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Author Topic:   RADICAL IDEAS (ver 2.0): Hosted by korn469            Current Date/Time: February 14, 2000 17:51:25
Jon Miller
Warlord

Reg. 05-18-99

posted August 15, 1999 14:28   Click Here to See the Profile for Jon MillerClick Here to Email Jon Miller Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


back from the asylum for one last bit of craziness

it could be real time with you being in the group or city where your person is (when you die you go to the heir in your bloodline, people have nonseable stats that give stuff like charisma and other things) and for you to command anything you have to send out messangers, which take time to get there

they games real time aspect would be slow enough that we would not have time management as a major factor

the scale would be such that if the player left with the players troops the player could see them all the way and command them in battle (a reason to keep fallen bloodlines arround)

you could still send messangers in the field

a player in the world would not have to be a civ ruler

in a republic they could have political power

they could be like the pope

they could get rich and have economical power

the cities by the way and land would be real simulaated

they could become generals and governors

and of course they can rebel

Jon Miller

Jon Miller
Warlord

Reg. 05-18-99

posted August 16, 1999 04:27   Click Here to See the Profile for Jon MillerClick Here to Email Jon Miller Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


Hi all

I am no longer loony but here is a radical idea

cut out with approximating everything

make everything linear like it really is

techs, cities, units, time (turns)

if you use linear cities, modern cities would produce so much more that of course you could do more (and learn more) in less time than ancient ones

make it so that if nothing happens arround you (nothing that you have a governor set to handle ir anything) it just speeds you by so that you do not have to press enter for so man turns early in the game

wow these forums have been quiet recently (and the smac forums have actually picked up a little)

Jon Miller

Fugi the Great
Warlord

Reg. 03-26-99

posted August 19, 1999 19:45   Click Here to See the Profile for Fugi the GreatClick Here to Email Fugi the Great Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


Personal Post #100 - A Century Civer?

Jimmy - Alright, another REAL population guy!

JamesJKirk - You an ancestor of James T. Kirk? Sorry, had to ask. Liked your idea of tribes. It reminded me of the Mongol Hordes, and how they never really amounted to anything until they were united in a common effort by a great leader. The different Mongol tribes took up a lot of area in Asia, but each tribe had their own agendas. With this idea, your tribe would not be able to control the whole of the Mongol empire, until you could get all the other tribes united. How long you are in control depends upon what you did to become the leader, temporary alliances, tribal marriage, largest tribe, voted to be leader... Even if the empire starts fracturing back into tribes after you finally united it, like the Mongol empire did, the individual tribes would still be considered part of the greater CIV, where all parts come together for mutual defense of the CIV, though may not necessarily come together to expand the CIV. The only problem with this may be, how do you get to be the leader if you are stuck with a tribe in a lousy area with no way to make your tribe within the CIV any bigger? If there are 7 CIVs with 5 tribes each, does the AI treat each tribe with in the CIV as a seperate civ thereby making 35 civs, where each set of 5 of those civs just happen to be extremely friendly toward each other and share whatever technologies, benefits, and/or hardships of the other tribes within the CIV?

M@ni@c
Prince

Reg. 07-08-1999

posted August 21, 1999 16:32   Click Here to See the Profile for M@ni@cClick Here to Email M@ni@cVisit M@ni@c's Homepage! Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


Hi, I was thinking yesterday about migration of peoples. After a while, I came up with this. I posted it in more than one thread –sorry if it annoys you- cause it covers a lot of areas.

Colonization/Migration

“How to simulate the migration of the ‘barbarian’ people at the end of the Roman Empire?” I asked myself. Cause they were in Civ2 terms some kind of settlers with a big attack and defense.
There should be a unit that represents some migrating people. Good, simply 4-2-1, settlers, one could say. But that would be an expensive unit. But the fact is that migration was unorganized and didn’t require 40 shields. It was instantaneous. In fact, there was never an organized migration of 10000 people, or just 10000 people saying “let’s found another city”.
So I began thinking about something else…

In Civ3 the Terrain Improver/Former could be deleted, well, now I suggest the City Founder unit would also loose much of it’s use until late in the game when planned colonization exists.
I am against automatic city building by the AI as some people suggest. What I suggest is you can point a tile where people may found a city. It may be any square 1) on a continent where there is already a city of yours and 2) not next to another city. All the rest is automatic with a migration system. People will move to that spot gradually if conditions are good.

I think there isn’t a migration system yet, except one based on happiness. I would let it play a much larger part in the game.
The automatic migration system would try to find a balance between labor and resources in a city.
This is to represent unemployment. If there is more labor(people) than resources(work) there is unemployment. And no work means that people migrate to parts where there is more work to do.
If there are more resources(work) than labor(people) there is work available and people migrate to other already existing cities with more resources or they will move to a spot you chose as a new city.
So cities built in large grasslands tracks will not be big cities since there would be large emigration out of the agricultural area without work.
Small cities will always have more resources than labor since they always have N+1 worked squares, where N is the size of the city. But to both solve the ICS problem AND the possible problem that large cities would not be possible since ALL the people would go to new cities, I came up with this.
The city square normally produces the amount of food if the square is irrigated, the amount of minerals with a limit of at least one and one trade if a road would normally produce trade.
I would add the following. If a city reaches two population, it gets for free 20 labor and 20 trade (don’t forget I use the x10 system). If a city reaches size 3, it produces an extra 30 labor and 30 trade in the city square. And so on… The extra bonuses are because in Civ2 a city with size 1 had 10000 people, a city with size 2 30000 and 3 60000… So of course the second population ‘unit’ produces double as much as the first, the thirth triple… or otherwise told the second pop unit produces 20 labor, the thirth 30. And of course a large city means more trade for the same reason; there are more people.
This would solve the ICS problem, since large cities are MUCH bigger production and trade centers as many small ones. I hope I have persuaded guys who would want to reduce the city square production to 0 food, shields and trade. I think my solution solves the ICS problem better since 0-0-0 city square production makes small cities produce too less trade and resources in the beginning and therefore seriously reduces migration to the newly built city.
And because the extra labor is balanced with the extra trade, automatic migration out of a city because there is a large population (much labor in my system) and too less resources compared with the population is impossible. So migration would be totally dependent of the resources of the surrounding terrain, as in reality.
This will represent more accurately the flow of people and the growth of cities in history. In CivX that was represented totally wrong with excess food since most big cities now and in the old days were mostly the big trade cities and some/most of them are were in half desert like terrain.
That would mean a lot more trade, so the game economical system could need some rebalancing. But don’t forget that people have suggested much more uses for gold eg troop support, religion, and if you read on, I suggest gold I also needed for colonization/migration.
So, let me define resources. Although in the Economy/Trade thread it is usually referred to as the replacement of shields, for this case I also count trade as resources.
So the biggest cities will be as in reality the economical cities.
But if you would some trade cities on a Civ2 map, they would have a lack of food eg Palmyra, Petra, Bokhara… So there is need for a general ‘food box’ for the entire empire. I don’t know sure, but I thought it existed in CTP. After all the food is ‘collected’, it becomes distributed over the empire as needed. Perhaps the efficiency of food transport (your SE Corruption/Bureaucracy rate)would also have to do something with how well food is distributed.
For example in a Federal structure with a Bureaucracy bonus food transport would be better than in the Confederate structure. Or if the above isn’t accepted, I insist that food trade routes are automatic and unlimited, so you don’t have to build a 50 shield caravan.

But of course the state has to say something too in migration. However before people are willing to move, they have to be paid a lot. So if you would want to speed up the growth of new cities or if you would want to move people to a food producing area with no other resources (eg a large Grassland track) you would have to pay them. I suggest per population unit 400 (x10!) gold (the price of a settlers in shields).

Population also x10?

I have a suggestion. It isn’t necessary for my migration model to work, but it would make it more precise since migration per 10000 is kinda rude and sudden. If population is also multiplied by 10, the migration model could be more precise. Migration could be more slowly, which is better.
Then you would have to pay only 40 gold for one pop unit.
Popx10 would make it impossible to have a population box as in all civlike games.
I suggest a simple box with the following information.
Happy : 20
Content : 70 + -
Unhappy : 10
Taxmen : 0 + -
Scientists : 0 +-
Entertainers : 0 + -
Rest : 0
So you would have a simple box showing the amount of people that have which happiness level or job.
The +’s and –’s are to switch eg a normal content citizen to an entertainer. For example if you would want to switch a content citizen (you can only make content citizens a special citizen (= taxmen, scientists, entertainers) and only happy citizens special if there aren’t any content ones. Unhappy people you could never makes special) to an entertainer, you click the minus of content. Then there appears automatically 1 (or perhaps 10?) in the Rest. Then click the +.of entertainer.

Recuitment

Doing pop x10 would also make a recruitment system possible, since if you keep the normal pop system, the mobilization of even one pop unit would mean a lot of Riflemen units = unbalancing and unrealistic. If it’s used, then you should not build Musketeers or Riflemen, but Muskets, Spears, Bows or Rifles. They could be stored and don’t require support. Then, in times of war, people could be mobilized, = one population unit disappears from the cities. You could mobilize people as far as you have guns, spears or any weapon in stock. Of course, if the units are killed, they can’t return to the normal city population after the war. This would simulate the loss of population in wars. However conscripted units would have the worst possible morale/experience. If you have Draft or Civil Duty as your SE Army choice, the experience could be a bit higher.

Settlers/Unit Workshop

Settlers should still exist, but they shouldn’t have the same use. First of all, you shouldn’t able to build them for reasons I have already explained. You could only get them if you click the “Migrate” button. Then your city would disband and in that process all buildings in the city would of course also be disbanded. Per 10 population units in the popx10 system, you should get one settlers. You should also be able to give the settlers any weapons you have in stock, eg spears, guns… basically creating something like armed nomads, as Diodorus wants to represents with his Tribe/Nomad ideas he presented several times in the Civilizations thread I think. That Settlers units would follow the same rules as Diodorus presented in his Nomad posts.
So the German population migration can be represented. If horses can also be built on the same way as spears and guns, you could even simulate people like the Huns or Mongols.
What I am suggesting is that in a city every item can be built: shields, chain mail, swords, guns, horses, or in later areas tanks. Then in the unit workshop you could create your army with the available weapons. So in a city you only built equipment, but to form a real army, you have to mobilize a population unit.
That means in peace time you can maintain a small army and in war recruit more units in a short time.
As I said before, mobilized units would have a bad experience/morale level.
To give them better experience, they should stay 3 turns in a city with a Barracks and then they would get 2 experience upgrades. Later in the game there could be a similar building, called Military Academy.

Oversea Colonization

Colonization oversea should require a unit I think. Some Sea Unit looking like a boat of Colombus. It should have a large movement range. And it should be able to move on land. If it moves on land it founds a coastal city. That way you expand oversea. More realistic.

Upgrading units

Upgrading units would be simplier. Just move them in a city, go to the unit workshop and change the item, you would want to change. Upgrading reduces the experience level with one.

Population Growth

As you might have guessed, I totally disagree food production has anything to do with pop growth. Food only is needed to feed the people.
Came up with the following. Not worked out in details, since I am no social historian.
But everybody can guess that population growth is dependent of two factors : the # children a family has and how long people live.
The # of children would be dependent on how many food there are produced since in earlier times children were assumed as working forces(child labor). So the more children a farmer has, the easier for him, the more free working forces he has and the less people he has to employ and pay.
So pop growth still has to do something with food, but indirectly. It should also be affected by your SE Growth or Urbanization factor. The eg Socialism Value would increase the number of children.

With the techology advance of Industrialization also the # of shields/resources would affect your pop growth. Means that suddenly two factors affect pop growth. That could simulate the fast pop growth around the same time of the Industrial Revolution.

The second thing affecting pop growth is how long people live. That should be affected by some techs like Medicine. In general the life expectancy would increase over time if medicine betters. It should also be determined by your SE Environment factor. Living in a polluted country should decrease your life expectancy.

Wow, are you still reading this? As you have read, what I am suggesting solves some problems like ICS plus it also includes some ideas of others like recruitment, nomads, migration…
It could be a real improvement for Civ3.

Goodbye
M@ni@c

JamesJKirk
Warlord

Reg. b.02-15-99

posted August 21, 1999 16:56   Click Here to See the Profile for JamesJKirkClick Here to Email JamesJKirk Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


Fugi-
I forgive you for the joke, I'm immune to them at this point in my life. Anyway, I was thinking that tribes in the same civ would be more likely to make more meaningful (longer) alliances since they would have more in common culturally, so there would essentially be 35 civs, but each would get along best with those in their own civilization unless circumstance forced them to do otherwise (as in the cold war). The idea of different tribes in each civ allows more depth to the game and realism, since it'd very damned hard to conquer the globe, at least w/o having everyone dependant on you.
ember
Warlord

Reg. 04-07-99

posted August 24, 1999 18:06   Click Here to See the Profile for emberClick Here to Email ember Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


M@ni@c:

A few points.
Hitorically all major cities are on major rivers or the ocean. Or both.

The village system allows you to have early cities only on these squares and have all the food and resources brought in from the inland and fishing villages.

Happyness can be seen as how much people want to live in a city... In this case it is the biggest factor in immegration/emmigration. Up unitl recently unemployment has not been an issue. Everyone could have some work, even if that was as a labourer or in the fields.

