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Smilo


b.02-15-99
posted June 25, 1999 12:35   Click Here to See the Profile for SmiloClick Here to Email Smilo Visit Smilo's Homepage!
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Well ... simple, anything that does not fit in any of the other threads you can throw in here ...


SUMMARY OF "OTHER" THREAD VERSION 1.0 (Apolyton Site), Courtesy Ecce Homo http://apolyton.net/forums /

Population growth
Change the terms of population growth. Many aspects directly relate to Social Engineering.
Factors for population growth:
1) Education - High Education will actually lower population growth.
2) Prosperity- will modify immigration/emigration but not growth
3) Marriage - a social engineering choice
4) Contraception
5) Environmental Awareness
6) Status of women in society
7) State programs - breeding programs and population control. Trachmyr

Food should not be used to ”make” new population. Instead, population should grow whenever there is enough food, health and happiness. Captain Action

Time range
The game should cover the period from the first appearance of Homo until about 2020. anachron

The game should go farther-maybe to the year 3000? JT3

You should be able to select what era to start in. NotLikeTea
[bi]I would like this issue to be discussed in the General forum. I emailed MarkG to make polls about it.[/bi]

”Interesting” things
The game should recognise "interesting" things. For example, if a particular unit is very successful, it's home city should throw a "we love our troops" parade. the Octopus

Rural population
Some squares on the world map should be inhabited. The populations will slowly grow and expand to neighbouring squares. If the population in a square grows large enough, a city, and therefore a new civ, is created.

The populated ”countryside” squares will belong to the closest city and produce food and resources. People in the city will produce gold and science. Later, people working in factories in the cities would increase production at a linear rate.

Now you can also take move people to empty squares outside of a city radius but still within your empire's borders. These people working the empty land would behave like neutral inhabitants, but you can still chose which direction they expand in. You could also move people to other cities, but moving people should cost you some money.

You should also be able to build a road to a square to utilise the resources being produced there.
You can then decide where the production will go, to any city it is connected to by roads. Of course, the further away the city, the less of the actual production you would get.

City sizes in the first parts of the game would remain relatively small, ant they would have to rely on these squares outside of a city for more food and resources.

You would also want to move people to outside squares when your city can not grow any further, when all of the food is being used up and none is left over for growth. You could then move people to empty squares to allow your empire to still grow. Move enough people into a region and you could tell them to make a city (this would most likely cost some gold or something). This is a more realistic approach than having everything centred around the city as in the previous games. The countryside is where most of the people in the world live up until the 20th century.

When you destroy a city, you don’t necessarily kill all the inhabitants of the city, mainly you would just kill the citizens working in the city square. You would have to pillage the land surrounding the city square to kill the people working that square, and eventual later in the game, doing that kind of an action would be an atrocity. In the real world (the past) when cities were attacked, most of the inhabitants in the city were killed or sold into slavery. Combat should reflect this by usually wiping out the whole city when you take it. But the people that were working in the city, not in the city square, would survive.

When a city or civilization is destroyed there should be the chance that the civ’s civs techs will be distributed around the world or to any other civs in a certain radius.

As for civs rising and falling, and rising again, when you destroy enemy civs, and DON’T commit genocide on the remaining people still working the land, they return to a neutral status unless they are inside the borders of another civ.

These now newly formed neutrals will continue to grow and expand and will eventual form cities again and thus NEW empires, so that new civilizations are constantly popping up.

Civs should be able to grow quickly compared to already established civs. I would balance it so that a city's growth was limited by the amount of food it could produce, not whether it had an aqueduct or not. Possibility

Nomadic Population
Before cities were constructed, people were more or less nomadic. This needs to be represented in Civ 3. Treat a nomadic population as a mobile city, but not "improvable".

Workforce
Your workforce is handled on a city or regional basis, depending on your "National Government Level" (Independent/Regional/Federal).

Workforce determines not only what you produce/build but how your cities develop as well (A city with Level 8 Industry due to a lot of factory workers is much different than a city with Level 8 religion.)

All other projects utilise PW, from mines to roads to Wonders(which appear on the map)
Other concepts will be included, and I’ll expand on them later (Government, Stockpiles (National vs. Regional) and army production to name a few).

The result will be a highly graphical representation of you NATION, not just cities. Also Micromanagement of city improvement is eased, to allow for more detailed workforce, supply and economy.

One final note, tiles should be reduced in size to allow this to be effective. I suggest 1/4 size at maximum.

Random Event: Charismatic Leader.
Political: if he's in the government, for instance an advisor or Ruler and the government for X turns you get extra Happiness, Growth, or Economics or all of the above. If not in the Government - Government Reform or Revolt
Religious: increased Happiness, but you might also get the Church unhappy.
He can be a Prophet creating a new religion. You then have got the choice of trying to suppress it or accept it.
Scientist: you get an Advance.
Military: Pick one army/stack of units which can do Great Things for X turns. The General might take the government away from you!
Explorer: a part of the map or a Special resourceis revealed. Diodorus Sicilus
What about a Capitalist?

The Demo
Firaxis should think about how a demo should work up front, instead of taking a game engine, crippling it, and forcing us to wait for a huge download. The crippled nature of the SMAC demo was infuriating. If thought about ahead of time, maybe they could give us a better demo. the Octopus

Including X-factors
Epidemics, earthquakes, hurricanes, famines, volcanic activity, cults, alien visitation or artificial intelligence revolt. anachron

Bureaucrats
Large cities should require one or more ”bureaucrat” citizens. Sieve Too


[This message has been edited by Smilo (edited 06-27-1999).]

[This message has been edited by Smilo (edited 06-27-1999).]

