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Topic: How many players should civ3 support? |  |
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Stuff2 Warlord
Sep 1999
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posted October 20, 2000 12:46
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I would really wan't to see more civs at the same time.If you change the civ-flag to be two-colored you can get 36 different flags with 8 colors. So why not have the possibility to get atleast 32 players in one game? Also, no pre-colored civs. When creating a new game any opponent can show up (unless you choose opponents). Also I think that civ personality should be random. |
Builder Prince Israel Jul 2000
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posted October 20, 2000 13:40
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the more the better. |
Shadowstrike King Mississauga, Ontario, Canada Jul 2000
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posted October 20, 2000 18:00
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No more then 1000, but a couple hundred would be nice. Remember that in real life, civilizations didn't settle vast tracts of empty land. There were already people there.... |
Caesar Settler Rome, Heart of the Roman Empire Oct 2000
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posted October 20, 2000 18:28
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Remember, as realistic and engrossing we want it to be, too many civs would be hard to manage. Imagine rumagging through the Diplomacy window. I like the 32 civs or two-colours idea. 32 is a good number. That was one of the things I couldn't understand about Civ2 - why there were still only 7 civs.C. |
UltraSonix King Melbourne, Australia May 2000
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posted October 20, 2000 19:25
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quote:
 No more then 1000, but a couple hundred would be nice.
 | Are you guys talking about how many civs should be available, or that how many civs should be on the map at a time (like the title suggests)? Because playing a game with 1000civs on the map is rather difficult for my computer to handle...  ------------------ No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary... |
Dr.Oogkloot Prince Spamstelveen, the Netherlands Jul 2000
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posted October 21, 2000 18:41
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Yes, the more the better, but 32 would usually be enough. |
Empress Queen cause mingy loves me Apr 2000
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posted October 22, 2000 00:37
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hmmm.. for multiplayer capacity I would suggest no more than 8 multiplayers at at time b/c the game can get pretty laggy with 7 as it is now... |
Ralf Chieftain Sweden Mar 2000
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posted October 22, 2000 06:18
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Because anti-ICS and anti-BAB finally have been implemented i Civ-3, the expansion strategies cannot be nearly as aggressive as in Civ-2/SMAC. Therefore one cannot expect to bumb into neighbors and share borders with them as quickly as in above games.It isnt fun being surrounded by uninhabitad wasteland for to long however, so i suggest that the maps should generally be somewhat smaller and the number of civs that can participate in a game should rise from 7 to 8, or max 9 (human player included). Not more then that - the AI cannot handle more effectively anyway. |
red_jon Chieftain Eastbourne, East Sussex, England Oct 2000
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posted October 22, 2000 14:02
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It depends how many there should be....In CTP with 28 civs the game suffers MASSIVE slowdown as each civ has to take their turn (and I don't like waiting too long). If they could get around this, perhaps they should introduce around 32, but not all at once, perhaps new civs could appear through the game. Plus, civs should be able to merge (like how Germany was formed- from many samller states) and be more willing if they're small and weak. |
zyxpsilon Settler Laval,Quebec,Canada Sep 2000
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posted October 22, 2000 15:15
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32 civ's because of flags limits on coloring? Hummm... interesting observation. Balance and response time of AI's must also "stay" within realtime pace; IF it's turn-based!There shouldn't be any limit on amount of adversaries, specially on GIGAmaps; weren't the Europeans unaware of the Aztecs, Mayas and Australians tribes flourishing on their own while the Atlantic ocean sailers went for a wild chase of India spices? 256 colors... hint-hint-hint!! TOT(64K) Hummm... i wonder. |
DarkCloud Prince of Posts Jul 2000
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posted October 22, 2000 20:22
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Technically, you could run it with 8 or perhaps 10 colors.All you would have to do is make the colors interchangable with civs... there would be no set colors per civ. |
Tim White Chieftain Kearns, Utah, USA Oct 2000
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posted October 23, 2000 00:00
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I say at least 16 civs to play with at a time, and about 100 more to chooose from, I would like some civs like these:-Irish -Australians -Canadians -Mexicans -Austrians -Swedish -Arabians -Koreans -Pawnee (indian tribe) -Cherikee (indian tribe) -Eskimos and more. Also, I want the maps larger!!! At least 10xs as large as the ones in civ 2. |
CornMaster Warlord Ft. Pierce, Flordia, USA May 2000
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posted October 23, 2000 00:38
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I'd say 15 is about enough. And I mean 15 at a time with 40 or 50 predefined and colors can be changed but should also be standard to some civs. And 15 colors or "Patterns" at least with the customize button allowing you to change you titles, colors, country/leader names, flag, and civ color or pattern.------------------ "I'm too out of shape for a long fight so I'll have to kill you fast" "The best meat is in the rump!" I AM CANADIAN! CornEmpire Index My Civ 2 Scenario Page. |
