit, even if they have friends with the tech. It should be noted that if the point score for a tech is below 1 for a minor nation, they have no chance; I.E. If you're the only one in contact with a MN and you're at war with them, there will be no leakage. The virtues of this system is that the more contact a MN gets, the more techs that bleed to it and the faster it gets them; but if you, a major power can keep the MN isolated, they will be at your mercy. Don't count on it though; remember, other MN's count in this calculation. If you and other civs let a certain tech slip to them, and they're at peace with other MN's, a tech can spread through the MN's despite the best efforts of the major powers. "But," you say, "then I'll simply conquer every MN that comes before my path, before they have a chance to bleed some of my technology. And so will the AI. Result: No MN's." Well, you fix that through what I call "far contact." You don't have a radar as to where these civs are. When you get close enough, these trading minor civs get a level of contact with you that's not quite neutrality, but more info than the closed tounges of war. So I give far contact with a civ 1/2 a point. So if you and another civ both have a certain tech and are both reasonably close to another MN, they start rolling the dice to get a chance at bleeding it to them. Besides, if you aquire a repuation as a ruthless conqueror, your conquered citizens will revolt and throw you out at the first sign of weakness. Keeping loyal, homeland-supported Imperial Garrisons in every town is going to tax your resources. And should you recruit any native units to help you, a la Romans recruiting Germans... god help you if they join the angry populace. Plus, I forget where the topic for nationalism was, but I'm going to put it here. Earlier in the game, this should play far less a role- all the barbarians tribes of Northern Italy considered themselves Roman after a fashion, and the unification of Italy in the 1800's provoked no dissent. Same with Germany, a minor tribe who starts an independence movement and eventually unifies to a major power. But Balkanized areas in more modern times stay that way. The Irish did not become British after being conquered; they still considered themselves Irish. Thus Irish nationalism while occupied against Britain is greater than Northern-Italian nationalism against Italy (there is none, basically.) Whew, that was a ramble. |
|
Ecce Homo Civer |
* You in the major/minor civ debate: Can you please be more brief? ![]() * I oppose the idea of civs being labelled "major" and "minor". I do not see any advantage before simply having more civs. * There has never been a tribe called Vikings. A viking was a sailor from Denmark, Norway or Sweden in the 9th to 11th century. * Firaxis should include any contemporary or historic nation/tribe for which twenty city names, one male and one female leader are known. Anyone who disagrees? [This message has been edited by Ecce Homo (edited June 24, 1999).] |
|
Transcend Civer |
No initial major/minor civs. Remember, this is a game, not a historic simulation!! Roman civilzations certainly did not start in 4000BC, and America never was destroyed by Sioux. But do above examples bother anyone playing Civ2? I guess most of you don't. What makes this game fun is that you can totally rewrite history and see familiar civs taking a different development. The only realistic way to implement major/minor civ concept is to determine them dynamically. That means updating the status of each civ after certain turns. Suppose there are 15 civs in the game, major/minor civs will be determined every 50 turns according to their pop, econ, science, military, and wonders. The top 5(or 6) can be counted as major and the rest as minor. Then after another 50 turns a new evaluation will be done. It's almost certain that some major and minor civs will swap their status. This solution will maintain both realism and gameplay. I hope you guys agree. |
|
Bigcivfan Junior Civer |
After reading postings I want to offer revisions to the minor/major civ debate. I think that all civs should start out equal, as minor civs. A civ should have to meet certain prerequisites to reach major civ status. (such as military power or civ size?) Minor civs will be inclined to flock towards the major civ of their choice. Being a major civ should entail some advantages (and possibly disadvantages.) Maybe the first five major civs could have a permentant veto in the U.N. Major powers would definatly have more diplomatic powers. A nation should not be permanently branded a major or minor power for the duration of the game, but can gain and fall from status; such as the fall of Rome and the rise of the United States. Imagine a game of CivIII where the ruling major civs go to war and are so weakened that two minor civs, Luxembourg and Brunei, rise up in the power vacuum and take control of the world...what possibilites would exist with a system like this.... |