Ecce Homo


b.02-15-99
posted June 25, 1999 14:35   Click Here to See the Profile for Ecce HomoClick Here to Email Ecce Homo Visit Ecce Homo's Homepage!
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Thank you!

You should know that I am the master of the OTHER thread on Apolyton's Forums. I had to take it over from JT3 because he was overworked. As I summarized it during the last week, I came to the conclusion that most of the ideas were old ones that had got their own threads later on during this month. Today, after this summary, there has been one new post in the last week.

Therefore, be prepared that this thread will get lots of post within the next few days that belong to other topics. After all threads are started, there might not be much going on here. I might of course be wrong.

Keep up the good work!

Jeff


b.02-15-99
posted June 25, 1999 15:07   Click Here to See the Profile for JeffClick Here to Email Jeff Visit Jeff's Homepage!
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There are a few fundamental changes I'd like to see in Civ III. While these will make it a different game than the other Civ games, I think it's time. Any "rework" of Civ II is just going to be more of the same.

First I'd like it to be more difficult to create a lasting civilization. In the current games you can expand at an exponential rate until you meet your neighbors. There are no internal limits on growth or progress. To put it in a literary sense, there's plenty of Civ vs. Civ, and Civ vs. Nature (limited resources, need to "terraform") but very little of Civ vs. Self. Let's make the game more difficult by making it fundamentally hard to get a civilization to grow and prosper. You're not going to get railroads by 500 AD if your people get "future-shocked" and destroy all your libraries and research centers.

Second, I think war should be de-emphasized. The name of the game after all is Civilization, not Battles Through the Ages. Admittedly war plays a large role in the history of the world, but so does trade, social interaction, religion, discovery, survival, and many others. The question is what to detail and what to abstract. It gets annoying moving each individual unit and resolving every little fire-fight. The original game should have the slogan "Civilization: Where every war is a hundred years war!"

Third, the amount of control the player has should vary over time. Civilizations are not controlled by one all-knowing individual who has a hand in everything. In the beginning of the game the player should control everything, after all a chief can control everything that happens (game scale) in a single village, but how well can you communicate with that second city your settlers founded? How willing are they going to be to follow your dictates? The amount of control the player has should be determined by three things -- communications technology & distance from capitol, governement & social engineering choices, and social effects of meddling. By the last I mean that every time the player interferes or overrides the "wishes of the local lord or populace" the people get more unhappy and more likely to revolt.

Fourth, make the number of civilizations in the game more "free-flow," that is dramatically variable over the course of the game. For starters, the game begins sparsely populated by a hundred or so civilizations, each only one city large. Over time they grow, unite, conquer, and destroy one another. The player does the same thing guiding his civilization. Eventually large empires grow, but because of the difficulty in maintaining a large civilization, they tend to split and fragment spawning new civilizations. At least this presents a realistic way to create an "American" civilization -- a group of colony cities that split off and create their own civilization.

I realize these are quite fundamental changes to the game, but it's where I think the focus should be -- not on quickly getting tanks to stomp on chariots, but trying to build and maintain a civilization.

n.c.


b.02-15-99
posted June 25, 1999 18:08   Click Here to See the Profile for n.c.Click Here to Email n.c. Visit n.c.'s Homepage!
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I know I should have separated these out, but I am not sure I'll have the time or energy.

1. make control over research and its speed be an inverse relationship. For example, if blind research took four turns for a discovery, totally directed research would take eight.

2. make city names a function of where the square is in the earth map. That way New York won't be on the Florida panhandle

3. keep the cheat feature!

4. get the map of a civ when you take a city and make that one of the things a spy/diplomat can steal

5. have a toggle switch for Wonders and goodie huts in case you want a more pure form game

6. re-visit and re-work the unit powers. for example, is a veteran catapult really twice as strong as a destroyer? one way to do this would be expand the scale; right now it goes from 1 to 18 (?). If it went to, say, 48, the differences between units could be more subtle.

7. it would be nice if some of the stuff where quicker to build, like libraries and marketplaces.

8. add radar as a tech and unit/city improvement. it was a major development that is totally ignored in Civ II.

9. make mobile SAMs a unit, have fewer four-legged units and add a unit between the (hopelessly wimpy) fighter and stealth fighter, such as a jet fighter. a commando unit would also be nice.

10. cities should be really unhappy if their unit is killed, but not that unhappy (if at all) when the unit is out of a city but within the nation's borders.

11. colony and engineer-type units should be totally separate. why should my population decrease to build a road?

12. different units should require different levels of support. infantry use less money and materials than a battleship.

Smilo


b.02-15-99
posted June 25, 1999 18:51   Click Here to See the Profile for SmiloClick Here to Email Smilo Visit Smilo's Homepage!
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Jeff,

Indeed some novel look on civ. I fully agree that currenly a large civilization is to easy to hold toghether. Certainly where it concerns cities taken over by force. There should be some system that these cities will tend to revolt for a long period after being taken over. Also cities captured through inciting revolts shouldn't be so easy to integrate into your civilization, even hader to keep them integrated. I believe a major solution to this is to downscale the power of trade and upgrade (or better said add) the effect of ethnic difference. Something like an ethnic impuls based on religion,culture,old disputes etc etc.

------------------
Smilo,
Thread Manager for MISCELLANEOUS
sven_milo@village.uunet.be

Smilo


b.02-15-99
posted June 25, 1999 19:15   Click Here to See the Profile for SmiloClick Here to Email Smilo Visit Smilo's Homepage!
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n.c.

Smilo as thread moderator:

Although you are right to post your ideas in this thread at this moment, some of them will find a better home in the threads that will shortly become available.