UltraSonix King Melbourne, Australia May 2000
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posted October 23, 2000 04:05
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quote:
 Irish -Australians -Canadians -Mexicans -Austrians -Swedish -Arabians -Koreans -Pawnee (indian tribe) -Cherikee (indian tribe) -Eskimos
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This list of civs poses an interesting question - shold Firaxis have a few "true" (ie famous/sizable) civs, or should they start using civs that aren't really civs as such. An example of what I mean is the "Australians" (yes, us!) - Australia was only setlled by white people in 1788, and before that, the indigenous people didn't have writing, cities, etc. So should that sort of "civ" be in the game?------------------ No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary... |
phoenixcager Prince Singapore Sep 2000
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posted October 23, 2000 04:21
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Ultra: Like I mentioned in another thread. I think part of the attraction of Civ, is the illusion of rewriting history. This is best done with 'real civs' that existed in ancient history. However, since some people might like to play their real-life home countries, maybe the newer countries could be options for players, but not for AIs. This would keep the 'feel' f the game. If we had too many newish countries (with the associated city names), IMO, the game would lose its feel. |
Nemo Warlord
Apr 99
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posted October 23, 2000 11:18
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I agree with phoenixcager - this is best kept more histrorical. that is what make this game so much fun. i would not like to play against new countries becasue i, too, feel that it takes away from the game.------------------ "Programming is like sex: one mistake and you have to support it for the rest of your life." -Michael Sinz |
Tim White Chieftain Kearns, Utah, USA Oct 2000
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posted October 23, 2000 15:49
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I agree too. I think that ancient civs would turn into the more modern civs once they reach that year. Like for example, in the beginning of the game, native americans only would inhabit america, so, at about the year 1500 AD, lets say a message pops up, saying that a group of English settlers settled eastern america, then. then a part of the English civ population would be taken away, and then a new American civ would be formed. This may be rather complicated, but I would still like it. |
DrFell Settler England Sep 2000
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posted October 23, 2000 20:17
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I reckon that ancient civs should have a chance 2 surivive into the modern era, eg romans in 2000 ad, should they be lucky, but the early civs in the game should be much less likely to survive for a huge amount of time, 6000 years is a bit long for the average empire dont you think? Civs should be able to revolt and produce independent cities, part of a new civilization... maybe civilization names could be related to the current game year.As for number of civs, i think no more than 32. Personally i like the idea of 15 normal civs + barbarians, and maybe 32 or so 'minor' civs, ie single city civs or possibly even nomads, who would act as natives, etc. generally small civilizations with no interest in expansion. Thisd give a larger number of civs without a huge amount of processing power, and the 'minor' civs could use simpler ai, cutting down processing time. Thinking about these minor civs... the indians in colonization is what i have in mind... they dont expand but they attack, trade, etc. |
Matthew Prince Manhattan, Kansas . USA b.02-15-99
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posted October 23, 2000 20:34
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I don't think that 32 civs would necessarily be a problem for a computer. If your system is slow, just don't use that many.Something that would give the game a feal of a lot more civs would be to have independant cities. These would be all of the same flag color, but being at war with one of them would not mean being at war with all of them. They would be something like Barbarian cities, except they wouldn't be at war with everyone automatically at all times. This would also add realism to expansion models. Rome, even in it's early history, didn't expand by sending out settlers. It expanded by conquering, and then allying with, one forign people at a time, until she controlled most of modern Italy. |
DrFell Settler England Sep 2000
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posted October 23, 2000 21:10
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Yeah thats roughly my idea with the minor civs.. read the post above  |
jrhughes98 Settler Nashville, Tennessee US Oct 2000
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posted October 23, 2000 22:39
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Civ3 should be able to support not more than 32 human players and not more than 100 AI players on the map at any given time. There should be hundreds or possibly thousands of civs to choose from.------------------ JRH |
UltraSonix King Melbourne, Australia May 2000
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posted October 23, 2000 22:48
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quote:
 32 human players and not more than 100 AI players
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*Sigh*I do have a P166, you know... and even though I won't have it when civ3 comes out, the point stands that 100AI players would just cripple most of the lower end computers of the time, methinks. ------------------ No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary... |
jrhughes98 Settler Nashville, Tennessee US Oct 2000
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posted October 23, 2000 23:19
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Don't criticize my intelligence. If you have a slower machine, then don't put a lot of civs on the map at one time.