|
Flavor Dave Civer |
" I oppose the idea of civs being labelled "major" and "minor". I do not see any advantage before simply having more civs." Let me give it a shot. I'll start by saying you may very well be right. Still, it is my opinion that if you start a game on a normal map with 14 civs, a good number of them, maybe 5, will have basically no chance. They'll be hemmed in, and gone in no time, by 2500 BC. OK, now you're down to 9. And I'll bet that you lose a few more by 1 AD. So, now you've just got a normal civ game. OTOH, if you periodically create minor civs, in *safe* locations, and give them a different diplomatic program and status, then you won't have a normal Civ game. If you start with 7, but follow my idea of creating minor civs every 50 turns (for example), and have each grow by one city every 50 turns, then you have a better chance of having them survive to modern times, and affecting the game. |
|
Ecce Homo Civer |
I still do not understand what is the purpose of having major/minor civs. Why can't we just have "civs"? |
|
Alexander's Horse Civer |
Coming from a "minor civ" myself, I like the idea. We need a few little Polands etc. which rarely rise to great heights but are between a rock and a hard place and can be used (forced to be allies) or abused (forced to give tribute/conquered). We kind of already have this in Civ I and II because the AI really only concentrates on one or two civs and leaves the rest as "minor" - so I also have some sympathy with the view "why make the distinction?". |
|
Depp Civer |
Just wanna say that including all these civs are fun, but in CTP i hate when you have to play aginst the jamacians and stuff! You should be able to chose opponents and the once chosen automatically should be the great civs, not the irish or nigeraians (no offence :-) And let Hitler be the leader of Germany, he was the worst but still the most famous. And had the most impact on the world, with Bismark coming in second . . . |
|
SnowFire Civer |
BigCivFan: That's already in the idea. Civs dynamically change from one to the other. Transcend: Basically what you say is in the idea as well. But for those initial turns, before some civs are declared minor- well, you might well get Belgium, Mali, the Sioux, the Khemer, and the Polish as your main civs. I have absolutely no problem with them occasionally becoming major civs if they have a good start location and another major civ is weakened to the point of minor-nation ness. But making it fully dependant on location creates basically an equal chance that any civ will rise to prominence, when we want to create a ton of classical minor civs who normally wouldn't get included, and let them fill up the world. And again, I repeat my qualms about AI- The AI of the Sioux will be exactly the same as that for the Greeks or Chinese, basically. No offense to the Sioux, but they never settled down and researched high technology. If every civ is major, then that never happens. |
|
Rathenn Junior Civer |
I'm not sure if this has been suggested before, sorry... It would be good to have a pool of civilisations, where we could deselect the ones we don't want to see in the game. For instance, if you don't think Australians and Americans etc. are 'civilisations' (like me), then you'd deselect them and they wouldn't have a chance of appearing. Also, after creating your own civilisations, you could import them into this list to be selected instead of fiddling around with txt files and swapping one civilisation for another. Also, the 'three civilisations of every colour' idea from Civ2 might have to go (although it doesn't have to), replaced as other people have suggested with more appropriate flags like the union jack etc. You'd still need a set colour for each civilisation during the game, perhaps each civ can have three colours they could possibly be at any one time? That would allow greater colour variation, then if say all the civs with various shades of blue got selected. I think it would also be more 'familiar' than random colours. Anyway, this would make it possible say for the Indians to be in the same map as the Mongols and the Sioux, and the same with the French, Germans and Vikings (as examples from Civ2). Rathenn |
|
Eggman Civer |