The full list of threads to be installed :
CIVILIZATIONS: Picker
CITIES/CITY IMPROVEMENTS: CyberShy & Victor Galis (co-hosts)
COMBAT: Hannes & Victor Galis (co-hosts)
CUSTOMIZATION: kd5bjo & Hugo Rune (co-hosts)
DIPLOMACY: Rollo
GRAPHICS AND INTERFACE: Frank Moore
MAP/TERRAIN/TERRAFORMING: EnochF & eNo (co-hosts)
MULTIPLAYER: DanS
MISCELLANEOUS: Smilo
RADICAL IDEAS: korn469
RESOURCE MANAGEMENT/ECONOMICS/TRADE: Kefaed
SOCIAL ENGINEERING: Bell
TECHNOLOGY: Snowfire
UNITS: JT3 & Victor Galis (co-hosts)
WONDERS: Q Cubed

If possible, could you move ideas like units, battle, new techs in the appropriate thread after they become available. I don't mean to be authoritive, it is just that I would dislike it utterly if good ideas don't get the full potential attention by not being posted in the ideal thread.
If you want I can add a post stating the ideas you raised in the appropriate threads (when thy become available).

Smilo as thread contributor :
Quote
"5. have a toggle switch for Wonders and goodie huts in case you want a more pure form game"

Do you mean a toggle to disable them ?

Quote
"7. it would be nice if some of the stuff where quicker to build, like libraries and marketplaces."

Do you mean that the shield required by the different improvements is unbalanced, or do you just want the library and marketplace to require less shields ?

Quote
"11. colony and engineer-type units should be totally separate. why should my population decrease to build a road?"

YES, DEFINATELY YES, fully agree on that. So instead of settlers we should have colonizers and improvers - to give it a name- (engineers later on). Colonizers would decrease your city pop by one and can only found new cities. Improvers/engineers should not decrease the city pop, but can only build roads or do tile improvement orterraforming.
How do you feel about the public works systems used in CTP.


------------------
Smilo,
Thread Manager for MISCELLANEOUS
sven_milo@village.uunet.be

Ecce Homo


b.02-15-99
posted June 25, 1999 19:48   Click Here to See the Profile for Ecce HomoClick Here to Email Ecce Homo Visit Ecce Homo's Homepage!
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Smilo, can you please include my OTHER summary at Apolyton? (But not the stuff that I have sorted into other topics.)
Jeje


b.02-15-99
posted June 27, 1999 11:19   Click Here to See the Profile for JejeClick Here to Email Jeje Visit Jeje's Homepage!
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Hi, Smilo

I have a two things that I want to mention.

1. How shall this marvellous game end?
I liked SMAC, with four winning ways. Does the game need more? (Religious, etc.)

2. How shall the score be calculated?
Few of us play for score, but score is a way to mesure your game. In SMAC there is a BIG problem with this. (Ex. In one game I went for max. population in end game and got a 1500% score.)

What should influence score? (Just tossing ideas)
- Way of winning
- Population (But use a special formula. ex. points_for_pop = gain * SQRT(population))
- Pollution
- Wars
- Nature
- Trade
- Technology
- WoW
- Happiness
- Your reputation
- More??

I think this will fit into your topic well.
Jeje

Hugo Rune


b.02-15-99
posted June 27, 1999 11:50   Click Here to See the Profile for Hugo RuneClick Here to Email Hugo Rune Visit Hugo Rune's Homepage!
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n.c.: Here's where your topics go-

1. make control over research and its speed be an inverse relationship. For example, if blind research took four turns for a discovery, totally directed research would take eight.

TECHNOLOGY

2. make city names a function of where the square is in the earth map. That way New York won't be on the Florida panhandle

CITIES (general, by Victor Gallis)

3. keep the cheat feature!

now that goes right in here!

4. get the map of a civ when you take a city and make that one of the things a spy/diplomat can steal

DIPLOMACY

5. have a toggle switch for Wonders and goodie huts in case you want a more pure form game

CUSTOMISATION

6. re-visit and re-work the unit powers. for example, is a veteran catapult really twice as strong as a destroyer? one way to do this would be expand the scale; right now it goes from 1 to 18 (?). If it went to, say, 48, the differences between units could be more subtle.

COMBAT

7. it would be nice if some of the stuff where quicker to build, like libraries and marketplaces.

CITY IMPROVEMENTS

8. add radar as a tech and unit/city improvement. it was a major development that is totally ignored in Civ II.

TECHNOLOGY/CITY IMPROVEMENTS

9. make mobile SAMs a unit, have fewer four-legged units and add a unit between the (hopelessly wimpy) fighter and stealth fighter, such as a jet fighter. a commando unit would also be nice.

UNITS

10. cities should be really unhappy if their unit is killed, but not that unhappy (if at all) when the unit is out of a city but within the nation's borders.

CITIES

11. colony and engineer-type units should be totally separate. why should my population decrease to build a road?

UNITS

12. different units should require different levels of support. infantry use less money and materials than a battleship.

ECONOMICS/TRADE/RESOURCE MANAGEMENT

------------------
"Tragedy is when I cut my finger. Comedy is when you fall down an open manhole cover and die."
-Mel Brooks

n.c.


b.02-15-99
posted June 28, 1999 09:45   Click Here to See the Profile for n.c.Click Here to Email n.c. Visit n.c.'s Homepage!
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Thank you Hugo Rune for pointing out where my ideas should go. Being a bonehead I didn't understand some of the category headings. (I didn't see the combat and units list, though.) I will be more diligent in the future. And Smilo, feel free to post the ideas wherever you see fit.

As for specific responses: the toggle switch would be an on/off customization. The idea is that Wonders are very powerful and give a huge advantage, and sometimes I get sick of the race to build them. Of course, it is great to keep a size 10/11 city happy for free in Emperor, but its really bad news for the other guys. The goodie huts are fun but very random and can have a huge influence on the early game. This is not really a big deal, though. With the libraries, ect. my thought was fewer shields. Again, not a big deal.