------------------ JRH |
UltraSonix King Melbourne, Australia May 2000
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posted October 23, 2000 23:33
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quote:
 If you have a slower machine, then don't put a lot of civs on the map at one time
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That brings up an interesting point - do you think the player would have a choice in the number of civ2 on the map in civ3? In Civ2 you did, but in SMAc you had to have 7. edit: post made no sense. ------------------ No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary... [This message has been edited by UltraSonix (edited October 23, 2000).] |
jrhughes98 Settler Nashville, Tennessee US Oct 2000
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posted October 24, 2000 07:57
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well, the post did make sense. if they don't make civ3 where you can choose the number of civs you want, then the game will simply suck. tell microprose to get to it!------------------ JRH |
Antonios Settler Larissa,Thessalia,Hellas Oct 2000
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posted October 24, 2000 13:56
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Civilization had always been a pioneer.It's now the time to justify it's characterism.It's time to make one step forward and put everyone behind!It's the right time to put new standars in strategy games.It should increase the number of tribes significantly.That's the only way to attract peoples' attention worldwide and make new civ fans.Civ 3 MUST support no less than 32 and no more than 100 tribes.I think that the number of tribes is maybe the most serious subject and great efforts must be done in order to make an new wonderful,UNIQUE game. |
Roman Chieftain Bratislava, Slovakia Sep 2000
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posted October 24, 2000 15:36
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I couldn't care less about the number of preset civs, since you can change their names anyway, but I want to be able to fight as many civs as possible at the same time. People with slower machines can just choose a smaller number of civs. Oh, bigger maps are also a must, to accomodate these extra civs. |
UltraSonix King Melbourne, Australia May 2000
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posted October 24, 2000 17:51
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quote:
 I couldn't care less about the number of preset civs, since you can change their names anyway
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You're assuming the civs would all be the same aka civ2, not factions aka SMAC. I'd personally prefer the SMAc way - and yes, I know about making your own history - but having different preset bonuses for each civ would be fun... and it increases replay value.------------------ No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary... |
Adm.Naismith Prince Milano - Italy Oct 1999
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posted October 24, 2000 18:49
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Antonios and Roman, I still prefer better civ than more civ. Assumed that the old 7 civ +1 (the barbarian) of CIV1, CIV2 and SMAC (planet life instead of barbarian) had its technical reason (8 is a power of 2), may be we can ask for 15+1 (or full 16 if barbarian will be eliminated by minor civ), maybe we can stretch it to 32, but at least 16 will (must) be minor CIV.Any larger number and we will start to ask for federation of country!  Think about trade screen lenght (32 civ to accomodate!), the diplomatic screen, the global reports, the lenght of turn while 31 other civs move units, fight battles, begin wonders building, etc. If the Turn concept will be kept without correction think about a war is declared against you by half of the forces just after your turn end: after 16 different player turn of beating your units, still the better defence will fall horribly.  We will need lot of automatic reinforce/counterattack order (as plane scramble in SMAC), or some "interrupt defense action" that left you gain back control of your troop on alert (movement left from previus turn) before the enemy turns are completed, or the Simultaneous turn model (sorry, it's my old obsession again ). I'm ready to bet Firaxis will opt for 8 main civ and 8 or 16 minor civ. Probably minor civ will take the place of the "hut" (involving more diplomacy or military operation then luck) and barbarians in the same time (raids suffered by military units of minor civ). Minor civ will probably appear here and there and restart if destroyed or fully assimilated by main civ (as barbarian in Civ 2 or planet life in SMAC). Disclaimer: I have no inside info from Firaxis, just my guess  ------------------ Admiral Naismith AKA mcostant |
jrhughes98 Settler Nashville, Tennessee US Oct 2000
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posted October 24, 2000 19:49
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If we are going to start to ask for Federation of country, then so be it! Nations combining into one? That would be a great feature for Civ3! That could be the next step up from a permanent strategic alliance w/embassy. The only thing is you will only be able to combine with AI civs, unless a human player wants to give up his/her seat and turn over their civilization to you. Again, I say, if you don't want the game to last too long and/or your computer to run too slowly, then just don't put too many civs on the map at once. That's all there is to it. :-)------------------ JRH |
Mo Warlord
Apr 99
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posted October 24, 2000 22:16
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I don't think there will be such a problem in diplomacy and trade with a large number of civs since you are bordered only by a handful, and as the game progresses there will end up being a managable number of larger civs. I think the game should start out with a rather large number 32-100 and then as the game progress they will unite, be conquered until there is a managable numebr. In the begining you usually don't explore much more than just your little section of the world so you won't have contact with a lot of the civs till later in the game. |
korn469 King the construct of slavery Apr 99