A river/costal city square would give a bonsu to trade and a bonsu to growth, making these very attractive spots for cities.
No food or resources are gathered from theses squares so the resouce formula is N + M, where N is the labour/trade from N city pop, and M is the food/resources from M village pop.

One unit of labour does not neccisarily 'work one unit of resources' It depends on what you are building.
Ancient units are an even mix, modern units require more labour than ancient.
NAval units require more resources than land.
Improvments require lot's of resources.
Spy's, etc. require only labour.

I have proposed 'fractional pop points'.
These would allow a city to grow and recruit as you describe, but keep the simplicity of having less than 200 specialists to keep track of...

I believe that a straight recruitment system is needlesly complicated, but if you build units as normal and if the unit is killed have a certain amount of pop removed from it's home city. The nation as a whole should provide for the support, but the home city would take the pop hit. Max units suppoted = 2-5 x pop. Play balance decides this.

To upraged units I agree, move them in a city, say upgrade, x gold and y turns later They are the next class of unit better.

------------------
"Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark

Fugi the Great
Warlord

Reg. 03-26-99

posted August 26, 1999 13:18   Click Here to See the Profile for Fugi the GreatClick Here to Email Fugi the Great Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


Man, I thought my posts were long, but I think M@ni@c takes the cake. I think I'm going to have to print this one out and see if I can find some time to read that book of his with out falling asleep.


Cartagia the Great
Chieftain

Reg. b.02-15-99

posted August 26, 1999 18:06   Click Here to See the Profile for Cartagia the GreatClick Here to Email Cartagia the Great Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


Sorry for the miss post of this on Social Engeneering. here is where I meant to post these.

Many people have put forth their ideas for diplomacy in this thread, and I have helped. However, I believe that I would like to try and post down my entire thoughts on how treaties should work. I apologize if this has already appeared.

let us start out with the war between the Russian Empire and the Republic of Wisconsin(I always add them to the game, so sue me :P). The war progress, with neither side able to take each other's capital, but Wisconsin is deffiantly on top. In Desperation Russia sends a message whihc reports that they would be willing to discuss a treaty.

Wisconsin ,war weary, and with unhappiness due to this, agrees to this. Immediatly they go to the 'Treaty Screen'. This would be the screen which would allow you to set the peramiters of the treaty. They would be divided into 4 catagories


Government:
Economic:
Social:
Politicle:

GOVERNMENT:

The Government header more or less speaks for itself. This would impose on the other nation the government of the winner's choice. Waisconsin could demand that Russia becomes a Republic, Monarcy ect.

ECONOMIC:

Once again this is rather self explanitory. This is where Wisconsin could demand a certian monetary exchange to Russia, forcing them to pay tribute either per turn, or in one lump sum.

SOCIAL:

This one is a bit more intersting. Under this catagory one can set certian permaiters dealing with the people in the other Empire. For instance, Wisconsin could ahve a large minority of Chinese in their Empire who are on good terms with the government. They could demand that all Chinese under Russian government are sent into Wisconsin. Like wise they could also say that certian nationalities, such as the Romans should be opressed.

Tarrifs could also be demanded, as could differant building resrictions in cities.

POLITICLE:

This might prove to be the most intersting of catagories, and the easiest way to contain another nation if need be. It would be under here where you owuld demand the status of protectorate from another nation, as well as cut up their empire and take certian cities away.

Those are, however, the most common things. Other options would be available as well. For instance, you could demand that a nation take up alliances with other nations.

the most intersting option, in my opinion, could be the creating of other nations. In this area one would be able to create new nations, giving them names, leaders, and politicle stances. They could either be based on a prior ethnic group(in which case a majority of the people in this nation must be of the ethniticity choosen or atleast contain a few of thier cities)

One could also create a ficticiouse nation such as the Philonthroper Republic. All people owuld hodl their old ethnic ID, but would devleope into that nationality after a while.

Each nation you create, you would be able to set up it's boardres, government, it's leaders and it's relations with other nations.

Now, you might ask yourself why you would wish to do such a thing, and not jsut annex the entire nation. First of all, you may feel that you don't ahve the streangth to hold on to the rest of it, and you wish for your enemy to be strong enough to resist OHER nations. Also you might only have wanted to free a religion or ethnic group. Finally, heaving to strict of a treaty might very well destroy your relations with other nations.

Also the other nation coudl reject the treaty, and dicerking could go on(FUN!), but there is always thei dea that if you want peace enough, you'll take what you can get.

Fugi the Great
Warlord

Reg. 03-26-99

posted August 26, 1999 22:15   Click Here to See the Profile for Fugi the GreatClick Here to Email Fugi the Great Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


Cartagia the Great - Hey cool, a fellow Wisconsinite.
You bring up a good point, that not all wars are started just because one nation didn't want to give another nation a certain technology, or feel like giving in to pressure to pay for the continuing protection / friendship of another. That you don't always want to beat the crap out of another nation, and just leave them for the wolves, they sometimes are needed for a buffer area between you and another large empire on the other side of the guys you just got done fighting.
I also would like to change the way we do diplomacy so there is more compromises and haggling over options in a treaty. Something like: I want to buy a nice chunk of land from someone (Louisiana Purchase), they come back with a price for it (credits per hex), I say its too high priced so I ask what the price would be if I threw in a tech they don't have, or a chunk of land I have no use for, or a quantity of food I may have stockpiled, or whatever. They come back with a counter offer with a price per hex + the tech + stop fighting their friends. I agree, treaty is signed, techs get traded, and land gets annexed. Where we could set the trade limits, tariffs, or even allow free trade.
Treaties that allow students of other nations to learn in your schools. Treaties to set who gets the rights to fishing in a certain area and where do the territorial waters around your country extend. How far the agreeing nations keep there military units from the border. Treaties to jountly discover something instead of - you do this and we'll do that and then we'll trade techs. Or maybe even a jount venture to build a WoW that both nations would reap the benefits from. Treaties that would allow your nation to use their military bases in a war with a third nation, eventhough we are not allied with the nation we have the treaty with. Treaties to ALLOW your country to move military troops through or retreat into another country, the nation that agrees to this is usually seen as an automatic ally by the attacking nation and could become a target of aggression itself. Mutual defense treaties. Treaties that would limit the amount of expansion in a certain direction, or will allow you to attack a certain nation but only up to a certain point. Treaties where two nations would become allied against a third nation if it should attack. More discussion with other nations to get multiple nations to join a NATO or Warsaw Pact. Treaties that ban certain weapons or make nations help in the fight against pollution. Treaties to buy food or other resources from another nation for an agreed upon time.
It just seems that when you get into the more modern eras, that there are not enough treaties to keep the peace, where nations would find it more advantageous to remain friendly with another nation then to kick the crap out of them and ruin your economy.

P.S. - It would be easier to set up border treaties, or sell land to another nation if you didn't have to worry about how screwed up your cities would get if you stay with the current city ideas. Or even trading a city if you wouldn't have to worry about the other 20 squares that go along with it, the nice chunk of your nation that disappears with it, and the corrisponding border shift if you were playing SMAC. That was one of the reasons I wanted to throw out the current city concept, and let each hex have a population. Borders would then move like they are supposed to, instead of huge chunks of empires trading places, you also then trade individual hexes and not care too much about it. If your troops didn't move into the hex, didn't buy it or trade it, then it doesn't belong to you - yet.
[This message has been edited by Fugi the Great (edited August 26, 1999).]

jof
Settler

Reg. b.02-15-99

posted August 31, 1999 10:42   Click Here to See the Profile for jofClick Here to Email jofVisit jof's Homepage! Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


Proposal: Add to the game Nomadic Civilizations on a Mobile Population Base
Purpose: A larger spectrum of strategies to start a game with and more flexible paths to victory.
---
As first part of the "sweep of time" trilogy, civilizations could start a bit earlier without the knowledge of agriculture, as nomadic civs: tribes of hunter/gatherers. (The traditional start with the advances "settling", irrigation, mining and road building should be included as one of the accelerated startup options). The nomad-tribe-based civs have advantages in the beginning; once their city-based opponents get gunpowder, they start to seriously hurt. By then, though, most of them will (to survive) have conquered a few enemy cities and settled down, as they did historically.
This proposal (V990831) for an implementation of nomadic civilizations is based on one new special unit, the _NOMAD TRIBE_ UNIT (all other units remaining the same). The _nomad tribe_ unit as population base represents a Tribal Group with many of the characteristics of a city plus the ability to move.
When a game starts from the very beginning (8000BC?), every civ gets one weak _nomad tribe_ unit (0a, 1d, 1m, 1h, 1f) with 1 population point. _nomad tribe_ units can have multiple pop. points (limited by happiness) and are generated by splitting 1 unit into 2 units and removed by founding a city with them or adding to a city their population point{s} (like settlers). While exploring the environs they live off the land and have no home city, ie. need never food or shield support.

Like a WALKING CITY a _nomad tribe_ unit gathers food&shield&trade from the tile it is currently on (occasionally preventing a local city to use this tile). It must move every turn or will get _no_ resources (e.g. fortified in emergency). The first/only population point of the _nomad tribe_ unit reaps _all_ food&shields&trade points from the occupied tile according to the current government type -- Nothing is subtracted as maintenance for the unit itself! Further pop. points reap additionally (shields+1 & trade+1) per pop. point, but _no_ food from the occupied tile. Thereafter this tile is exhausted for "pop. points"-number of turns (yield=0), symbolized by a pollution-like icon. So the multiple _nomad tribe_ units leave temporary traces behind them, happy hunting -- this also prevents them from occupying the same (special resource or self-improved) tiles "too soon" again (for example on automated patrol routes).
Every _nomad tribe_ unit has a name (reference for the supported units), a short list of TRIBE IMPROVEMENTS and a food & production box, which are displayed, when it becomes the active unit. _nomad tribe_ units can't improve terrain with roads, irrigation, mines etc. and cannot produce wonders; they can produce units and some mobile(!) equivalents to city improvements:
Chieftain's Hut - requires warrior code, equiv. to Palace
Sacred Grove - requires ceremonial burial, equiv. to Temple
Shaman's Hut - requires map making, equiv. to Library
Bazaar - requires currency, equiv. to Market Place
Wagon Burgh - requires wheel, equiv. to City Walls, but not as strong.
When a _nomad tribe_ unit founds a city, the tribe improvements are changed into their city equivalents(??).

_nomad tribe_ units may gain advances through the collection of TRADE POINTS, just like regular cities. Every civ gets 1 tradepoint per turn for free (to lessen the advantage for starting with the _nomad tribe_ unit near river tiles). Once the "settling" advance is acquired, they may found cities.

With the appropriate civilization advance a _nomad tribe_ unit can build the tribe improvements mentioned above and units (warriors, horsemen, settlers, diplomats etc.) by emptying a full PRODUCTION BOX. 1 military unit per population point of the _nomad tribe_ unit is free of support in despotism (&monarchy?). Further units are supported from the _nomad tribe_ unit's production box with 1 shield per turn (or 1 food, if the prod. box is empty (and disbanded, if the food box is empty too)). Settlers need 1 shield & 1 food support.
The MILITARY UNITS produced by a _nomad tribe_ unit are some of the regular types, except higher Morale/Experience than ordinary units and mounted types have slightly better mobility. The units it can produce should be limited to infantry and mounted, so no vehicles. Maybe they could not build units requiring beyond a certain Production cost, which would be a quick way to prohibit them from building things they never built, like Musketeers, Catapults, Cannon, etc?

When its FOOD BOX becomes full, 1 _nomad tribe_ unit _may_ split in 2 new, independend _nomad tribe_ units with their own, empty (and scaled up) food boxes, dividing the content of the old unit's production box into their own, independend production boxes as well as dividing supported units of the old unit between the 2 new units; tribe improvements remain together at 1 (the bigger) new unit.
Alternatively to the split the _nomad tribe_ unit _may_ accumulate, ie. clear & scale up its full food box and increase the pop. points by one.
To provide one mechanism towards building cities (and to escape the general "exponential growth" problem!), the food box is enlarged on every split or accumulation (e.g. 10, 10, 20, 30, 50 etc. food). This numbers should play-balance a variety of starting strategies between the following extremes:
(mongolian) EXPANSIONIST, explore continent for goodie huts & weak civs, develop asap horseback riding, wheel etc., conquer cities and/or plunder their irrigated & mined tiles with swarms of simple _nomad tribe_ units. [Overrun your inert enemies behind their fences while your own population base is highly flexible: suitable distributed moving targets between nowhere and everywhere. Hurry up, your advantage is diminishing, conquer enough cities with your superior (in terms of mobility & morale/experience) horseXXXX units before your wild & free life is finally doomed by the advance of gunpowder...]
(chinese) PERFECTIONIST, explore neighbourhood for a good city location, develop asap the advance "settling", build city, irrigation, granary, phalanx etc. [Improve your cities & agriculture, dig in and build up city walls, defend tenacious every of your precious improvements. Grow fast, grow faster than you loose power to your nasty enemies in the dark ages. And hold on tight, your time will come, to throw them back and finally destroy them and prosper peacefully...]
As long as _nomad tribe_ units want to grow, they would avoid desert, glacier & mountain (0 food) and prefer grassland, special resources & irrigated tiles (2+ food), mainly mixed with forest & plains (1 food), and so gaining approx. 1.5 food per turn (net).
[With the FOODBOX-SIZES 10, 10, 20, 30, 50, 80, 130.. & approx. 1.5 food per turn gathered by a _nomad tribe_ unit, it would need 7, 7, 13, 20, 33, 53, 87.. turns to fill them. I.e. during the first 7, 13, 27, 47, 80, 133, 220.. turns there would be max. 1, 2, 4, 8, 16, 32, 64.. _nomad tribe_ units (of course if not accumulated or killed or used for cities).]