The improver (good name) coloninst thing is a big deal and I hope it is part of the new game. As for SMAC, I only know what I've read on a few Web pages. I imagine it is a good thing, though; the other changes I've read about (colateral damage, bulding ques(?)) all seem great.

SnowFire


b.02-15-99
posted July 01, 1999 09:18   Click Here to See the Profile for SnowFireClick Here to Email SnowFire Visit SnowFire's Homepage!
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The Endgame sequence, re-posted and edited from Customization:

First of all, one of my most important things I want to see in Civ is NOT the huge, sprawling empires of CivII. Your own territory should stay somewhat compact, and have many good allies and "puppet" governments (think the British Commonwealth, rather than keeping them all under Imperial rule into the modern age). That being said, conquest victorys should:

A. Count those allies and friendly minor nations as your territory;
B. Not require 100% conquest to win, but rather a certain percentage, like 67%; however this calculation is thrown out the window should any of the remaining 33% have the technology to build nukes (in other words, if you haven't conquered by the 1940's, you're never going to win that way).

Alternatively, you could just replace this completely with a win similar to the diplomatic win in SMAC, where everyone votes for you.

Now, for a more normal ending, the technology one, we must remember that allegedly the Earth was going up in flames when the Unity launched. So, slightly before the time you get the technology to start building, management should get a lot harder. Old conquered provinces that have been stable for decades should get antsy again. Terrorist acts burning buildings and killing people should start happening at random. Those para-military organizations like the Spartans and the Christian States of America should start causing cities to revolt and join the side of chaos (who then use the cities to pump out more tools of destruction). Meanwhile, the idea is to force the remaining civs to end their petty conflicts and work together on the Unity, while fighting off the rioters. If you wait to long and can't get the Unity off the ground, nuclear missiles start "disappearing" from your militaries and get shot back at you, as well as home-grown nukes made by the fanatics. This may happen once or twice and still get the Unity going, but eventually the world descends into nuclear chaos as more and more cities get nuked, many remaining ones break off and form splinter groups, and nuclear winter settles upon the land. At this point the enemies get disorganized as well, and all the remaining rebel conquered cities become sort of like city-states who will defensively fight for themselves but otherwise are just there. You haven't lost the game yet, but you get to live in a nuclear winter world, which means starting over, basically. All Modern and some Industrial Techs get wiped from knowledge (though you can re-discover them at huge discounts, since there are books and libraries on them all around), and you get to sit around and re-establish civilization and contact with your old friends. Of course, after you've advanced enough, you get to start the Unity-building sequence again and try and make sure you don't nuke off even MORE areas of the world.

Pit


b.02-15-99
posted July 04, 1999 20:20   Click Here to See the Profile for PitClick Here to Email Pit Visit Pit's Homepage!
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Snow Fire,
I am not sure I like the idea of whole world beginning to collapse around the turn of the millinium. I understand that Civ3 will be the prequel to SMAC but it is my opinion that knowing that my civilization - which I have spent hours nurturing - will fall apart because I have failed to conquer the world - either militarily or polilitcally - by the said date causes me to lose enthusiasim rather quickly.
If some of the suggestions from the other threads are taken into the game, such as many civs (minor and major), and the almost constant formation of civs from those that have fallen before, it would be entirely possible to "win" after the advent of weapons of mass destruction.
By causing the world to follow a pre-programmed, pre-set self-destruct sequence you are completly throwing many other possible endings away.
First, I think there has been too much emphasis in the past civ games on warfare. In my recent posts, on other threads, I have been suggesting possible methods to keep this is in check.
One possible ending could be an economic victory - in which your empire controls a vast majority (say 75%) of the planet's manufacturing capability. This would have little to do with actual physical expansion and more with the development of one's civilization.
Another possiblity would be a "harmony" ending. All major civilizations are at peace, and scientific, artistic, and philosophical advancment are emphasised much more than military conquest. This ending would be a reward for not turning the planet into a radioactive dust bin.
There could also be an 1984, ultimate detente ending. The world's major powers are locked in a stagnant cold war in which no one can gain any ground. Nuclear missles are aimed at every city, vast numbers of troops are on alert at the borders of every empire, and biological and chemical stockpiles are being built up. While not as pleasent as the harmony ending, this is a possibility.
Also, turning the planet into a nuclear nightmare could also be a possibility. In the late twentith century we are most capable of killing off even the most tenacious cockroaches - not to mention everything else. This would be one of the more regrettable endings of the game - not to mention in real life.
There could also be a massive People's Revolution - a la Marx and Engles. The citizens of the planet are fed up with their abusive governments and wish to form a new world government not based on any existing civilization or empire.
Then if you throw in other established possibilities such as election of a world government, conquest, and building the Unity, ther ewould be plenty of possibilities.
All my listed possibilities would offer incentive for the player to show some responsibility and would allow the game to strech beyond the confines of King of the Mountain.
In my opinion, I do not feel it is wise to limit a game marketed as infinitly playable by forcing upon a meltdown ending just to improve the conguency of a proposed triology. These are games afterall, and in their nature, they are, unlike books or movies, interactive and both the ends and the means should be different each time.
Q Cubed


b.02-15-99
posted July 05, 1999 17:38   Click Here to See the Profile for Q CubedClick Here to Email Q Cubed Visit Q Cubed's Homepage!
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So, for Victory Conditions, we have:

1. Enlightenment (Peace):
All major civilizations are at peace, and scientific, artistic, and philosophical advancment are emphasised much more than military conquest. Perhaps all would have at least 1 future tech. This ending would be a reward for not turning the planet into a radioactive dust bin.