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posted October 25, 2000 01:01
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personally i think that between 10-16 major civs would be perfect...seven major civ is just too small but i think that in terms of play balance, fun, system requirments and practicality is less than 20 major civs i'm not sure how minor civs will work but i am thinking that the upper limits of total civs (major civs, minor civs, and barbarians) should be no more than 32all of this talk of 100 civs is immpractical to me...for one thing playing a multiplayer game of civ with 20 people would be hard (lag, finding the time, etc.) but i would say that under normal cirumctances that playing a multiplayer game of civ would be impossible with 100 players also with higher numbers of civs wonders become even more of a problem and i think that bigger is always better really gets to be problematic so keep it at about 16 major civs korn469 |
jrhughes98 Settler Nashville, Tennessee US Oct 2000
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posted October 25, 2000 16:29
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You know I've said it many times and I'll say it again just to settle the argument. Civ3 should support well over 100 civs on the map during any singe game (for those that think that Civ3 should have more than 100 civs on the map at once). And for those who don't you can just limit the maximum number of civs that you want on the map at once yourself; you can do this with Civ2, and you should be able to do it with Civ3 as well, right? This settles the argument and keeps both sides happy! Now all WE have to do is tell Firaxis what WE want!!!------------------ JRH [This message has been edited by jrhughes98 (edited October 25, 2000).] |
Ralf Chieftain Sweden Mar 2000
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posted October 25, 2000 18:06
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Lets say we have one human player against 31 AI-players simultaneously on the map. About halfway through the game it would look like something like this:- Human player; most likely the strongest empire. - About 2-3 really (lets hope) strong and potent AI-empires. - Another 4-5 not quite as strong AI-empires. - Another 23-25 totally passive 1-3 AI-city miniature "empires" dotted all over the place. These Lichtenstein-empires would be "sitting ducks" - too small and too far behind in each and every area to be anything else. Sound like fun, doesnt it.
[This message has been edited by Ralf (edited October 25, 2000).] |
S. Kroeze Warlord the Hague, the Netherlands Dec 1999
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posted October 25, 2000 19:59
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quote:
 Originally posted by Ralf on 10-25-2000 06:06 PM Lets say we have one human player against 31 AI-players simultaneously on the map. About halfway through the game it would look like something like this:- Human player; most likely the strongest empire. - About 2-3 really (lets hope) strong and potent AI-empires. - Another 4-5 not quite as strong AI-empires. - Another 23-25 totally passive 1-3 AI-city miniature "empires" dotted all over the place. These Lichtenstein-empires would be "sitting ducks" - too small and too far behind in each and every area to be anything else. Sound like fun, doesnt it. [This message has been edited by Ralf (edited October 25, 2000).]
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Dear Ralf, I think I understand your concern, but at the same time I think you are reasoning in a rather 'dogmatic' way. Is it absolutely necessary that in the game a Civilization is identical with a Great Power? In my opinion it isn't; when Firaxis would try to develop a truly interesting political/diplomatic structure and would use the 'Rise and Fall' idea, a game with both minor and major powers could be very interesting, certainly when a rather small civilization can be technically advanced. About a year ago the Joker and I had some discussion on the subject of ways to make the game more challenging. I argued: quote:

"In my opinion the beginning of CivII, which on Deity level can be quite hard, is really exciting. Barbarians are sometimes a real threat; the other civilizations are quite agressive (often against their own interest) and research can be alarmingly slow. Normally after the Middle Ages it becomes clear who is dominant; after a short Republican period of trade and peacefull coexistence the enemies become increasingly warlike but without avail. As soon as I think that the game is over, I lose interest. (Often I change sides at this point or just quit; I cherish the remembrance of the start of my civilization when danger lurked in every corner; only by large-scale cheating can the computer keep up the semblance of competition during the end-game) So why not creating a new problem for the player: the peasants, the ruling elite and rivals for power within the state? War with other nations could become less ferocious. Part of the problem could be the over-importance of the military aspects in the game. You just control a city or your enemies do. In real life things are more complicated. The Assyrians conquered the Babylonians roughly every twenty years: they killed some leaders of the revolt, the Babylonians were forced to pay a large yearly tribute and undoubtedly suffered much. But the Assyrians didn't dare to burn down the city; I think with good reason, not because of tenderheartedness. So in the end Ninive and Assur, the Assyrian capitals were totally burned down by the Medes and would never recover; and this was all done in alliance with those effiminate Babylonians, who prospered for another five hundred years. So a military victory isn't the end of a story and political control can be very tight, but was during most of history very superficial. An empire doesn't necessarily grow stronger as it expands, it could possibly mean the opposite: enfeeblement. After the defeat of Napoleon did the British truly rule the waves: their commercial network enclosed the whole globe, though it was an informal empire. During the nineteenth century the maps showed more and more pink and the empire grew at an enormous speed. But British power decreased. Even they couldn't take the whole cake; some parts were taken by other powers: the French, the Germans, the Americans, the Japanese, even the Dutch.