Another mechanism towards building cities and balance between the splitting or accumulating of _nomad tribe_ units is provided by UNHAPPINESS (riot factor): Unhappiness/Inefficiency from distance translates into rebellion after a time unless serious steps are taken to avoid it. Own rioting (redhead) _nomad tribe_ units on the circumference of the empire turn into barbarian (redflag) _nomad tribe_ units after a couple of turns (10?) and split off from the starting civ.
[Early-game BARBARIANS should have more options than just attack anything that moves: provide trading partners, info about other civs they contact, middle-men for tech transfers. Variety in Barbarians comes both from giving them a range of attitudes and mentioned interactions, but also some diplomatic exchange as well: You can buy off barbarians into not attacking you, joining you, attacking someone else, etc. Trading a lot with them would make them like you more (or, occasionally, lust after what you've got and raid you if you don't keep some military force around. And they should rely a lot on the way nomadic civs worked, by raids or hiring themselves out as mercenaries or try to join your empire but settling in the borders... There should be many barbarian tribes, but barbarians of the same tribe should land near each other. If barbarians stay too long without being attacked, then they should found thier own cities and become a small city-state. Finally the threat to civs also change over time and/or technology: barbarians to peasant rebellions to religious fanatics and terrorists.]

Goodie huts can result in a _nomad tribe_ unit.

Questions:
_nomad tribe_ units are really weak and probably can't survive a heavy battle (they can fortify, but that would prevent them from gathering food). Should ZONES OF CONTROL apply to them?

I think cities should be able to produce _nomad tribe_ units (kind of supply crawlers). When such a unit is created in a city, the number of citizens is reduced by 1. Number of shields required to produce a _nomad tribe_ unit?20? How about the initial foodbox-size of the _nomad tribe_ unit?80?

Taking the resources from a tile improvement is just 'living off the land'. If a _nomad tribe_ unit destroys a (foreign) improvement (pillage it), should it get a one-time bonus depending on the improvement? How big should this bonus be?
On the other hand, they might get peaceful bonuses in diffusing Tech and in Trade, because they tend to contact a lot of Civilizations informally in their wandering. Each time a _nomad tribe_ unit trades with a city, it increases the chance of gaining a technological advance, as does wandering through a populated area. How can this be modelled in more detail and terms of game effect?

---

Radegast2
Settler

Reg. 04-21-99

posted September 01, 1999 08:45   Click Here to See the Profile for Radegast2Click Here to Email Radegast2 Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


I trust this is the correct thread for the following, I apologize if it's inappropriate topic.

SETTLERS, PUBLIC WORKS and ENGINEERS

While I don't want to enter the Public Works/Terraformer/Settlers debate I would like to say that all three have their attractions, and certain individuals style and likes/dislikes influence their opinions of each method. So, why not allow all three methods to be available? The Civ settler/engineer is a really useful unit in the early game, your city will produce one, it will irrigate/mine one or two squares and then build a road off to where it finally decides to build the next city, possibly exploring on the way. This formula is then repeated as required. SMAC's implementaton of the former/colony pod forces the strategic decision of founding a new base or improving existing ones, the support costs acting as a natural break on the quantity of formers that could be produced. Formers also have the advantage of being emergency defenders/perimeter defences too. The public works concept with pure settlers has the advantage of being an excellent model of the civilization working together, wealth produced at the core of the empire can be used to improve the periphery quickly and efficiently. It also can significant speed up gameplay by reducing micromanagement in the later stages of the game.

However, each of these methods have their drawbacks. In all cases, the settler function seems to become redundant about half way through the game. By this stage, the space near you is pretty much taken by your own and opposing cities, if you want more lebensraum you go capture it. And in any case the time it takes to build a city up to any reasonable production level means there is little benefit in founding new cities int the 'new worlds' past a certain point. Only if settler units can be used to shift population from one city to another do they have any use. In Civ (and SMAC?) this can only be done to bring a city to a certain size, in CTP I've yet to work out how this can be done. And the build cost is fairly high for simple population transfer. The terraformer facility suffers in the end from there generally being far to many of them to manage without wasting a lot of time each go, so for me at least by the time the end game comes round and I'm in planet conquer mode I just don't bother. Public works allow the tactic of massive improvements to a city in one hit, suddenly everywhere is mines, farms etc. Also, in order to avoid resource wasteage in the early game (there is precious little to go round, why waste any), you should be altering the PW percentage every turn, rush buying when the job is almost complete and maxing public works for one turn.

In effect, terraformers give the player a challenge to resolve during the early game but too much micro-management towards the end, public works are sort of the opposite.

So, why can't all of these types co-exist within the game, as time progresses. Initially, the settler/engineer does the work, these early descisons of what to improve and where to build are absolutely crucial to sucess or failure. But these boys can only develop to a fairly primitive level, public works expenditure is needed to improve these squares further. Now the ability to fund public works only comes with the governments above despotism where presumably your civilization has developed from local tribes to a city state conglomerate. There is probably a case for limiting the total percentage a given government can assign to public works as well. However, if public works are applied to an unimproved square, they are significantly more expensive. This simulates the experts laying the groundwork, public works being considered gradual maintenance and improvement over time. It also will have the effect of limiting just how much improvement can be done to a single city at one time, but it may be that absolute limits may also need to be applied (i.e. only 3 squares in any city radius can be improved at any time, upgrading a square losses ALL resource from that square etc.). Public works improvements also take time as would settler improvments. But, settlers and public works can be combined together to produce improvements in a more cost effective manner.

Utimately perhaps, the longer you apply your settler/public works bugdet the more productive the square becomes. For example, say that 'farming' a square takes 5 turns, costs 50 and improves production by 10. So each turn production is increased by two and the PW budget is decreased by 10. So partial/interrupted improvments become allowed.

Settlers however carry a relativly high resource drain on the city/civ that supports them, and contain a population point. Their prime function really is to found new cities, the terraform ability is there to allow a civilization/city to kickstart. As the civilization progresses, a new unit becomes available, say with the advance of engineering. These are civil engineers(!), and are to all purposes the SMAC terraformers. These are cheaper and cost less to support than settlers, but cannot found cities. They can however construct certain terrain improvements that are not available through public work, I'm thinking here of maybe fortifications, bridges, tunnels, airfields etc. etc. When these improvements first become available civil enginers must build them, with probably some public work investment too, but after some time or another advance, they can be built by public works alone. There might even be some form of evolution with these engineers as well, you need a different type of engineer to build forts from airfields. I always used to love my 'combat engineers' in civ II, the guys who went in and built the road/railroad/fortess combiniation that let me get next to a city without the risk of one hit destroying me. Not possible in CTP, not required in SMAC.

Around about this time also, a 'migrant' unit could be produced. This simply allows a population point to be moved from one city to another, but does not have the capacity to form a new city. However, this would not be without disadvantage to both the producing and recieving city. In addition to the resource cost to build (which need not be that high), there is also a support cost that is much higher in terms of food especially, than that of a population point in a city. The purpose of this is primarily to discourage players from stockpiling migrants to overcome say happiness or resource shortfalls. To the recieving city, perhaps a happiness hit (immigration invariably causes discontent, on both sides) for a time and possibly a resource hit as well to simulate the additional infrastructure needed. This will discourage the player from dumping 20 migrants into a new city all in one hit.

This migrant unit would allow rapid growth and development of new or conquered areas at some cost to the established center, therby allowing colonization in the later game. After all, founding a new city after 1800 in pointless in CIV and CTP, but look at all the great cities of the USA, and how big were they in civ terms in 1800?

As the game progresses further and spreads into the colonization of undersea, space or, who knows, Alpha Centauri, the settler/engineer makes a re-appearance. Radically more expensive, and only able to work in its designated realm these bring us back to the management technique of the first few turns. But then, when you first expand to the sea bed, or space, or AC then you want to micromanage these ventures, but the main civ should be fairly autopilot, i.e. public works. These units should found new cities at sizes greater than 1, probably 3 so that again they can be kick started. They perhaps also come with a package of improvements ready built. There could also be the option of a 'super settler' for land use, allowing effective very late game colonization to the last bits of the world.


I have deliberatly not been precise with when and how much things should cost in here, I belive that only the game designer can be precise on that score. And I accept that there are bound to be some drawbacks that I have not yet considered, I'd be delighted to hear them. But, perhaps the debate between seetler/public works can be resolved by taking the best elements of both systems into CivIII

Radegast2
Settler

Reg. 04-21-99

posted September 01, 1999 09:18   Click Here to See the Profile for Radegast2Click Here to Email Radegast2 Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


I guess this one goes here too, there doesn't seem to be a topic on victory conditions.

WINNING the GAME of CIV III

CIV, CTP and SMAC are all won either by conquering the entire planet (or thereabouts) or by building some massive special project (Spaceship, trancendance etc, Alien life). Perhaps CIV III needs a different ending?

So, try this for size. Your task is to unite the world to face the Alien Invasion! Diplomatically, militarily or by means of special projects you bring the planet under your control. At some point, perhaps semi random based on progress in the game, the aliens invade. If you are not in charge of the all the world, some of the civs will ally with you, some will ally with them. If you are the stongest, perhaps you get the weakest etc.

Anyway, the Aliens invade, you don't know where, or in what strength. They might come with primarily naval, air, ampibious or ground troops, or they could be balanced. But they will be tough. They will have super units. And they will be aggressive. Defeat them you win, or face extinction.

This has sort of been done before, in Colonization, with the War of Independence. But there you could choose the time, and predict the place. But with this, you would be forced to keep them in the back of your mind, and be forced to maintain a balanced defence against the possibility during the late game. Because you won't know where and when (well vaugely) they're gonna come.

Just thought it might make the end game that much more worthwhile.

Fugi the Great
Warlord

Reg. 03-26-99

posted September 02, 1999 12:31   Click Here to See the Profile for Fugi the GreatClick Here to Email Fugi the Great Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


Include sickness, disease, pestilence, epidemics, earthquakes, floods, mini ice ages, volcanos. And why not an asteroid or comet strike the Earth?

The year is 1999. Two years ago world scientists discovered a mile wide asteroid heading for Earth, set to crash into the earth in 2028, which will destroy civilization as we know it. At first they thought it was going to hit, then they thought it would miss us by a comfortable margin, but earlier this year, they found an error in the calculations (not really), and found out it will definitely hit the Earth.
Can you successfully get every faction / nation on Earth helping and cooporating to find a way to stop it from hitting or try living through the after effects of the nuclear winter. Do you plan for it hitting and build a ship to carry a small population to a different planet or star, try destroying the asteroid, deflecting the asteroid, or do them all at the same time depending upon the help you are getting and the funds and/or time you have available? You could even have a few fall to Earth even earlier, since there is a record of the sky falling in recorded history. After all, that's where the legend of Dragon came from.
Having large chunks of the heavens fall on densely populated areas earlier in the game may not really be fair, it might even make you not want to finish the game, but if you could maybe have them fall in remote areas, where the effects can be felt world wide may be fair. Of course if you have a large one fall early on wiping out civilization, then the reminents will have to just start over, trying to rebuild from scratch, and maybe even relearn the old technologies. Maybe in a game like that there should be NO time limit, since it may keep on happening over and over again. Of course with a game with no time limit, where there is the possiblity that your civilization gets wiped out, then we should be scoring every turn like some else has already suggested.
Maybe even have the colony of humans that got away help to try rebuild the shattered cities.

Just a couple of stupid ideas I had after watching something on TLC.
[This message has been edited by Fugi the Great (edited September 02, 1999).]

SWPIGWANG
Warlord

Reg. 08-27-1999

posted September 02, 1999 19:50   Click Here to See the Profile for SWPIGWANGClick Here to Email SWPIGWANG Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


No nomand troops Only SETTLERS
SWPIGWANG
Warlord

Reg. 08-27-1999

posted September 03, 1999 19:18   Click Here to See the Profile for SWPIGWANGClick Here to Email SWPIGWANG Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


I just have an idea.
We all know Civs have diffent culture, but
thouse AREN'T IN CIV

So How about research culture like tech(But
With lux+trade).

learning culture can do the following things
1.make people happy
2.help trade
3.affect SE
4.speical troops

Each Civ would have diffect set of culture
to reasearch.culture world be transfered
slowly when two civ trade.