2. Mine, All Mine (Economy):
In which your empire controls a vast majority (say 75%) of the planet's manufacturing capability and enough money to buy 80% of the cities. This would have little to do with actual physical expansion and more with the development of one's civilization.

3. War Games (Stalemate):
The world's major powers are locked in a stagnant cold war in which no one can gain any ground. Nuclear missles are aimed at every city, vast numbers of troops are on alert at the borders of every empire, and biological and chemical stockpiles are being built up. While not as pleasent as the harmony ending, this is a possibility.

4. Frozen Hell (Nuclear):
In the late twentith century we are most capable of killing off even the most tenacious cockroaches - not to mention everything else. This would be one of the more regrettable endings of the game - not to mention in real life.

5. People's Planet (World Revolution):
The citizens of the planet are fed up with their abusive governments and wish to form a new world government not based on any existing civilization or empire.

6. Vote for Me (Diplomatic):
After construction of the UN, a world-wide referendum is held to elect a supreme planetary leader. Bonus votes would be added to the nation with the highest tech, biggest military, most wealth, largest population, and greatest happiness, but each player gets to throw in a number of votes to the candidate.

7. Bloodlust (Conquest):
Normal conquest victory.

8. Unity (Wonder):
Built like the UN Wonder, and availible only after appropriate techs are discovered AND the UN is built, several nations would pool resources to build the UNS Unity.

9. Meltdown (Chaos):
SnowFire's suggestion. Triggered if there are food shortages in many cities, booming population, and all governments running in a deficit.

------------------
Q Cubed
Renaissance Q • Q-of-all-trades
Thread Discussion Facilitator for Wonders

"Logic must dictate my stance."

[This message has been edited by Q Cubed (edited 07-05-1999).]

Princeps


b.02-15-99
posted July 06, 1999 01:22   Click Here to See the Profile for PrincepsClick Here to Email Princeps Visit Princeps's Homepage!
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I have, IMO, a wonderful game idea thought up, but lack the knowledge and resources to produce the game myself. However, I'll have to be content with offering some of the ideas for Civ3.

1) Real time. Although I didn't like the game, I think Pax Imperia II is a good example of a true real-time strategy.

2) Limited, but customizable theme. I personally would like to see Civ3 deal with early mankind, say up to 1000 AD. But that might be better suited as an individual game, like SMAC, rather than a Civ3.

------------------
SENATVS POPVLVSQVE ROMANVS

CormacMacArt


b.02-15-99
posted July 07, 1999 11:46   Click Here to See the Profile for CormacMacArtClick Here to Email CormacMacArt Visit CormacMacArt's Homepage!
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CORPORATIONS
Perhaps with the advent of ECONOMICS, CORPORATIONS can be formed. They would be started in the three(?) most profitable cities. They would expand through trade routes and would take over freight production. They would have their own corp. headquarters, research, and focus:
(MILITARY, NEUTRAL, CIVILIAN).
Civs could show favor to one over the other, be lobbied, communicate with through the DIPLOMACY SCREEN and buy military units (the unit would be bought for less than if the civ built it). The corporation would be able to build units in cities (transports, freight, engineers to build production facilities in unpopulated areas). If a civ was or became COMMUNIST, the corp. would not exist or its assets within the civ would be siezed. The civ would then be responcible for building its own factory etc.
MasterSwitch


b.02-15-99
posted July 11, 1999 00:43   Click Here to See the Profile for MasterSwitchClick Here to Email MasterSwitch Visit MasterSwitch's Homepage!
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I just had an intersting idea.

It would be pretty neat if at the end of each game, when the score is added up, there be a little box displaying what real world civilization you came closest to. For example, If you were to keep yourself cut off from the rest of the world, nearly taken over, and then cut yourself off again, it might say you were like China.

Just a thought.

Sir Edgar


b.02-15-99
posted July 14, 1999 22:01   Click Here to See the Profile for Sir EdgarClick Here to Email Sir Edgar Visit Sir Edgar's Homepage!
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A few thoughts:

1. After the game SCORING should be separated from "regular", "scenario", and "customized" games. Scenario games tend to give a lot of points for nothing. For example, if I start a scenario and quit after the first turn, I'll get on top of the high score list right away. Also, there should be at least 20 rankings for each high score list.

2. I agree that Civilization III should not be so concentrated on constant warfare. There should be more focus on trade, economic conflicts, revolts, secessions, etc.

3. I also agree that there should be some kind of ethnic designation for cities. If the French, for example, founded a city called "Marseille" (by the way, incorrectly spelled "Marseilles" in CivII), it should remain ethnically French. Consequently, the French should put priority on re-taking Marseille if it was lost to the Russians, for example. Also, the people of Marseille should be more difficult to administer or rule by the Russians, because they are "French". Even if the name is changed to a Russian name, the people should remain "French" and when they are liberated by the French, the French should rename it Marseille.

Thanks.

ember


b.02-15-99
posted July 18, 1999 23:44   Click Here to See the Profile for emberClick Here to Email ember Visit ember's Homepage!
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Each game should only be able to appear on teh high score list in one spot.

For ethnicity, maybe make all cities that are not controled by the founding civ start having unhappy people with a couple less citizens, and have double the chance of rebelling when there are riots....

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

Cherb


b.02-15-99
posted July 20, 1999 14:21   Click Here to See the Profile for CherbClick Here to Email Cherb Visit Cherb's Homepage!
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Here is something I would like to see in Civ3 that would be easy to add. How about when you found a new city you have a list of 30+ city names to choose from, rather than getting a name given to you. Of course, you could still type in your own name if you want. This feature would also execute if you take over an ememy city.

Related to the above idea, how about enabling the computer civs to change the name of a captured city to one of their own civ's names.