The pigeonholing of civs into a specific color (and thus guaranteeing that certain civs can NEVER be in the same game - like the Russians and Romans) has to go. To be honest, as a programmer, I can confidentally say that there was no good reason for this system. What I think they were trying to do is make sure that when using the world map and historical starting positions, there would be a balanced layout. However, there are other much better ways of doing this without limiting the random game (the best option IMHO). What, no French vs. German? Games should allow any and all possible combinations of civilizations. If CTP could do it, so can Civ3. Also, I would again like to ask that Firaxis have LOTS of open slots for custom made civs and setup the game so that they all can be used. 64 slots (including the default civs) should be more than enough (maybe more if minor civs are included). I should be able to pick ANY of the 64 civilizations to play with (unlike CTP where once you had a certain number of civs, the others would fall off the bottom of the queue) and they should all be part of the pool from which the computer opponents are picked. Also, if there are graphics files linked to civs (like custom shields or leader pictures), they should set aside space or come up with some system that will allow me to customize them all. And minor civs add one very important aspect - DIPLOMACY. I don't particularly care how they do it (whether minor civs are minor from the beginning or if they become that way), just that they have them in some capacity. I want to be Machiavellian! |
|
E Junior Civer |
SNOWFIRE - good comment on how the Aztecs get so advanced when isolated. That has to be one of the big things that would irk me about civ. Firaxis may have to make/complicate the advances/science system. To include not improvements and taxes but make trade and contact with civilizations a bigger impact, because that is a major reason for the advance of civilization. No competition actually leads to stagnation (China, although way advanced many times proves that a unchallenged state eventually tries to stiffle progress). Of course if there was a way to implement a dark ages that would be nice and challenging. RATHENN: I like your pool of civilization ideas it would be way better than what civ2 does now. EGGMAN and RATHENN: The civ colors argument is big too. If they have the engine read from other .GIFs/.BMPs like in CIV2 that should make a huge Flags pages (instead at the bottom of the Cities.gif) and have each civilization take a flag and shield off of there by a number read in the rules.txt(1 to 128 maybe, giving us slots for making our own). A leader page with GIFs/BMPs based on the same idea too (you could even scan yourself in Multiplayer games or make way better scenarios). Flavor Dave: You hit on a big issue with your brief mention on how civs get wiped out and your back to a regular civ. I love the major/minor civ idea (whether specified or not, just for diplomacy sake) but how are we going to prevent the little guys from getting swallowed up. It could be a personality trait to minor powers (i.e. tolerant or not) because some civs in history prefer small trading partners or buffer states (diplomacy and the need for buffer or territory disputes actually created a lot of the minor states in Europe like Belgium and Poland). But some warlike states didn't respect them (Hitler). There might have to be a border guarrantee function and maybe an ability to build puppet states too. - I still kina push the various resource huts ideas as a determining factor of major and minor and also a away to complicate research so you don't get space age Aztecs. Science was a mixture of not just investments of money and building but of trade, contact, and resources. This could add to the minor/major debate and would help in the Aztecs with Nukes problem. |
|
Andy B Junior Civer |
Why not spaceage aztecs? And please give us Swedes, Norwegians and Danes insted of Vikings. |
|
Eggman Civer |
Space Age Aztecs are fine with me. With a twist or two, maybe they would have beaten the Spanish. But I wouldn't hold your breath on getting the Swedes AND the Danes AND the Norweigans. Among those, only Sweden was really a major power and only a local European power at that. I would choose the Turks, Poland, Portugal and The Netherlands over Norway or Denmark. Plus, the the Vikings had a lot more impact on Europe than any of the more organized civilized kingdoms that followed. You even have the fact that Europe is chock full of world powers going against you - you can only have so many countries from Europe. |
|
Andy B Junior Civer |
OK. But as Ecce said before Vikings where never a civ. |
|
LordStone1 Civer |
All right. I'm back now. It was a wonderful vacation - no computer nearby for 8 days..wow. Anyhow, THIS THREAD IS CLOSED Post in ver2.1. Thank you. |
| All times are EDT | next newest topic | |
![]() |
|
Civilization III | Civilization II | Civilization:CTP | Alpha Centauri | Alternative Civs | About
CivLeague | AlphaLeague | Scenario League | H.A.C | C.S.C. | Spanish CivII Site
Powered by: Ultimate Bulletin Board, Version 5.32
© Madrona Park, Inc., 1998 - 1999.