Jimmy
Chieftain

Reg. 06-10-99

posted September 03, 1999 22:26   Click Here to See the Profile for JimmyClick Here to Email Jimmy Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


SWPIGWANG: your idea sounds really good. It has a lot of potential.
Odalrick
Settler

Reg. 09-11-1999

posted September 11, 1999 21:57   Click Here to See the Profile for OdalrickClick Here to Email Odalrick Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


I like the nomads idea, and also the village idea. These could be combined and would also solve a problem, or lack of realism.
You start the game some millennia earlier and get one Chief Nomad (the leading tribe) and a couple of friedly tribes. You would have no control over these extra tribes but they would share their knowledge of the world with you while within a certain range of the Chief Nomad. Across the map several barbarian nomads are also dropped, as well as all the other Civs chiefs.
Now, you move about exploring for about say 40 turns after which you discover the advance "Settling" and you can found a city with your Chief. While you have moved about the tribes have divided into more tribes and fought the barbarians and so on (whatever you want to make of it) but the point is, now all those tribes will start to settle down, some chance each tribe will build a village. You will go looking for a good spot to place your town centre, surronded by villages and so on.
Benefits from this are:
1. A small area already known when you get your first city. I think that the first cities knew a bit more about the area they were founded in than CivX grants.
2. The first cities won't magically appear from nothing, instead they are placed in the vicinity of existing pop centres.
3. The tribes can be used as a base for cultures.

Rater than being the one and only place for resource gatering, as per CivX, cities will only be a node where things happen in the beginning.
I was thinking something like this:
The Village are the first in the line gatering resources from the tiles they are placed on.
Cities gather resources from Villages within 3 tiles, and house smaller upgrades like Marketplace and Temple. Cities may not be placed less than 4 tiles apart.
Strongholds become avilable from Feudalism, gather resources from Cities inside an 8 tile radius and construct regional improvements like the Bank and Cathedral. Cities may not be upgraded to a Stronghold if less than 14 tiles from another stronghold.
The Capitol (not the same as a Place) is heralded by the advent of the Railroad and can potetially pool all of a nations resources, as long as a chain of cities can be traced to the Capitol, liked with Railroad and no more than 8 tiles apart. No two Capitols may be linked to each other.
Capitols are places of commerce and as such are the places to build Stock Exchance and Research Lab.

This would naturally require a ratio of resource spending for each Node, with categories including, but not limited to, Military, Infrastructure, Expansion and Public Works.

Revolt would be handled on the highest level possible, making it possible for entire nations to break off in one fell swoop.
This would explain USAs independecy as a whole (London couldn't trace a chain to America, making it nessecary to build another Capitol. Is this "theory" historically acurate?)

Wonders would be built in specific tiles and Nodes inside a radius would contribute to their completion.

Military Units could be built in special TIs (mostly useful under a Capital)or could be handled as i intend to show in another postin thes thread after i get some sleep.

jof
Settler

Reg. b.02-15-99

posted September 21, 1999 03:16   Click Here to See the Profile for jofClick Here to Email jofVisit jof's Homepage! Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


Proposal: Add to the game Nomadic Civilizations on a Mobile Population Base
Purpose: A larger spectrum of strategies to start a game with and more flexible paths to victory.

Synopsis: The nomad tribe unit represents a Tribal Group with many of the characteristics of a city plus the ability to move. It can have multiple population points, gathers food&shields&trade and can build some "tribe improvements" & slightly superior horse-based units, but has no military value on its own. Potential growth problems are countered by scaling down their ability to reproduce and the risc to lose permanent unhappy (rioting) nomad tribe units spontaneously to the barbarians...

Description: As first part of the "sweep of time" trilogy, civilizations could start a bit earlier without the knowledge of agriculture, as nomadic civs: tribes of hunter/gatherers. (The traditional start with the advances "settling", irrigation, mining and road building should be included as one of the accelerated startup options). The nomad-tribe-based civs have advantages in the beginning; once their city-based opponents get gunpowder, they start to seriously hurt. By then, though, most of them will (to survive) have conquered a few enemy cities and settled down, as they did historically.
This proposal (V990909) for an implementation of nomadic civilizations is based on one new special unit, the NOMAD TRIBE UNIT (all other units remaining the same). When a game starts from the very beginning (8000BC?), every civ gets one weak nomad tribe unit (0a, 1d, 1m, 1h, 1f) with 1 population point. Nomad tribe units can have multiple pop. points (limited by happiness) and are generated by splitting 1 unit into 2 units and removed by founding a city with them or adding to a city their population point{s} (like settlers). While exploring the environs they live off the land and have no home city, i.e. need never food or shield support.

Like a WALKING CITY a nomad tribe unit gathers food&shields&trade from the tile it is currently on (occasionally preventing a local city to use this tile). It must move every turn or will get no resources (e.g. fortified in emergency). The first/only population point of the nomad tribe unit reaps all food&shields&trade points from the occupied tile according to the current government type -- Nothing is subtracted as maintenance for the unit itself! Further pop. points reap additionally (shields+1 & trade+1) per pop. point, but no food from the occupied tile. Thereafter this tile is exhausted for "pop. points"-number of turns (yield=0), symbolized by a pollution-like icon. So the multiple nomad tribe units leave temporary traces behind them, happy hunting -- this also prevents them from occupying the same (special resource or own improved) tiles "too soon" again (for example on automated patrol routes).
Every nomad tribe unit has a name (reference for the supported units), a short list of TRIBE IMPROVEMENTS and a food & production box, which are displayed, when it becomes the active unit. Nomad tribe units can't improve terrain with roads, irrigation, mines etc. and cannot produce wonders; they can produce units and some mobile(!) equivalents to city improvements:
Chieftain's Hut - requires warrior code, equiv. to Palace
Sacred Grove - requires ceremonial burial, equiv. to Temple
Shaman's Hut - requires map making, equiv. to Library
Bazaar - requires currency, equiv. to Market Place
Wagon Burgh - requires wheel, equiv. to City Walls, but not as strong.
When a nomad tribe unit founds a city, the tribe improvements are changed into their city equivalents(??).

Nomad tribe units may gain advances through the collection of TRADE POINTS, just like regular cities. Every civ gets 1 tradepoint per turn for free (to lessen the advantage for starting with the nomad tribe unit near river tiles). Once the "settling" advance is acquired, they may found cities.

With the appropriate civilization advance a nomad tribe unit can build the tribe improvements mentioned above and units (warriors, horsemen, settlers, diplomats etc.) by emptying a full PRODUCTION BOX. 1 military unit per population point of the nomad tribe unit is free of support in despotism (&monarchy?). Further units are supported from the nomad tribe unit's production box with 1 shield per turn (or 1 food, if the prod. box is empty (and disbanded, if the food box is empty too)). Settlers need 1 shield & 1 food support.
The MILITARY UNITS produced by a nomad tribe unit are some of the regular types, except higher Morale/Experience than ordinary units and mounted types have slightly better mobility. The units it can produce should be limited to infantry and mounted, so no vehicles. Maybe they could not build units requiring beyond a certain Production cost, which would be a quick way to prohibit them from building things they never built, like Musketeers, Catapults, Cannon, etc?

When its FOOD BOX becomes full, 1 nomad tribe unit may split in 2 new, independend nomad tribe units with their own, empty (and scaled up) food boxes, dividing the content of the old unit's production box into their own, independend production boxes as well as dividing supported units of the old unit between the 2 new units; tribe improvements remain together at 1 (the bigger) new unit.
Alternatively to the split the nomad tribe unit may accumulate, i.e. clear & scale up its full food box and increase the pop. points by one.
To provide one mechanism towards building cities (and to escape the general "exponential growth" problem!), the food box is enlarged on every split or accumulation (e.g. 10, 10, 20, 30, 50 etc. food). This numbers should play-balance a variety of starting strategies between the following extremes:
(mongolian) EXPANSIONIST, explore continent for goodie huts & weak civs, develop asap horseback riding, wheel etc., conquer cities and/or plunder their irrigated & mined tiles with swarms of simple nomad tribe units. {Overrun your inert enemies behind their fences while your own population base is highly flexible: suitable distributed moving targets between nowhere and everywhere. Hurry up, your advantage is diminishing, conquer enough cities with your superior horseXXXX units before your wild & free life is finally doomed by the advance of gunpowder...}
(chinese) PERFECTIONIST, explore neighbourhood for a good city location, develop asap the advance "settling", build city, irrigation, granary, phalanx etc. {Improve your cities & agriculture, dig in and build up city walls, defend tenacious every of your precious improvements. Grow fast, grow faster than you lose power to your nasty enemies in the dark ages. And hold on tight, your time will come, to throw them back and finally destroy them and prosper peacefully...}
As long as nomad tribe units want to grow, they would avoid desert, glacier & mountain (0 food) and prefer grassland, special resources & irrigated tiles (2+ food), mainly mixed with forest & plains (1 food), and so gaining approx. 1.5 food per turn (net).
{With the FOODBOX-SIZES 10, 10, 20, 30, 50, 80, 130.. & approx. 1.5 food per turn gathered by a nomad tribe unit, it would need 7, 7, 13, 20, 33, 53, 87.. turns to fill them. I.e. during the first 7, 13, 27, 47, 80, 133, 220.. turns there would be max. 1, 2, 4, 8, 16, 32, 64.. nomad tribe units (of course if not accumulated or killed or used for cities).}

Another mechanism towards building cities and balance between the splitting or accumulating of nomad tribe units is provided by UNHAPPINESS (riot factor): Unhappiness/Inefficiency from distance translates into rebellion after a time unless serious steps are taken to avoid it. Own rioting (redhead) nomad tribe units on the circumference of the empire turn into barbarian (redshield) nomad tribe units after a couple of turns (10?, fix or with increasing 'chance' to happen?) and split off from its civ.
{Early-game BARBARIANS should have more options than just attack anything that moves: provide trading partners, info about other civs they contact, middle-men for tech transfers. Variety in Barbarians comes both from giving them a range of attitudes and mentioned interactions, but also some diplomatic exchange as well: You can buy off barbarians into not attacking you, joining you, attacking someone else, etc. Trading a lot with them would make them like you more (or, occasionally, lust after what you've got and raid you if you don't keep some military force around. And they should rely a lot on the way nomadic civs worked, by raids or hiring themselves out as mercenaries or try to join your empire but settling in the borders... There should be different barbarian tribes, but barbarians of the same tribe should land near each other. If barbarians stay too long without being attacked, then they should found their own cities and become a small city-state. Finally the threat to civs also change over time and/or technology: barbarians to peasant rebellions to religious fanatics and terrorists.}

Goodie huts can result in a nomad tribe unit.

Questions:
Nomad tribe units are really weak and probably can't survive a battle (they can fortify, but that would prevent them from gathering food). Should zones of control apply to them?

I think cities should also be able to produce nomad tribe units (kind of supply crawlers). When such a unit is created in a city, the number of citizens is reduced by 1. So in later stages of the game the nomad tribe unit can be used to migrate pop. points between cities. Number of shields required to produce a nomad tribe unit?20? How about the initial foodbox-size of the nomad tribe unit?80?

Should there be a (variable, dependent on number of turns or advances?) latency time for a nomad tribe unit between the build-command (b-key) and the actual foundation of the city (for play balance, e.g. to increase or decrease 'migration' in modern times)? 5-10 turns?

Taking the resources from a tile improvement is just 'living off the land'. If a nomad tribe unit destroys a (foreign) improvement (pillage it), should it get a one-time bonus depending on the improvement? How big should this bonus be?
On the other hand, they might get peaceful bonuses in diffusing Tech and in Trade, because they tend to contact a lot of Civilizations informally in their wandering. Each time a nomad tribe unit trades with a city, it increases the chance of gaining a technological advance, as does wandering through a populated area. How can this be modelled in more detail and terms of game effect?

Thanks: This proposal was improved with the help from Diodorus Sicilus, Alfonso, Hugo Rune, mindlace, mhistbuff, itokugawa, Mo & E

raingoon
Warlord

Reg. 08-02-1999

posted September 24, 1999 19:13   Click Here to See the Profile for raingoonClick Here to Email raingoon Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


Korn469 has asked me to substitute summarize this thread for him.

If anybody else wants the job, or is already doing it, let me know! Otherwise, I'll post the summary for this thread after the weekend.

JamesJKirk
Warlord

Reg. b.02-15-99

posted September 28, 1999 02:44   Click Here to See the Profile for JamesJKirkClick Here to Email JamesJKirk Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


Here's an idea I've been thinking of:

Once the UN is built, there will be a UN pseudo-civ, somewhat like the barbarians, not under the control of a specific AI, they act under orders from the general assembly, and are considered "bad" to kill. But then again if you're doing bad enough stuff to get UN troops sent to your place, you probably won't care.

The diplomat
Chieftain

Reg. 09-26-1999

posted September 28, 1999 09:27   Click Here to See the Profile for The diplomatClick Here to Email The diplomat Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


Kirk: I like your idea.
The UN units would then represent peacekeepers. Also, any civ that is member of the UN council could give military units to these "peacekeepers" using a 'tun over" command like in SMAC. The other good aspect of this idea is that it gives real power to whoever is elected governor. If the other members pass a resolution to intervene in a war, the governor would have full control over these
UN units and could attack another civ without diplomatic penalty. Conquered cities would become UN cities.

------------------
No permanent enemies, no permanent friends.