Sir Edgar


b.02-15-99
posted July 20, 1999 18:37   Click Here to See the Profile for Sir EdgarClick Here to Email Sir Edgar Visit Sir Edgar's Homepage!
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I agree that there should be a list of cities to choose from for naming cities.

Also, it's very annoying that after awhile the Chinese automatically start naming their cities "Naples", etc which is so inappropriate.

Finally, I kinda liked the way the original Civilization showed you the progression of the game at the end. Perhaps, this could be optional at the end of Civ III and you can choose what you'd like to see (such as only city takeovers or declarations of war/peace/alliance or first to discover advance).

humaloidi


b.02-15-99
posted July 27, 1999 14:24   Click Here to See the Profile for humaloidiClick Here to Email humaloidi Visit humaloidi's Homepage!
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National space.
land Area extending 4 squares outwards of all cities (unless compromised by foreign borders), Airspace extending 2 squares of any land square considered your area, and naval range extending 2 squares out of coastal land areas and 3 squares out of cities.
non-allied units entering would be asked to leave area immediately. If request not obeyed these units could be destroyed with little if any diplomatic penalty without declaring war.

------------------
Humaloidi
Not-so-special dude who isn't an administrator...

"Tourists are terrorists with cameras. Terrorists are tourists with guns."
-Anon

Questions or Comments? humaloidi@yahoo.com


Ville Sipinen


b.02-15-99
posted August 04, 1999 09:56   Click Here to See the Profile for Ville SipinenClick Here to Email Ville Sipinen Visit Ville Sipinen's Homepage!
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I would suggest that there should be more emphasis in ancient times. One thing that I really don't like in current Civization games is that the first 4000 years passes so fast. Maybe the ancient era could be split to several eras like Stone Age, Bronze Age and Iron Age etc.

If is difficult to invent enough technologies for the longer ancient period, the research process could be slower in the ancient era. Anyway I would like to have more time to build an ancient civilization, because now there is not enough time - at least for me - to build my civilization before Renaissance.

Pehaps there should be also Middle Ages between ancient era and Renaissance.

King


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posted August 09, 1999 03:15   Click Here to See the Profile for KingClick Here to Email King Visit King's Homepage!
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I would like to see space aliens invasion or/ and peaceful meeting with human race in CIV3. And why? Because WE are not alone in the universe....
Q Cubed


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posted August 22, 1999 00:07   Click Here to See the Profile for Q CubedClick Here to Email Q Cubed Visit Q Cubed's Homepage!
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<-----bump!

up this goes.
======
hm....perhaps the alien visit could be a victory condition?

it depends on your form of government, level of discontent, and culture, whether the meeting is peaceful or a war.

if a war happens, one has to defeat the invading army.

if it's peaceful, they get a huge boost in the UN Council, perhaps either autowinning them the Diplomatic Victory, or really helping them out to that goal.

------------------
Q Cubed
Renaissance Q • Q-of-all-trades
Thread Discussion Facilitator for Wonders

"Logic must dictate my stance."

eNo


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posted October 16, 1999 22:14   Click Here to See the Profile for eNoClick Here to Email eNo Visit eNo's Homepage!
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BUMP!
Nampilot


