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  Civ3-The List of Ideas for Firaxis
  TECHNOLOGY (v2.0)- hosted by SnowFire (Page 2)

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Author Topic:   TECHNOLOGY (v2.0)- hosted by SnowFire
Theben
Civer

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posted July 15, 1999 12:52     Click Here to See the Profile for Theben   Click Here to Email Theben     Edit/Delete Message
Gregurabi,
I agree, sir (good name, btw)! I had some ideas regarding the expansion of techs that give you small bonuses w/o needing a unit or city structure to implement:

Medicine: +1 food for every 4 citizens/city. It's not really food, but reflects extra growth for longer lives.

Sanitation: As medicine; combined you get +1 food per 3 citizens.

Public Health: +1 per 3 citizens on it's own; w/ one above tech=+1 per 2; both=+1 per 1 citizen.

The construction of a factory creates 1 unhappy person per 4 citizens in a city; combined w/ a manu. plant= 1 unhappy per 2 citizens. Labor Union tech would negate this unhappiness.

Techs such as mapmaking, literacy, flight would add a small % bonus (2-5%) to both espionage missions and to the combat bonus of units.

These are older ideas, now I think that happiness should be % based, and the "food" bonuses above could be represented by a bonus to happiness instead. A happy pop grows quickly, while unhappy ones grow slower or shrink (emmigration).

Other ideas tommorrow.

SnowFire
Civer

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posted July 16, 1999 16:04     Click Here to See the Profile for SnowFire   Click Here to Email SnowFire     Edit/Delete Message
Sorry all for the delay. My connection/Netscape crashed alternately several times yesterday (and I hadn't saved my work- argh!). And Apolyton was down today.

I'm working on a new list to send to BR that has all of the specific ideas to go along with all of the general ideas in the current list. I'm still here and watching this, don't worry!

Some comments:

Technophile: Check out idea 54, Diplomatic Research Synergy.

Nationalism: A big goal of CivIII should be discouraging huge, sprawling empires. The discovery of Nationalism should allow stronger armies and happier home cities, as well as any cities of yours that are captured violently hate your capturers. But it works both ways, too. All cities part of civs that were recently conquered by your empire, were conquered long ago and are still mistreated (i.e. they have imperial garrisons built from your home cities imposing martial law, rather than native-grown garrisons), will start to fester with nationalist feeling.

Well, that's my take on the subject at least, as a poster not a TM.

More on Monday, or earlier.

technophile
Civer

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posted July 17, 1999 01:53     Click Here to See the Profile for technophile   Click Here to Email technophile     Edit/Delete Message
Research Specialization:

An idea has been proposed by Korn in the Movement/Supply thread that in order to support troops one must create "Soldier Specialists" in the cities supporting the soldiers. His initial proposal was that each Soldier Specialist would give a +1 bonus to psych, -2 to econ, and -2 to labs. I liked his idea with one exception, that being the labs penalty. I proposed (and I think Korn agreed with me) that the Soldier Specialist should give a labs penalty ONLY TO "PEACEFUL" TECH ADNVANCEMENT! IOW, "agriculture" is a good peaceful tech, which means that if your civilization was allocating research to "agriculture" then each soldier specialist would give a -2 tech penalty (but only towards research in ag). However, if you were allocating research towards, say, Stealth Technology, then each soldier specialist would give a +2 penalty to research in that field. A neutral tech (neither peace or war oriented), such as Media (propaganda and National Public Radio) would receive neither a labs bonus nor penalty. This would essentially lock a civilization into researching only war-related techs so long as a standing army exists, or that civ would suffer severe lab penalties (once you start down the dark path, forever will it control your destiny).

What's this got to do with a tech thread? Well, what if ALL scientists could be specialized? Biologists, Chemists, Physicists, Anthropologists--they would all increase the effeciency with which you research your tech advances. Changing specialists around would cause a loss in effeciency, so once you give a guy a job you don't want to change it. However, if you MUST change a scientists specialty, then the amount of effeciency lost would depend on how related the scientists' old and new fields were (a Physicist could easily become a Chemist but would have problems becoming an Anthropologist). Scientist Specialist Specialists would receive additional lab bonuses if their city contained the proper city improvement (Physicists would function best if they had a Physics Lab, or whatever).

This would add another layer to research, as you don't want to be changing your specialists around too often (if ever) and you would therefore be locked into a research path. However, this might make the game too complex and/or tedious. You decide. This bevy of scientists could always be reduced to three-five scientist types (from least inclined to war to most inclined to war, for example).

Iceman88888888
Junior Civer

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posted July 18, 1999 02:24     Click Here to See the Profile for Iceman88888888     Edit/Delete Message
I think cloning should be one of the most important advances you can get. I agree that religious groups and rights activitests would object, their should be lots of benifits as well, eg. Large untrained cloned armys, Cloned workers working for peanuts, Pefect entertainers, Pefect food there are millions of benefets
NotLikeTea
Civer

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posted July 18, 1999 10:37     Click Here to See the Profile for NotLikeTea   Click Here to Email NotLikeTea     Edit/Delete Message
I disagree on the cloning issue.

Untrained Cloned armies - Why? An untrained cloned army would be just as succesful as an untrained normal army.

Cloned entertainers - Why? A cloned elvis would be physically identical, but might not be interested in music. Maybe they'd be a great rocket scientist..

Cloned workers working for peanuts - Why? A cloned person is just like an uncloned person, except physically identical.

technophile
Civer

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posted July 18, 1999 15:58     Click Here to See the Profile for technophile   Click Here to Email technophile     Edit/Delete Message
I agree with NotLikeTea about clones. It is feasible that you can genetically engineer a society into a biological machine by giving everybody a full frontal lobotomy, and this would mean that "nature" would describe a person while "nurture" would have no part whatsoever. But you can't just clone Einstein and expect to get another genius. Just for a primitive example, what if the cloned Einstein was brain damaged? (or worse yet, what if the REAL Einstein was brain damaged?) What if his foster parents beat him or something? Genetic engineering could play a major part in the game (biologically enhanced soldiers with no emotions to get in the way) but cloning should do nothing more than act as a population boom.
SnowFire
Civer

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posted July 19, 1999 23:00     Click Here to See the Profile for SnowFire   Click Here to Email SnowFire     Edit/Delete Message
Check out Tech 2.1 for more. This thread has died an honorable death.
*********THREAD CLOSED***********
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