JamesJKirk
Warlord

Reg. b.02-15-99

posted September 28, 1999 12:41   Click Here to See the Profile for JamesJKirkClick Here to Email JamesJKirk Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


Oh, and I forgot another idea I had:

Instead of the blatany oddity of actually choosing when to have a revolution, You, as the ruler, could select a path for your government to follow Like from Monarchy->Const. Monarchy->Democracy; or Despotism->Monarchy->Theocracy; but ofcourse, if the population get riled up (Which didn't happen nearly enough in Civ2, but should occur when other civs are granting their citizens social freedoms) the citizens can start a revolution, or even a civil war, which you would have to fight, but in the end you would probably want to just give the people the freedom they want. It would be possible immediatly after a revolution to choose a government different from the one the people choose, but you'd better hope the people like the one you choose more than the one they do.

JamesJKirk
Warlord

Reg. b.02-15-99

posted September 28, 1999 12:42   Click Here to See the Profile for JamesJKirkClick Here to Email JamesJKirk Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


Oh, and I forgot another idea I had:

Instead of the blatany oddity of actually choosing when to have a revolution, You, as the ruler, could select a path for your government to follow Like from Monarchy->Const. Monarchy->Democracy; or Despotism->Monarchy->Theocracy; but ofcourse, if the population get riled up (Which didn't happen nearly enough in Civ2, but should occur when other civs are granting their citizens social freedoms) the citizens can start a revolution, or even a civil war, which you would have to fight, but in the end you would probably want to just give the people the freedom they want. It would be possible immediatly after a revolution to choose a government different from the one the people choose, but you'd better hope the people like the one you choose more than the one they do.

raingoon
Warlord

Reg. 08-02-1999

posted October 04, 1999 20:53   Click Here to See the Profile for raingoonClick Here to Email raingoon Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


Well, here it is. If anybody has any quibbles or outright rants, speak soon. This is already past the deadline. I'm sending a copy of this to Yin as I post, here, but I'm sure he'll wait at least a few days before sending in the final wishlist...

Radical Ideas Summary V2.0

Once again the Radical Ideas thread was one of the most popular and most inspiring in the project. Since those who hope Civ 3 is just a small step forward have less to worry about , this summary is dedicated to those who feel Civ 3 ought not to be “Civ 2.5.” A cursory glance through the Radical Ideas thread reveals, ironically, a very serious effort on the part of some seriously dedicated civ fans to make the game truer to history, deeper strategically, and much more fun..

NOTE: Each of the following ideas are presented first in the context of Civ 2, then in terms of how they will benefit Civ 3, and finally as a summary of the discussion they inspired. Enjoy! -- Raingoon

1. AI
2. Barbarian Units
3. City Models
4. Diplomacy
5. Dynasties
6. Gameplay Issues
7. Interface
8. ICS Problem
9. Maps
10. Multiplayer
11. Population & Migration
12. Religion
13. Research
14. Settlers vs. Public Works
15. Victory/Defeat Conditions
16. Turn Length
17. Scoring
18. Tribes and Nomads
19. Culture
20. Units
21. Wonders & Improvements

1. AI

1.1) Separate AI Files

In the context of Civ 2: AI files are no longer integrated into any other files.

New Benefits: This allows easy updates to the AI only, without affecting the rest of the game.

Discussion: None needed.

1.2) Variable AI Entities

In the context of Civ 2: Like governors in SMAC, there should be AI entities who are generals and/or civic administrators, and they should be variable as to their abilities.

New Benefits: Assuming SE choices, some would allow you to choose the AI you wanted for a certain task, and what level of power it had, and some would impose limitations on you. These AIs could also be programmable by gamers. The effect would be to give the player the ability to instruct their military AI or civil administrator AI to accomplish certain tasks – how they accomplished the tasks would depend on the quality of the AI. For example, “…You would give an AI an instruction like… ‘use these troops to take these cities’ (or you might be limited to: ‘use these troops to attack this enemy’ or ‘use troops (and the AI picks the troops) to attck this enemy’ or a variety of other ones (affected by SE setting)…” The AIs would be available in “bins” to the players and the computer players – with the better AIs available to the computer player on the higher difficulty levels.

Discussion: See the SE thread for further thoughts.

2. Barbarian Units

2.1) Trade with Barbarians

In the context of Civ2: Barbarian units were an underused game element, where as history suggests their role was much greater.

New Benefits: Trading with barbarrians who pass your way (and you dissuade from attacking) could include being able to hire them to attack another civilization. In addition to the trade increasing your economy, this would add a realistic group of mercenaries to the game.

Discussion: “…Each barbarrian group would have an aggression factor, the ones that are more aggresive would not trade and would cost more to hire… Maybe even each group would have an aggression factor towards each civilization and would be cheaper to hire against some than others and would deal with some more and not others.”

3. City Models

3.1) The “Town Center Model”

In the context of Civ 2: Settlers would not found cities, but rather “town centers;” citizens would now be actual units on the map which the player would send to an empty square to build city improvements on adjacent squares within the town radius. Citizen units could be stacked to build faster and would not dissapear after completing their task. Further, you could send the citizen to a tile that already had an improvement and tell it to work there, which would give you the benefits of that improvement -- again, stacking to increase output. A citizen unit could be made into a military unit, a diplomat, or a settler. City walls would literally surround the city radius.

New Benefits: Fist, the visual satisfaction of seeing cities on the main map. Second, enhanced interface showing a city’s current needs instantly, and which cities are small, which are growing fast. Third, only when the town center is captured would the city be considered captured – thus street to street fighting is introduced.

Discussion: Some prefer less graphics on the terrain, as in Civ 2.

3.2) The “No City” Model

In the context of Civ 2: Some wish that cities were done away with all together, leaving squares/hexes to represent population, though not in the abstract (i.e., size 1 or 2) but literally by the millions of population per hex. In this case, groups of hexes form to create a city, with a nucleus hex representing the actual “city” and smaller “towns” springing up around it.

New Benefits: Advocates of having population counted per hex argue that in Civ 2 cities can take up 21 squares, which is equal to 459,515 square miles relative to the actual earth. This means a city, in Earth terms, a Civ 2 city is 5 times larger than the entire area of the current U.K. In this model, it would be proportionate. Additionally, you wouldn’t have to look for the perfect area to build a city, people can live almost anywhere. There would be no more jumping from city to city telling it what to build. The “mayor” could handle that.

Discussion: Hexes would have population limits; when a hex exceeded its limit, the population would migrate to neighboring hexes. Forts would supplant city walls, and invasion would mean population deaths per hex as the army advanced. Further, hexes might have two or three different types of "people" in it, the people of your empire, any “native” people, and maybe slaves from a conquered nation. Food grown in hexes is pooled as a nation and distributed everywhere. Any surplus can now be stockpiled and traded to other civilizations for money or other goods your nation might need. In general, the only things you should have to worry about are diplomacy, defense, setting policy, keeping the military up to date, starting a war if it is in the nation’s best interest, and expansion of the empire. In general, this model attempts to take a step back and have the player define certain perameters, but none so unrealistic as determining what food rations the population eats, what buildings they elect to build, etc. Instead, the cities grow more on their own, across groups of hexes, a la Sim City.

Alternative viewpoints state that Civ3 should not be Sim City 4000.

3.3.) The Production Sphere

In the context of Civ 2: A city gleaned resources from squares up to a distance of 3 units away on the X/Y axis. The production sphere would add another dimension -- the Z axis.

New Benefits: A lot more squares to exploit. True floating cities that can harvest squares above the ground. In effect, exploitable “cubes.”

Discussion: “…Sure, you can't build a farm in mid-air, at least not until you've reached the NanoTech age, and you can't build a mine at the Earth's core, at least not until you've developed some pretty good heat sinks... and think of the defense!”

3.4) The Village Model

In the context of Civ 2: Villages function as terrain improvers, by either farming or mining. They are all size 1, though size 2 might be possible late in the game, increasing productivity. Food and Mined resources are automatically sent to a nearby host city, whose population either gathers resources from it's own square, or processes the resources the villages send them (all population in a city not gathering from its own square are either labourers, traders, or scientists). Otherwise, cities function the same as in Civ 2.
New Benefits: “City radius is no longer used. You can use every square in your territory if you desire, and keep the cities in logical places, like on the coast and river junctions, where cities historically thrived.” Rural population is represented and strategically important (to capture or defend). Makes the logical split between resources and industry easier to manage.

Further, the villages belong to a region and send food straight to it. Cities in the region receive it as needed. Infrastructue is still placed in individual cities, but the industry is calculated centrally, to ease micromanagement. Regions are likewise good for reducing micromanagment, and the overall model more accurately shows the rural/urban population shift brought about by better agriculture.

Discussion: Villages are the only place to put non-specialists. These would work the village squares, gathering materials from the square they were on and nowhere else. Cities contain only specialists -- labourers produce industry, which is used to process the resources harvested in the countryside. “…Villages would be built by a "public works" type system, rather than by a unit. They could be autobuilt by the AI or queued by the player… Villages don't count towards any particular city, but are shared within a region. …The maximum distance from the main city would be dependant upon the technology level, or whether it is linked by road, railroad, etc.” It was suggested that you can transfer villagers along a clear road, so if the enemy blocks off your road, the only place you can put the villagers is in the city – which would have a maxium capacity beyond which negative effects begin to be felt.

In times of war, villagers come into the city.

Ocean square villages would spawn fishing villages, and oil platforms later.

“…I have proposed that food affects happiness, which affects gowth (as opposed to directly affecting growth). This removes the potential cheese of putting all your citizens on farms to boost growth…”

At the start only one city per region. As techs advance, you can choose which region your cities go in but there would be a max # of squares within region borders depending on your tech level. It was suggested that all villagers be content – “if villagers' happiness is affected, it should only be by famine.” Others question if villages are terrain improvements, why have people live in them at all? -- “It offers no advantages and only more micromanagement.”

Some thought settlers building villages (as opposed to the AI) represents a problem, as it amounts to getting free population. “Regardless of that,” they said, “the settlers should now take 2 population to build... One for the new city they will make, and one for the village next to it (that will spawn).” Out of this debate a clearer idea emerged: “Use a setler to 'flag' a square, and the next available villager will move there… to build a village, all that is needed is a pop point (from the city).”

Additionally, villages can be moved by click and drag. Same, perhaps, with population moving from city to city, limited to one unit a turn, and perhaps only then when connected by roads.

In terms of implentation, the village comes first. You would start the game with a handful of villages and can choose 1 to become your first city. Population is added only when a city has a whole pop point to send to the countyside. Any growth from the villages is added to the city as a small boost.

3.4.1) Villages Becoming Cities.

In the context of Civ 2: Distinct from CivX, when villages reach a certain size, they become cities. This is the only way to make a new city until the discovery of an advance which allows settlers.

New Benefits: Clearly defined regions. A “settled” city starts its own region, while normally grown cities belong to the same region as the village they grew out of. This would take the necessity of production away from expansion, since one wouldn't need to necessarily build cities with settlers. Building a provincial capital would allow you to select the borders of that capital’s new region.

Discussion: To limit ICS, make it so that the square a city is on does not produce any resources or food. Some think villages should never be able to grow into cities without direct intervention -- spontaneous city growth would lead to a loss of strategic control.

3.4.2) List of Possible City Specialists Under “The Village Model”
[LIST}

  • artisan/laborers process minerals sent from your mining villages.
  • merchant/traders generate money and are necessary to open trade routes (one per merchant).
  • wise men/scientist – the more you have the quicker you research.
  • actors/entertainers: these make your citizens happy – also, a rock n’ roll tech? Electric guitar?
  • military specialists: these specialist represents the military-industrial complex of your empire.
  • official/bureaucrats: these collect taxes and help to assimilate the population into your civ.
  • priest/clergy: these convert your population to your religion and in general make people happy.
  • philosophers: these people look for the meaning of life and man's place in it.
  • the middle class as the general, or “normal” citizen (replacing ealier peasants, and serfs).
    [/LIST]
    Discussion: Some don't see the point of philosphers. Some believe bureaucrats should lessen corruption. Also -- “a lot of the concept of speciallists is sort of silly. A whole pop point doesn't become scientists, only a few do, the rest are regular citizens. Maybe of your citydwellers only half the citizens after the 4th can specialize.”

    3.5) Problems with the Village Model vs. Civ2 Model

    Discussion:

    “…If I have been focusing on food production and am invaded, it will take me several turns to reorganize to get the resources needed for defense (whereas in CivX it was handled more efficiently)… The village concept makes it far too easy for an invading army to destroy another civ's economy, adds a lot of micromanagement to solve a problem (the city radius) that really isn't that troublesome.”

    An easier solution suggested would be to have an equivalent of the supply pods in SMAC. The supply pod unit could set up a base outside of the various city radii that would funnel supplies back to the origin city. This would seem to keep the ease of the city radius, while allowing relatively easy expansion outside of the radius for those players who are so inclined.

    Historically, most villages next to major metropolitan centers turn into cities themselves. This could create a new ICS problem as huge numbers of cities are clustered together.

    Which city gets which supplies? How to keep track of them all?

    Some solutions to problems raised by The Village Model are to fight ICS, you don't get a citizen to place in the field until size 2. This would require a minimum amount of food, etc. in the city square for it to grow, build, etc. Limit the distance villages can send supplies to 1 square w/o roads, 3 with, but further with RR's.

    Also, players build villages with settlers, PW, or engineers. Then, the only way to allow them to grow into another city is by settling on them with yet another a settler, or by having the village build a "town center", costing the same as a settler.