b.02-15-99
posted October 21, 1999 04:35   Click Here to See the Profile for NampilotClick Here to Email Nampilot Visit Nampilot's Homepage!
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I have a suggestion for a real-time Civilization III 3-D virtual reality 1st person point of view with 3-D acceleration in real time a truly 21st century real time strategy game. It take play from 360 Million M.Y.A. to 3000 A.D including Prehistoric times, Ancient times, Roman times, Dark Ages times, Feudal times, Medieval times, Imperial times, Gunpowder times, Renaissance times, Barque times, Enlightenment times, Revolutionary War times, Napoleonic War times, Victorian times, American Civil War times, World War I times, World War II times, Korean War times, Vietnam War times, Cold War times, Modern times and Futuristic times with all the weapons, equipment, architecture, clothing and more as well as all of history in great detail all in one game. It would use the Bryce 3-D by MetaCreations Engine, Bryce 2, CAD Engine, Audiovisial Video Smacker type Engine, SCUMM Engine and VR Engine. It would combine the genres of real time strategy, real time wargame, action, adventure, simulation, interactive movie, god game, empire building game, city building game, business game, role playing game, historical game, sci-fi game, fantasy game, tomb raider type game, 3-D shooter all in one. The simulation/action modes can be turned on and off. It would have all the cities and civilizations that ever existed from history. There would be historical preset scenerios, random events, dynamic world, all events from actual history books, built in interactive chonology in game form that is playable. All the characters would be played by actors and and actresses using interactive multimedia and in interactive movie format as well as having built-in interactive biographies as well as using virtual reality characters. All the characters in the game are playable, How about a more complex tech-tree, more units wonders and more. How about a multiple storylines that are different for each of the major civilizations. The Historical Pre-Historic Scenerios would include a Tree-of-Life and Evolution-Trees and when the Species get intelligent and form a tribe about 10,000 B.C. they get Tech-Trees. Techology levels as well as Architecture, Furniture, Art, Pottery, Painting, Weapons, Mosaics, Statues, Orniments, Jewelry, Tapestries, Authentic Historical Costumes and Outfits and Clothes for Men, Women and Children of the Lower Classes, Middle Classes and Upper Classes as well as Leaders and Generals from all of history would cover the Prehistoric Period 360 Million M.Y.A. to 3000 A.D. and would include multiple interactive movies for each era and have multiple storylines with multiple endings It would have over 1000 preset historical scenerios from wars to political intigue and successions to crisises and much more. The game would have a virtual reality engine as well a 3-D accelerated flight simulator type engine and Tomb Raider type engine including all of the Earth and the entire solar system in 1st person point of view and perspectives and 3rd person point of view and perspectives or the way the old Simcity 3000 used to look. You can zoom in and zoom out in 3-D and you also have a ultra realistic isometric/isomorphic topography in 3-D. It would have a scenerio editor, campaign editor, event editor, unit editor, character editor, storyline editor and much more as well as the ability to design your own characters, scenerios, units, events, equipment, vehicles and much more. All the events are based exactly from history books. You can play as any character in the empire. You can play as a common citizen or slave and work you way to be a soldier and then work your way to be a general and then work you way to be a warlord and then work your way to be a governor or governess and then work you way to be a noble or courtier and then work your way to be an advisor (but be sure not to get executed) then work you way to be a king or queen and then work your way to be a emperor or empress and finally work your way to be a god or goddess. Or you can use the cheat mode and be a god automaticly. You can communicate and interact with audiovisual the advisors, courtiers, courtisans, nobles, generals, citizens and more in 3-D. All the leaders you interact with are in 3-D. For example the Emperors from the Julio-Claudian Dynasty including Augustus, Tiberius, Caligula, Claudius, Nero and much more are all in 3-D as well as the monarchs from the Tudor Dynasty including Henry VIII, Mary I, Elizabeth I, James I, Charles V, Philip II and all the leaders that ever lived and much more are all in 3-D as well as Napoleon, Nicholas II, Wilhelm II, Lenin, Stalin, Hitler, Mussolini, LBJ, Nixon, Ho Chi Mihn, Saddam Hussein and all the leaders that ever lived and much more all in 3-D. Even Xena and Callisto are in 3-D. It would have all the leaders from history. It would have all the dynasties from history all in 3-D. All the characters have dialog in which you can speak to them as well as having TV-Movie type scripts in which what you say to them leads to another even and effects other characters. You have the same type of scripts and dialog and storylines from I,Claudius, Six Wives of Henry VIII and Elizabeth R and much more. You can also communicate with the characters using a voice activation and recognision system. It would have an online interactive 3-D Encyclopedia. Also included would be a electronic battlefield for all eras including strategic, tactical, operational, simulation and much more. In land battles you can swordfight and fire your missile weapon or gun in 3-D. You can use the simulation mode and fight your battles in 3-D virtual reality. In the 20th century you can fly aircraft and helicopters both civilian and military in World War I, World War II, Korean War, Vietnam War, Gulf War and more. The civilian aircraft is to survey your empire and transport soldiers, passengers, goods and more. You can also drive the cars, tanks and other vehicles. You can turn the simulation modes on and off and leave it to your advisors. You can even go into the 3-D buildings and see 3-D people in them and on the streets. It would also have 3-D cars and trucks on the road with 3-D stop lights, street signs, expressway signs, street lights and more. Before electricity you have torch lit streets and later gas lit streets. It would have an interactive 3-D virtual reality and interactive audiovisual video chronology that happens in realtime. The events happen in 3-D virtual reality in which you can see in the interactive palaces. It happens if you are there to see it or not. It would also have 3-D virtual reality re-enactment and video re-enactment. It would have Techology Trees, Succession Trees, Trees of Life, Architecture Trees, Equipment Trees, Political Preset Historical Events Trees that would trigger other events in your or your rival's civilization. In other words one event triggers another one if you are there to see it or not. The historical event would be placed out using 3-D interactive virtual reality and DVD interactive video. You can even play as a historical character playing out a historical scene from history and the events could even play out differently if your good enough. It would have all the Political Events, Human Rights, Social Justice, Exploration, Colonization, Economics, Finance, Business, Retailing, Energy, Transportation, Techology, Science, Medicine, Religion, Education, Communications, Media, Literature, Art, Growth, Photography, Film, Theater, Music, Visual Arts, Philosophy, Learning, Military, Sports, Everyday Daily Life, Tobacco, Drugs, Crime, Architecture, Enviroment, Marine Resources, Agriculture, Food Availability, Nutrition, Comsumer Protection, Food and Drink, Population, Weapons, Costumes, Equipment, Cities, People, Wars, Battles, Revolutions, Leaders, Soldiers, Dynasties, Monarchies, Dictatorships, Democracies, Citizens, Vehicles, Preset Scenerios, Species, Animals, Random events, Calamities, Resources, Historical events, Multiple Historical Storylines, Treachary, Slander, Political Intigue, Factions in the Senate and Parliment, Assassinations, Executions, Poisonings, Plots, Conspiracies, Bribery, a Praetorian Guard that is trying to overthrow you, senators that are trying to assassinate you, royal heirs, generals, senators, praetorian guards, courtiers and nobles that want your thrown, corrupt advisors, treacharious wives, appointment of governors, appointment of army generals, appointment of prefect of the praetorian guard, appointment of priests and priestess including sacrificing to the gods if you don't they may plot your downfall, vestal virgins plotting your downfall, plebians revolting, warrior princesses trying to overthow you, warrior queens trying to overthrow you and barbarians at the gate, 1000s of historical characters, interactive storylines with multiple endings using both 3-D virtual reality and interactive DVD film video in 3-D interactive and real time in game form from the books and would include events and historical preset scenerios from the books. In other word those civilizations would get the same types of units, scenerios, battles, campaigns, wars, leaders, characters, historical characters, quests, weapons, storylines, buildings, wonders, landmarks, artwork, historical preset events, missions, technology-trees, trees of life, succession trees, vehicles, vessels, aircraft, tanks, trucks, automobiles, trucks, ships, people, civilizations, nations, multimedia, video cut scenes and gameplay from the games and reference as all the historical games and historical books, architecture books, techonology books, military books, transportation books, historical movies, TV historical mini-series, TV historical shows, TV historical movies ever made ,but are in 3-D virtual reality in realtime and interactive DVD multimedia video.
Nampilot