    3.6) The Village-Town-Metropolis Model

    In the context of Civ 2: Here again, the alternative is to use real population numbers (ie 10,390, not “10”). City growth would not depend on food but on other factors, represented by a population growth whose default might be 3% per turn, the other factors adding a few percentage points up or down. Food in this case would only determine if growth were positive or negative (i.e., a food defiicit).

    New Benefits. Lack of micromanagment. Citizens wouldn’t work squares. Instead, there would be sliders that would allow the player to distribute the pop among tasks like agriculture, industry, economy, military, happiness. With the sliders, the player would change percentages of population, not actual numbers of population. This would reduce micromanagement, especially for large cities.

    3.7) Size Determines Type of City

    New Benefits:

    Village: 1-4 citizens, no specialists and non-militaristic buildings requiring more than 1 coin for maintainance (i.e. bank) are not allowed. Village radius 1.

    Small city: 5-10 citizens, 3rd level improvements (stoch exchange, research lab, mfg plant) and superhighways are not allowed. City radius as now.

    Large city: 11-18 citizens. Requires sewer system. City radius 36 squares (radius 3 except 3 squares for every corner).

    Huge city: More than 18 citizens. City radius 48 squares (radius 3).

    Discussion: By changing the radius for cities of different sizes, you might destroy any chance of planning a civilization. For instance, when starting, you could have villages 3 squares apart with 8 squares in each city radius. Then, by the time they're all metropolises, they are overlapping horribly.

    3.8) The Modified Village Model

    New Benefits: Simplicity. This keeps the village as a terrain improvement, but kills the other ideas of the larger model. Cities still have their 2 radius. In order to extend them you must build a "village" TI, outside the city radius only. It sends the resources of the tile to the city, -1 food, with the above distance limits. If there is no food it subtracts -1 from the city's other sources. The limiting factor is simply to allow but 1 village per 2 population of the city. It acts in all other regards as a "supply crawler" from SMAC (except it can't move), with no support costs other than the 1 food.

    4. Diplomacy

    4.1) The Princess Factor

    In the context of Civ 2: Historically, many civílizations united against their foes by intermarriage (prince weds princess). This was not modeled previously. Civ 3 should have an expensive unit that first appears in mid-to-late game, called the "princess."
    Benefits: The princess unit can be used to force a merger of your civilization with any other with which you have an embassy.

    Discussion: The resulting combined population should be less than the largest civ on the map at the time (otherwise it would be too powerful). And you also should have to get her to the other capital without being killed off. This strategy can only be used once for each player, and only for absorbing AI's, not human civ's. The idea is to introduce some interesting new strategies which are consistent with historical events, and to make it a little more difficult for the civ with a big lead that thinks it has won the game already. A merger is roughly equivalent to buying all the AI's cities for the cost of the princess.

    Others suggest that the princess unit only work under a monarchy, and maybe despotism. Others think an automatic alliance is enough, instead of 'merging' the civilizations. In effect, “forcing” an alliance on a civ that otherwise would like to go to war with you.

    4.2) The Treaty Screen

    In the context of Civ 2: There would be a new ‘Treaty Screen' which would allow you to set the perameters of a treaty. It would be divided into 4 catagories – Government, Economic, Social, and Political. These would address, respectively, imposing government choices on your foes, demanding tribute, demanding the forced migration or oppression of social groups (i.e., religious or ethnic), and lastly, demanding the establishment of political protectorates or even the division of your foe’s former empire.

    Benefits: many new diplomatic demand possibilities – E.g., you could demand that a nation take up alliances with other nations. The political option would allow for the creation of whole new nations, giving them names, leaders, governments and political positions.

    Discussion: Each nation you created as the result of a treaty could alternatively be able to set up its own borders, government, leaders and determine its relations with other nations. This option might be preferable to you if you felt you did not have the strength to hold on to what would have been land you annexed, but wanted a friendly buffer zone between you and your enemy. Or you might not be playing a conquer game and might only have wanted to free a religion or ethnic group.

    In general, there should be more haggling over options in treaties! “…Something like: I want to buy a nice chunk of land from someone, they come back with a price, I say too high so I throw in a tech they don't have. They come back with a counter offer with a price per hex + the tech + demand I stop fighting their friends. I agree, treaty is signed, techs get traded, and land gets annexed.”

    Other possible issues for negotiation in Civ 3 treaties:


    • Trade limits
    • Tariffs vs. whether to allow free trade
    • Allow students of other nations to learn in your schools.
    • Set who gets the rights to fishing in a certain area and where do the territorial waters around your country extend.
    • How many hexes do signatory nations keep there military units from their borders.
    • Treaties to jointly discover a tech, or jointly build a WoW that both nations would reap the benefits from.
    • Treaties that would allow your nation to use signatory military bases in a war with a third nation, when you are not otherwise allied with the signatory nation.
    • Treaties to allow your country to move military troops through or retreat into another country.
    • Mutual defense treaties.
    • Treaties that would limit the amount of expansion in a certain direction, or will allow you to attack a certain nation but only up to a certain point. Treaties where two nations would become allied against a third nation if it should attack.
    • More discussion with other nations to get multiple nations to join a NATO or Warsaw Pact.
    • Treaties that ban certain weapons or make nations help in the fight against pollution.
    • Treaties to buy food or other resources from another nation for an agreed upon time.

    5. Dynasties

    5.1) Family Tree

    In the context of Civ 2: In the past, the multi-millenial nature of Civ created a need for a coherent structure to your civilization -- in other words, a history.

    New Benefits: Having leaders with characteristics would mean the player could select which offspring took over the reigns of power according to what qualities the nation needed at that time. If you have been at war for too long, then pick the correct offspring to make peace. Conversetly, if peace is getting old, people are hungry, and we need more living room, then pick an offspring who is a military genius.

    Discussion: Civilization is called Civilization. Not Dynasty. “…To me, this implies that I'm not playing a leader, a government, or a dynasty. I am playing a Civilization. I'd like to see the entire concept of the "leader" thrown out. I am the Civilization. To anybody that says, ‘How can you play a civilization? That's not realistic,’ I would suggest that you go buy yourself a nice flight simulator… at the same time, I think Firaxis needs to make that more clear by dropping the pretense of having a ‘leader.’’

    6. Gameplay Issues

    6.1) Balancing Civs More Realistically

    In the context of Civ 2: a civ with 30 cities was 10 times stronger then one with 3 cities ( if not more ). This isn't true in real life – Israel, for example, leads the world in several technologies and it's army is far better trained than would be modeled in Civ 2.

    To solve this, the “power model” in Civ 3 would add, for example, +10% for the morale in a US size civ, but a +50% bonus for a civ like Israel. Smaller civs get much bigger bonuses for the same modifier than bigger civs.

    Benefits: More realistic. It will make civ much more intersting, as conquering a smaller civ will be more difficult. Also, it opens the road for the much missed diplomacy, trade and scientific learning.

    6.2) Gaming into the Future

    This quote says it all: “…Also, I will be SEVERELY dissapointed if the game doesn't continue into the future. To not do this would be a step down from CTP, and then your getting pretty low indeed. And the more space colonization and the like that can be fit into the game, the better.”

    7. Interface

    7.1) The Power Graph

    In the context of Civ 2: there should be a tab-feature for the power graph.

    Benefits: The user could select which feature he or she wanted to examine. Tabs might be OVERALL, MILITARY, MONEY/INFRASTRUCTURE, and TECH. Each would rate the abilities of each nation.

    Discussion: …”The military tab would not only take in to account the number of units, but also their tech level.”

    8. ICS Problem

    In the context of Civ 2: “Infinite City Sleaze” was the term for the infamous strategy of mass producing cities in order to overwhelm the oposition. Solutions for ICS abound, and many were discussed throughout the Radical Ideas thread. They can be found here under “Population and Migration,” and elsewhere. Like in this discussion here (the benefits being obvious):

    Discussion: “…Maintaining a large empire, especially in ancient times, should be a difficult, yet not impossible, task in Civ 3.” Here is a series of increasingly severe penalizing effects designed roughly according to what historical Rome experienced. For the more cities you own:


    • increased unhappiness [starts when # of cities goes over limit]
    • increased corruption = less science, money, production
    • low military unit morale
    • chance of spontaneously falling to anarchy = civil war, or throne war, can happen several times
    • increased military unit costs = military service less appealing to populace
    • chance of massive barbarian hordes invading = they are looking for an opportunity to plunder a weak, overextended empire; may happen several times and they may found their own civilization if they capture your city.
    • chance of empire breaking up [may occur when you have more cities than three times limit]

    Also the strength (or chance) of each effect would increase with increasing number of cities. New inspiring ideologies (and religions) and more advanced forms of government would increase the city limit and thus reduce or perhaps finally eliminate the penalizing effects.

    There are those who believe the above proposal would rule out global conquest as an option until late in the game, which isn’t desirable.

    9. Maps

    9.1) Mapmaking is required for permanent terrain on the game map.

    In the context of Civ 2: Like the fog of war of past, but more so. Terrain would only be visible by units, no more. Once a unit moves, terrain no longer in its sight would return to black again.

    New Benefits: Mapmaking would mean all terrains would remain seen.

    Discussion: “…It would do 2 things: give the programmers 1 more thing to worry about, and make everyone research mapmaking ASAP. I'm not sure if it adds to the game overall…”

    Another idea was that the game map could be displayed as flat unit the world is proven to be round by someone, when the game map would become a sphere.

    10. Multiplayer

    10.1) Massive Multiplayer Online Civ - Bloodlines

    In the context of Civ 2: The game would be played on an earth world that is much larger in size than any civ. You would build cities and civilizations to actual scale, and some players would play regions within civs, and can rebel and try to start their own civ, etc.

    New benefits: Fun.

    Discussion: You would play a bloodline that could marry with others and have children. If your bloodline dies out you have to restart the game.

    Marrying would be the equivaletn of making an alliance. Each member of your familly would be listed. Government would be such that you can tell different players, if you have completely captured their bloodline, to control a region for you, which they would do under the threat of eradication. The converse is of course also possible, and rebellion remains a possibility.

    In a republic, the players in that civ would control different factions in the senate and would have to do actions to get them more popular so that they got more power. In general, play could move as in SMAC’s simultaneous mode. New players would start along the edges of civilization and in historical areas. In the game you could “launch huge realistic campaigns against others, or manage a real looking and acting civ…”

    11. Population and Migration

    11.1) A New Population Growth Model

    In the context of Civ 2: In order to separate pop growth from food production, the population in cities should be recorded as x.xxx. This allows fractional population points, with growth rates expressed as a percentage increase per turn – though not counted until they reached the next whole number. For example, a growth rate of .025 would be expressed as 2.5% per turn.

    Benefits: Attacks that hit population centers can now do fractional population points of damage.

    Discussion: All variable numbers should depend on SE choices and tech. This system is designed to be compatable with the “Village Model” discussed under “Cities,” above. Other Base growth modifiers can be factored in, such as villages (+0.2%) or medicine (+2%), etc.

    11.2) Migration Based on Happiness

    In the context of Civ 2: consider a “happiness rating,” which would be (#happy - #unhappy) / # total. This would give 0 for all content, 100 for all happy, and -100 for all unhappy. It can be applied to a city, a region, a civ or the entire world.

    Benefits: When taken with a new percentage growth model for pop growth, migration patterns can now be more accurately modeled. The advantages of including this is that large unhappy cites will tend to slow down growth or shrink, while smaller cities will pick up the extra people.

    Discussion: “In-civ migration = (city happiness - civ happiness) / Y. Y depends on SE and the overall level of transportation availabble. Between civs migration = (city happiness - world happiness) / Z. Z depends on SE and transport of all players. For this calcualtion government types can influence the happiness factor used -- democracy might add 10 points, while communism subtracts 10 points to reflect that democracies never have had problems with too many people trying to flee from them…” An Iron Curtain Wonder prevents all emmigration between civs.

    11.3) Migration Based on Employment Opportunity

    In the context of Civ 2: the player should have more opportunity to shape the forces that cause his citizens to migrate, rather than moving them him/herself and building a city, or having them simply stagnant. For instance, it is suggested when building a city you choose a tile, and people will move to that site gradually if conditions are good. The following discussion defines “good conditions” for immigration as employment opportunity, where employment opportunity = more resources present in the location than population units. If people outnumber resources in a city, there is unemployment and people will emigrate to a city where the converse is true.

    Benefits: This system would solve the ICS problem (see below), and by balancing labor with resources in a city, it would for the first time model unemployment in Civ. Also, it would more accurately show the forces of immigration throughout history.

    Discussion: Thus, cities built in large grasslands tracks will not be big cities since there is a minimum of resources (work) available. There would be large emigration out of such an agricultural area. Small cities will always have more resources than labor since they always have N+1 worked squares, where N is the size of the city.

    But to solve the ICS problem AND the problem that large cities might not be possible under this model since all the people would go to new cities, it was suggested that when a city reaches two population, it gets a bonus of 20 labor and 20 trade (using a x10 system). A size three population gets 30 labor/30 trade, and so on (for migration purposes trade is considered to be a resource). This would solve the ICS problem, since large cities are much bigger production and trade centers than many small ones. Food distribution should depend on tech level, SE/government choice, and transportation network, ranging from no distribution at all in the beginning (cities feeding themselves) to an empire-wide “food box” where food is automatically sent wherever needed.

    So, migration would be dependent on the resources of the surrounding terrain, as in reality. The smallest cities would be more agricultural oriented, the biggest would be the economic cities. If you wanted to move people to agricultural areas, you would have to pay them a subsidy e.g., per population unit 400 (x10!) gold (the current price of a settler in shields).

    11.4) Population X10 Advantages

    In the context of Civ 2: multiplying population x10 would allow for more ambitious gameplay than what Civ 2’s population model supported.

    Benefits: For instance, it would have the effect of slowing things like the above proposed migration model down to a realistic rate. A Popx10 model would also make a recruitment system possible. Under the normal pop system, the mobilization of even one pop unit would mean a lot of Riflemen units = unbalancing and unrealistic. Under the new system, you would simply build the Rifles and store them. They don’t require support until one population unit was mobilized to be a Rifleman. That unit disappears from the city population, and if killed, does not return. This would simulate the loss of population in wars. Would also allow for the modeling of conscripted soldiers vs. a vollunteer army. There would be a unit workshop where available hardward (still built in cities) was matched with a citizen from the population pool and a unit is mobilized. Low morale of drafted units could be beefed up by keeping them in a city with a barracks for X turns.

    Discussion: “Upgrading units in a Pop X10 system would be simpler. Just move them in a city, go to the unit workshop and change the item, you would want to change… reducing the experience level by one.” Popx10 would, however, make it impossible to have the population box of previous civ-like games. An alternative box would be (the +’s and –’s are to switch eg a normal content citizen to an entertainer):

    Happy : 20
    Content : 70 + -
    Unhappy : 10
    Taxmen : 0 + -
    Scientists : 0 +-
    Entertainers : 0 + -
    Rest : 0

    11.5) Oversea Colonization

    Discussion: Colonization overseas should require a Sea Unit looking like Colombus’ boat. It should have a large movement range and be able to land. If it lands it founds a coastal city. That way you expand oversea. More realistic.

    12. Religion

    12.1) SE Ideologies

    In the context of Civ 2: Each citizen in the city window should be labeled with an SE idelology to represent the beliefs of your population. If a majority of citizens in a city have the same SE choice that you would be able to set for your civ, "We love the ... days” would occur. When riots occured, they would become drones and demand that you change your SE choices to match theirs.

    The SE choice of a citizen would influence when it becomes a "drone." For example, citizens with the "power" SE choice would become drones if you lost a city in battle. "Wealth" citizens would become drones if taxes were too high. "Democracy" citizens would become drones if you were a tyranny. "Green" citizens would become drones if there were too much pollution etc.

    Benefits: a new important concept: ideology as a force in history, deeper gameplay -- real revolutions and civil wars would occur now, due to conflicting ideologies of your citizens, you could influence other civs ideologically -- maybe successfully start a revolution, in history, civs did play big roles in other civ's civil wars or revolutions.
    Discussion: instead of writing their SE choice under the citizen, you could make a different citizen icon for each of the SE choices...

    13. Research

    13.1) Random inventors show up in your civ as events.

    In the context of Civ2: Think “Philosophy Appears in…”

    New Benefits: If a cost is associated with taking on the random inventor, but an important invention not assured by doing so, then a difficult choice is created for the player. Do you turn him/her away or do you help them make their idea work?

    Discussion: Greek Fire almost wasn't Greek. Arabs first rejected the idea when it was brought tot them. In the game, some ideas will end up nowhere, just wasting your money, and some will end us possibly saving your hide. Also, the inventor would be able to research several different areas, as in MOO.

    14. Settler vs. Public Works

    14.1 Settlers, Public Works & Engineers – All in Civ 3

    In the context of Civ 2: the settler/engineer is a useful unit in the early game, building, developing and exploring. SMAC's former/colony pod forces the strategic decision of founding a new base or improving existing ones, and the public works concept with pure settlers has the advantage of being an excellent model of the civilization working together, as well as speeding up gameplay by reducing micromanagement in the latter stages of the game.

    New Benefits: The three together compensate for each other’s weaknesses.

    Discussion: “…Each of these methods have their drawbacks. The settler function seems to become redundant about half way through the game… The terraformer facility suffers in the end from there generally being far to many of them to manage without wasting a lot of time each go, (and) public works allow the tactic of massive improvements to a city in one hit, suddenly everywhere there are mines, farms etc. So, why can't all of these types co-exist within the game, as time progresses?

    15. Victory/Defeat Conditions

    15.1) Alien Punishment

    In the context of Civ 2: This idea suggests that if you screw up the world with pollution and nukes, aliens should come down and take you over.

    Benefits: It could be a losing sequence, with a movie of aliens blowing up your cities. This would raise the stakes considerably for all-out nuclear war, etc.

    Discussion: None needed.

    15.2) A Better End Game

    In the context of Civ 2: CIV, CTP and SMAC are all won either by conquering the entire planet or by building some massive special project. Perhaps Civ 3 needs a different ending -- Your task is to unite the world to face the Alien Invasion! Diplomatically, militarily or by means of special projects you bring the planet under your control. At some point the aliens invade. If you are not in charge of all the world, some of the civs will ally with you, some will ally with them.

    Benefits: A stronger end game, like Colonization had – also provides motivation to join together with former enemies or hurry up and conquer.

    Discussion: “…the Aliens invade, you don't know where, or in what strength. They might come with primarily naval, air, ampibious or ground troops, or they could be balanced. But they will be tough and have super units. And they will be aggressive. Defeat them you win, or face extinction.”

    15.3) Armegeddon Astroid

    In the context of Civ 2: The new game should include sickness, disease, pestilence, epidemics, earthquakes, floods, mini ice ages, volcanos -- And why not an asteroid or comet striking the Earth?

    Benefits: Higher stakes. Again, a stronger end game – “Can you successfully get every faction on Earth helping and cooporating to find a way to stop the astroid from hitting or try living through the after effects of the nuclear winter?”

    Discussion: Do you plan for it hitting and build a ship to carry a small population to a different planet or star, try destroying the asteroid, deflecting the asteroid, or do them all at the same time depending upon the help you are getting and the funds and/or time you have available? You could even have a few fall to Earth even earlier -- Having large chunks of the heavens fall on densely populated areas earlier in the game may not really be fair, it might even make you not want to finish the game, but if you could maybe have them fall in remote areas, where the effects can be felt world wide may be fair. Of course if you have a large one fall early on wiping out civilization, then the reminents will have to just start over, trying to rebuild from scratch, and maybe even relearn the old technologies.

    16. Turn Length

    16.1) One year turns throughout the game

    In the context of Civ 2: turns in the ancient era are at average a few seconds, in the last century several minutes.

    Benefits: sensible - time has not exactly slowed down during the last centuries. More emphasis on ancient history (which some say is under-represented). More sensible movement chronology -- a unit no longer needs many centuries to cross a continent.

    Discussion: Might make for extremely long games, with very little action each turn. The game length would increase from 600 to 6000 turns. The solution for this is the player should just have a few things to take care of each turn. A bit of this could be done by using CtP's systems for trade and terraforming. Unit movement could be made easier with improved GoTo functions.

    16.2) Variable Turn Lengths

    Discussion: Alternatively, instead of one year turns, why not link the length of game turns to level of technology of the civ? Why not allow game turns to reduce from 20 years to 5 years once Philosophy is discovered? From 5 years to 2 years once the Enlightenment period begins. and from 2 to 1 year per turn once the Industrial Revolution kicks in. Future technology may increase productivity in terms of game time even further.

    Civs who were lagging on the tech tree would either get fewer turns to play or have all facets of their production factored down when competing civs discovered key advances. Thus, one of the measures of your success would be the number of turns needed to win, not just points at the end.


    17. Scoring

    17.1) Score every turn

    In the context of Civ 2: instead of the SMAC/Civ one-time end-of-game score, you would accumulate points every turn from population, cash in treasury, owned wonders, etc. Perhaps there could also be one time grants for military success (capturing cities), being first to research a technology, completing a wonder, etc.

    Benefits: In this model, getting completely destroyed would be an acceptable ending as you can still have a decent score. It would be a better measure of your success throuout the game. Also stops the “cheat” of increasing luxuries just before the end of the game to artificially inflate your score.

    Discussion: “…The points would represent your civilization's heritage (cultural, technological, religious...). We all think our western culture owes a lot to the ancient Romans, but in Civ 2 scoring terms they would be complete losers because they were wiped out and hence scored 0%...”

    18. Tribes and Nomads

    18.1) Basic Tribes Model

    In the context of Civ 2: Each Civ would now have 4 or 5 tribes, the player beginning the game as one tribe in a struggle to unite all tribes in the civ together. If you lose the early game power struggle, game’s over.

    Benefits: The idea of different tribes in each civ allows more depth to the game and realism. This models the Mongol Hordes and how they never amounted to anything until they were united in a common effort by a great leader. How long you are in control depends upon temporary alliances, tribal marriage, whether yours was the largest tribe or if you were elected as leader...

    Discussion: Under this model it would be possible to have 35 tribes, each behaving independently. But tribes in the same civ would be more likely to make longer alliances since they would have more in common culturally.

    18.2) Nomadic Civilizations

    In the Context of Civ 2: start the game earlier with tribes of hunter/gatherers. The traditional start with the advances "settling", irrigation, mining and road building should be included as one of the accelerated startup options.

    New benefits: A larger spectrum of strategies to start a game with and more flexible paths to victory.

    Discussion: When a game starts (8000BC?), every civ gets one “Nomad Tribe Unit” (0a, 1d, 1m, 1h, 1f) worth 1 population point. Nomad units can have multiple pop. points by splitting 1 unit into 2 units, or removing them by founding a city. Until then, they are “walking cities,” gathering food and resources from the tile they are on. Note, it must move every turn or will get no resources.

    Every nomad unit has a name, a short list of “tribe improvements” and a food & production box which are displayed when active. When its food box becomes full, the tribe unit may split in two or the one may instead grow in strength. The nomad tribe unit can produce other units and some mobile equivalents to city improvements, using its own “production box”:

    Chieftain's Hut - requires warrior code, equiv. to Palace
    Sacred Grove - requires ceremonial burial, equiv. to Temple
    Shaman's Hut - requires map making, equiv. to Library
    Bazaar - requires currency, equiv. to Market Place
    Wagon Burgh - requires wheel, equiv. to City Walls, but not as strong.

    Military units produced have slightly better mobility, limited to infantry and mounted. When a nomad tribe unit acquires “settling,” (or agriculture?) they found a city. The tribe improvements are changed into their city equivalents. Tribes gain advances through its own collection of trade points, just like regular cities.

    Nomad tribes can be expansionist (Mongolian), or perfectionist (Chinese), and unhappiness (calculated by distance from center of civ) can lead to riots, eventually turning nomads into rogue barbarian units.

    18.3) Alternate Nomadic Model

    In the context of Civ 2: You could start the game with one “Chief Nomad” and a couple of friendly tribes you don’t control, but share knowledge with. Eventually, you and all those tribes who survive will start to settle down, with each friendly tribe building a village, near which you might want your Chief Nomad to settle, creating a “town center” (see “The Town Center Model” under “New City Models”).

    New Benefits: When you get your first city you already know a small area, which is historically accurate. First cities won't magically appear from nothing, instead they are placed in the vicinity of existing population centers. Tribes can be used as a base for different cultures.

    Discussion: Rather than being the one and only place for resource gathering, cities would become “nodes” where things happen in the beginning. For example, the villages are first in line gathering resources from the tiles they are on. Cities gather resources from villages within 3 tiles, and house smaller upgrades like marketplace and temple. Cities may not be placed less than 4 tiles apart. Later, the “Capitol” (not the same as a Palace) is heralded by the advent of the Railroad and can potentially pool all of a nations resources. It would be possible for entire nations to break off in one fell swoop.


    19. Culture

    In the context of Civ 2: there is no culture modeled in the game, per se. How about researching culture as a tech? The resulting advance would affect luxury and trade.

    New Benefits: new way to make more people happy, help trade, affect SE, special troops.

    Discussion: Each Civ would have a different culture set, and the “research” would actually be carried out slowly as a transference of trade between two civs. Eventually the accumulation of enough trade exchanged would result in the discovery of “culture.”

    20. Units

    20.1) Unit Supply Bar

    In the context of Civ 2: The supply bar would look like the health bar in Civ 2. Supplies themselves would be in addition to the regular resource support. There could be a function to take a percentage of your city production and funnel it into supplies.

    New Benefits: Supplies would model fuel, food, and ammunition in the Civ 3.

    Discussion: Ancient units would require some supply, modern much more. Distance becomes a factor -- the farther away, the more it costs to supply them, while advances like Airplane, etc. could reduce this cost. Other factors such as aircraft carriers vary the drain on your supplies.

    20.2) Unit Morale

    In the context of Civ 2: The morale would be the multiplier on the unit attack, represented as a bar graph similar to the health bar.

    New Benefits: Morale would introduce the concept of leaders benefits on the battlefield.