b.02-15-99
posted October 21, 1999 04:57   Click Here to See the Profile for NampilotClick Here to Email Nampilot Visit Nampilot's Homepage!
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One thing I think is Civilization 3 should be on DVD and it should including many more scenerios just like Civilization 2 like the Conquests of Alexander the Great, Jihad, the Roman Empire (Roman Civil Wars, Gallic Wars, Punic Wars, Wars of the Empire, Rise and Fall of the Roman Empire), Crusades, Age of Discovery in the 16th century (but in much more detail playing the role of Henry VIII, Elizabeth I, Philip II, James I, Charles I, Charles II, George while have to fight the English Civil War, Thirty Years War, Wars of Succession, Seven Years War, French and Indian War, Wars of Religion), the American Revolution, Napoleonic Wars, American Civil War, World War I, World War II. New scenerios I would like to see is the English Civil War, Hundred Years War, Wars of the Roses, Wars of Religion, Thirty Years War, a more detailed World War I and World War II, Korean War, Vietnam War, Iran-Iraq War, Arab-Israeli Wars, Franco-Prussian War, Spanish-American War, Colonial Wars and all the other wars that history recorded. I would also like to see the detail in wars and in battles with all the uniforms, weapons and scenerios like in Age of Empires Rise of Rome, Age of Empires 2, Operational Art of War 1, Operational Art of War 2, Panzer General 2, East Front 2, Close Combat 3, Age of Rifles, Steel Panthers 3. I also would like to have cut scenes from I, Claudius , Six Wives of Henry VIII, Elizabeth R, Elizabeth, The Great War and shaping of the 20th century, World War I century of war, Stalin, Vietnam a Thousand Day War. That is why it would be so cool to have it on DVD. It would also be cool to have a built in interactive encyclopedia like the Encyclopedia Encarta and Chronicle of World History, Illustrated Encyclopedia of History and many more. It would cool to click on the information it would give you not only text but thousands of color illustrations like books have been doing. In other words making the civopedia (I think it is what it is called) very detailed. For example being about to get illustrations on every weapon, artwork, architecture, costume, vehicle, structure, ship, tank, plane, helicopter, cars, trucks, tractors, uniforms, armor, historical figure, that ever existed. As well as getting information on all the battles, wars, civilizations, leaders and other historical characters. Also I think it would be fun to have the civ secret of execution in the civ tech tree in which you will have the Tower of London and Bastille wonders. You start with cruxifion to beheading to the guillitine and finally to the firing squad. It will keep the population in line when there is a revolt.
Nampilot


b.02-15-99
posted October 21, 1999 05:09   Click Here to See the Profile for NampilotClick Here to Email Nampilot Visit Nampilot's Homepage!
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It would be cool to include Amazons and Vampires. Amazons would be barbarian raiders, but be much better looking like in Settlers 3 Quest of the Amazons. Amazons would also have villages. It would be cool to have Amazon units on the battlefield. Also it would be cool to include women in the cities like in Age of Empires 2. It would also be cool to have palace intigue with cutthoat relatives and upsurpers trying to take the thrown as well as a greedy preatorian guard and senators also trying to overthrow you. It would also be cool when you have a theocracy to have inquistions. In the 20th century it would be cool to have all the cars and trucks that were ever built from Model T's to todays modern cars and they would drive on the superhighway. In the 1950's you would see tailfinned cars, in the 1960's you would see muscle cars and in the 1970's you would see muscle cars and compacts. It would also be cool to have interactive reference encyclopedia listing all the cars and trucks. It would also be cool to have a interactive reference encyclopedia and atlas covering all of history. It would also be cool in the 16th century to have pirates, thieves like in Colonization.
BusterMan


b.02-15-99
posted October 21, 1999 13:25   Click Here to See the Profile for BusterManClick Here to Email BusterMan Visit BusterMan's Homepage!
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Nampilot: You went all over the place with that one, but I'll try to decifer it.

Firstoff, I assume that you are talking about the Greek Amazons, not some Amazon tribe from south America. The vampires idea will not be used because CivIII is a REALISTIC strategy game. It will not include any dwarfs, gnomes, elfs, santa clauses, vampires, easter bunnies, etc. The 20th century cars idea is a little off. I say this because usually I was building nuclear weapons in the 1850s in CivII. Your research speed is determined by YOUR choices in the game. The time that you make a breakthrough at is not based on when it happened in real life.

-Parker

markusf


b.02-15-99
posted October 22, 1999 03:27   Click Here to See the Profile for markusfClick Here to Email markusf Visit markusf's Homepage!
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I have been playing CIV since it first came out and then i moved onto civII and then civ2 Gold. I have gotten some of the highest scores in the world on civ II and i've found the easiest way to win is just building as many cities as you possiblely can. On diety level it isn't uncommon to have 30 cities by 1AD and then discouver new tech ever 2-5 rounds. This makes he game rather uninteresting especailly in multiplayer.
I'd like to see the following changes in CIV III

-The closing screen for civ 1 where it showed the map and how you showly conquered territory over the centuries.

- Extreme unhappyness and corruption as a result of mass city building. Or Maybe only allow cities of size 3+ to product science.

- Access to the power Graph and charts. For demographics if i am in first i would also like to see who is the closest to me. sencond in pop for instance.

- I want a minister who can control my cities for me. For instance if i select a minister to control my building for that city i would like a menu to pop up that would allow me to create a build cue, this would then apply to all cities controled by the minister.

- The AI should take advantage of spies and Co-orinate attacks with several units on one city not one unit at a time. It is basically imposible to die if you make it past 1000 AD.

These are just some suggestions and i know being a computer programmer myself that some of these are a pain to impliment but they make the game "funner". Any comments?

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