    Discussion: The morale standing would represent lowest to highest attainable morale. For example, “Low=55%, Medium =80%, High=105%, Highest=130%.”
    Morale could further quantify or modify unit status thus:
    Conscript = Rush bought unit (Low Morale)
    Regular = Produced Normally (Medium Morale)
    Veteran = Some Combat (High Morale)
    Elite = Hardened Vet (Highest Morale)
    Commander = (Increases units within 1 square morale by 20%)
    General = (Increases units within 2 squares morale by 45%)

    It was suggested that it would be impossible to go beyond Veteran without combat experience.

    20.3) Unit Leaders

    Discussion: Some want MOO2-like leaders, while others would rather have pysical units on the battlefield. They could be named for great leaders in history, or they could be made-up and hirable by any civ. But there is some question as to the realism of leader units in a strategic game like Civ, as opposed to a tactical game. The advantage, again, is to stack them for morale benefits, giving the leader himself a zero ATT/DEF modifier. Other abilities might include bribing, ambushing, natural concealment. A third possibility is the Pax Imperia model, where leader units are generic with only minor abilities, helpful but not unbalancing.

    20.4) Military Units Built by Companies

    In the context of Civ 2: units often became obsolete before they were built. And cities being able to build the military unit is not a realistic model.

    New Benefits: Model a military economy, add to strategic planning.

    Discussion: Have a company (i.e., Rockwell, Northrup) build the hardware. The nation pays for it, and then takes delivery of the hardware to meet up with the conscripted or volunteer human element. Then have them train a while with the new hardware, creating the unit at the most current technology level available. E.g., the nation putting in an order to Acme Armaments for 3,000 tanks @ X cost. Then raise a human army to use those tanks, 5 people per tank plus support and maintenance personnel for each so say 10 people for each, so raise an extra 5,000 people per year for those tanks. Other countries could also offer hardware for sale, but buying abroad would mean unemployment at home, and putting money in a rival nations pockets to be used against us in the future.

    21. Wonders & Improvements

    21.1) Make Wonders More Realistic

    In the context of Civ 2: Instead of granaries, pyramids had to do with religion. Also, have them built by civil engineer units on the game map.

    New Benefits: More realism, more strategy. Engineers can't be building roads, walls, etc. and wonders at the same time. They also have the chance of getting killed, and could be yanked off the job if needed for a new area, which of course will slow down building of the Wonder. The visible Wonder on the game map could be captured and/or destroyed.

    Discussion: Also, wonders, after expired, may become a tourist attraction and give you a percentage of each civ's annual income, minus a maintenance cost.

    21.2) City Improvements Causing Negative Effects

    In the context of Civ 2: A foreign missioner can convert your temple to produce unhappy citizens. A marketplace can be converted to black market and eat your income.

    New Benefits: City improvements can be subverted by the enemy and be used against you, making citizens unhappier or taking money from your treasury.

    Discussion: The religion summary supports this idea, suggesting ways a unit can subvert another civ’s “positive” improvements and turning them negative, making the player vulnerable to a savvy opponent.

    Contributors:
    Korn469, DarthVeda, Theben, Jakester, EnochF, croxis, Jimmy, Eggman, NotLikeTea, FinnishGuy, Alexander’sHorse, Fugi the Great, Flavor Dave, Jon Miller, Crashn, Technophile, Darkstarr, Ecce Homo, Rusty Nail, Harel, dinoman2, Xin Yu, ember, Gordon the Whale, MBrazier, itokugawa, raingoon, Tornado7, tatterdemalion, will, Diodorus Sicilus, JamesJKirk, don don, M@ni@c, Cartagia the Great, jof, Radegast2, SWPIGWANG, Odalrick, the diplomat

  • The diplomat
    Chieftain

    Reg. 09-26-1999

    posted October 05, 1999 13:32   Click Here to See the Profile for The diplomatClick Here to Email The diplomat Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


    Excellent summary !!
    I for one really hope that civ3 will be a lot more than just a civ2.5.
    korn469
    Prince

    Reg. 04-30-99

    posted October 09, 1999 14:38   Click Here to See the Profile for korn469Click Here to Email korn469Visit korn469's Homepage! Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


    good job raingoon! nice summary!

    korn469

    raingoon
    Warlord

    Reg. 08-02-1999

    posted October 11, 1999 15:04   Click Here to See the Profile for raingoonClick Here to Email raingoon Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


    Thanks!
    subspace
    Settler

    Reg. 10-22-1999

    posted October 31, 1999 23:03   Click Here to See the Profile for subspaceClick Here to Email subspace Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


    I like Jimmy's idea, where we can see each city improvements (what's wrong with AoE?).
    I think Civ3 should have three view modes.
    1. Spherical View (like in Populous): In this view, we can see the whole planet and the space colonies 9maybe some sattelites too).
    2. Regional View : In this view, we can still see the whole planet, but more closer and in a flat-shaped map. ( The kind of view all Civs game is using ). This is for regional/macro management.
    3. City view (like in Age of Empires): We can only see the selected city. This view, of course, is for city management and other micro management.
    subspace
    Settler

    Reg. 10-22-1999

    posted October 31, 1999 23:04   Click Here to See the Profile for subspaceClick Here to Email subspace Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


    I like Jimmy's idea, where we can see each city improvements (what's wrong with AoE?).
    I think Civ3 should have three view modes.
    1. Spherical View (like in Populous): In this view, we can see the whole planet and the space colonies & maybe some sattelites too).
    2. Regional View : In this view, we can still see the whole planet, but more closer and in a flat-shaped map. ( The kind of view all Civs game is using ). This is for regional/macro management.
    3. City view (like in Age of Empires): We can only see the selected city. This view, of course, is for city management and other micro management.
    subspace
    Settler

    Reg. 10-22-1999

    posted October 31, 1999 23:14   Click Here to See the Profile for subspaceClick Here to Email subspace Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


    FUGI THE GREAT RULES !!!!
    Love your ideas very very MUCH !!!
    subspace
    Settler

    Reg. 10-22-1999

    posted October 31, 1999 23:26   Click Here to See the Profile for subspaceClick Here to Email subspace Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


    There are many ways to win a game in Civ and SMAC just add up the list of victory conditions. But I believe there is only one defeat situation, that is when your nation is conquered.
    I have several ideas on how you can lose a game :
    1. Conquered (military), this is what usually happens
    2. Overthrown, not just a revolution where the government changes
    3. Assasinated (by a another nation's special unit)
    4. Bankrupt (the victim of a cornered global market)

    Fugi the Great
    Warlord

    Reg. 03-26-99

    posted November 01, 1999 23:19   Click Here to See the Profile for Fugi the GreatClick Here to Email Fugi the Great Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


    I haven't been here for a while, so I figured I should checkin with the radical crowd and so what was up. I was surprized that we were still only on version 2.0 page 3.

    Excellent job raingoon!

    Thanks subspace!

    Radegast2-after a reread your post, I actually liked it, and it made sense. Each game I played (Civ2/TOT/CTP/SMAC), I always wished I could have something from a different game. When you start in CTP, when you don't many public works, it would have been nice to have your settlers or Terraformers to do it. As the empire grows, you have an army of terraformers in CIV2/SMAC/TOT that get next thing to boring to control and it would have been nice to offload this to Civilian contractors in the form of Public Works so you don't have to keep moving those slow moving terraformer units around. Being able to include both types of improving tiles in the game would be great.

    I going to have to print these all out again so I can reread these at work instead of just skimming the posts.

    Fugi the Great
    Warlord

    Reg. 03-26-99

    posted November 01, 1999 23:21   Click Here to See the Profile for Fugi the GreatClick Here to Email Fugi the Great Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


    I haven't been here for a while, so I figured I should checkin with the radical crowd and so what was up. I was surprized that we were still only on version 2.0 page 3.

    Excellent job raingoon!

    Thanks subspace!

    Radegast2-after a reread your post, I actually liked it, and it made sense. Each game I played (Civ2/TOT/CTP/SMAC), I always wished I could have something from a different game. When you start in CTP, when you don't many public works, it would have been nice to have your settlers or Terraformers to do it. As the empire grows, you have an army of terraformers in CIV2/SMAC/TOT that get next thing to boring to control and it would have been nice to offload this to Civilian contractors in the form of Public Works so you don't have to keep moving those slow moving terraformer units around. Being able to include both types of improving tiles in the game would be great.

    I going to have to print these all out again so I can reread these at work instead of just skimming the posts.

    Adm.Naismith
    Chieftain

    Reg. 10-25-1999

    posted November 08, 1999 18:05   Click Here to See the Profile for Adm.Naismith  Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


    Hmmm, I'm sure too late to go on board of this "CIV III radical ideas"; may be I'm first for "CIV IV more radical ideas"

    I red your very interesting proposal, but I want to go a step further on barbarian subject: change them into a proper faction!
    If you mix your proposal about nomadic model, tribe model, ability to trade, offer military help and so on, you can see it can be better served by proper faction with special Social Engineering (like in SMAC model). Best of all you can finally play as barbarian faction
    I think that CIV barbarian (and SMAC mindworms) are quite annoying, not enough realistic (I mean coherent) as now, where they appear from nowhere, without appropriate origin and target.
    They can have some special ability/morale to diffentiate them (like SMAC factions) but this will be enough. It will also become more appropriate on modern time, where "barbarian" concept is unrealistic to said the last.
    It will work better if total number of civilizations (factions) in large map should be increased to add more, may be added some decade later (a potential increased difficult level for human player, too) to better portrait their historical later appearance.
    In real world they end growing assimilating/assimilated by other civs.

    ------------------
    Adm.Naismith AKA mcostant

    SWPIGWANG
    Warlord

    Reg. 08-27-1999

    posted December 31, 1999 19:28   Click Here to See the Profile for SWPIGWANGClick Here to Email SWPIGWANG Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


    My idea was lost theads before...anyway here it is

    How about haveing cultures represented like a tech....being researched by using lux points. Civs can also learn cultures from trade. different civs would have a diffenrent sets of cultures it can research.

    Cultures in turn should affect happyness ,SE and trade and whole lot of other stuff.

    It would be nice to see "USA have discovered the art of making computer games"

    LOGO
    Chieftain

    Reg. 08-24-1999

    posted January 13, 2000 03:50   Click Here to See the Profile for LOGOClick Here to Email LOGO Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


    Adm.Naismith

    I like your ideas, but I think you just might end up making more nations in the game (which I fully support! all equal at the beggining) I think better versions of this might be something like "natives" that spring up in certain newly aquired territories. They could fight you in guerrila wars which would apear as loosing your improvements, killing your people, cutting off trading, killing govenors, or attacking military units in hit-and-run missions that lower morale and slowly degrade your forces. Or large skale attacks, they could take a city but it wouldn't be any match to your army in standered combat, enemy nations can support them. As for negotiations, you could have rebell leaders to negotiat but they might not have total power over their troops.

    Miguel Corujo
    Settler

    Reg. 01-22-2000

    posted January 22, 2000 11:46   Click Here to See the Profile for Miguel CorujoClick Here to Email Miguel Corujo Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


    It would be possible to add other languages than English, French or German. What about Portuguese, Spanish, Italian, Dutch, Danish,...... and other languages.
    At least in the european version, orthe possibility of tankig out the add-ons from the firaxis homepage.
    This simple feature would enlage greatly the number of Civ fans.
    Orz
    Settler

    Reg. 12-24-1999

    posted February 12, 2000 16:54   Click Here to See the Profile for OrzClick Here to Email Orz Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


    1. Specialists - Yes! they ought to be what the cities are for, not peasants! Terrain should produce more food indeed.

    2. Villages - would those complicate the game way too much?

    3. Supply bar & morale bar - I support morale bar. Have you thought that if it should be global or city related? Maybe there should be military depot improvement which would increase the supply production. I also think that direct supply production like direct money (Capitalization) production ought to be provided then. I'd see morale rather as a status like Veteran/Regular rather than a bar.

    Orz
    Settler

    Reg. 12-24-1999

    posted February 12, 2000 16:57   Click Here to See the Profile for OrzClick Here to Email Orz Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


    Miguel - about the smaller languages that they are editable. Maybe Japanese and Spanish would be worth while to implement in retail version.
    Orz
    Settler

    Reg. 12-24-1999

    posted February 12, 2000 16:59   Click Here to See the Profile for OrzClick Here to Email Orz Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


    Miguel - languages are editable in civ. A friend of mine translated Civ 1 to Estonian!Japanese and Spanish might be worth while to have in retail version most probably.
    Xin Yu
    Prince

    Reg. b.02-15-99

    posted February 14, 2000 17:50   Click Here to See the Profile for Xin YuClick Here to Email Xin Yu Edit/Delete MessageReply To & Quote Message IP: Logged, Admin Access Only


    Got an idea from another game (Romance of the Three Kingdoms) for bribing a city.

    Each city has tenure 1 when it is established or conquered. Each turn the tenure increase by 1. More difficult to bribe as tenure increases.

    Each city has a 'loyalty' index. Increases when celebrating, decreases when riot, farmine. Loyalty decides the chance of successful bribing. In a scale of 1-100, cities loyalty higher than 80 cannot be bribed.

    For bribing to work, a spy/diplo needs first to 'spread rumour' in the city to lower its loyalty, thus increase the chance of a successful bribing. This way it can take several spies to bribe one city, since both spreading rumour and bribing may fail.

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