So I would suggest to introduce a sort of gradual increasing scale of political and/or religious/economic control. Each power has a centre where power, manpower and money, are "payed" to a government; but the control of outlying provinces actually costs money and "power points"(these could be represented by political agents/satraps). Compare the decline of the Soviet Union in Eastern Europe, the empire of the Spanish Habsburg in Italy and the Netherlands, and also the decline of the Roman Empire. In the end the centre couldn't or wouldn't bear the ever increasing costs of keeping down subjects in the periphery, who skilfully and systematically evaded the burden of empire. In the boardgame Pax Brittannica (quite a good game, set in the nineteenth century representing the colonization of the world by the Europeans, the USA and Japan) there are four levels of political influence in a region: interest, influence, protectorate and possession. Only the last two options involve military occupation. Using such a political model in Civilization would add realism without being overcomplicated. Unrest or feudal rebellion wouldn't necessarily cause the creation of barbarians or a new independent civilization. The level of political control could drop, possibly resulting in expulsion of the occupying military forces, loss of control over decisions like what improvements to build in a city (these could be made by a local lord functioning like the governor in SMAC) and reduction or even suspension of tax payment. There should remain the possibility of a reversal of fortune without use of military force: loyalty to the political centre could grow again. This could be influenced by growing trade relations and mutual economic interdependence, conversion by your priests of the locals and actions of your diplomats. One nice consequence of the system of Pax Brittannica is the possibility of two or three powers all having influence or interest in a certain region. This doesn't necessarily cause political tension. Only if one of the powers upgrades his power in the region- for instance making a protectorate out of a region where it had before only influence- trouble arises. A protectorate automatically entails military occupation, so the other great powers have to downgrade their influence in the region, because the rules forbid two powers certain combinations of control in a region. This is a possible and realistic casus belli: the other powers either have to backdown or declare war. The greater political control of protectorate and possession (perhaps the names should be changed) can only be estalished as a result of certain specified advances. So the enormous expanded empires of antiquity are still a possibility but your actual influence over the periphery would be restricted. Now players would have the choice of either a vast sprawling empire or a close-knit well organized polis-like state (or anything between those extremes), but without the second choice meaning to be a second-class power. Though the explanation of Kennedy's theory on the rise and fall of great powers by the Joker is a bit simplified, essentially he is quite right. Kennedy explains the rise of a great power as a result of economic expansion. The sphere of political influence of such a power will grow, which will often cause an empire to expand and dominate its neighbours. And to defend its interests the tendency will almost inevitably be to spend an ever increasing part of its resources on defence, just to feel sure. So instead of further developing the economy which was the source of its power, the military will devour the lion's part of the budget. (The former Soviet-Union spending about 60 % of its economy on the military is a case in point; its no wonder the empire disintegrated) Other powers who are investing in their economy will surpass the original Great Power. A concept constantly reiterated by Kennedy is that of "strategic overstretch". America should consider itself warned! I would applaud a further reduction of the military factor. In the long term China is still a great power; the vast empire of Chenggis Chan was first partitioned among his sons: the successor states all were culturally reintegrated by the conquered civilizations within two centuries. As the discerning reader -thank for his patience and interest- will have noticed, I am much in favour of a game with about 20 civilizations, major and minor; I also would recommend the concept of neutral cities/regions. Expansion by settlers (new colonies) should be the exception. Perhaps not on another continent without a strong indigenous civilization. But in the end colonization will often defeat its purpose; I consider the American civilization, though clearly an offshoot of Western Chistianity, to be almost a civilization in its own right. I'm very enthousiastic about your sketch of a protectorate; its almost exactly the structure as I meant it. I think that the lowest forms of influence in a region wouldn't give you a lot of taxes, and probably no research at all. Its only the beginning of spreading your culture to a mostly less advanced part of the world, establishing trade relations, converting part of the population (let's hope the elite) to the dominant religion of your civilization, building an infrastructure etc. The true beauty of such a system of centres of power and periphery is the immense diplomatic possibilities it would create. In the classical game the only way of creating a revolt is by sending a spy or diplomat and actually bribing a city to revolt. But if you pay those staggering costs you can be sure of its success. Neither is realistic nor thrilling. In reality money does hardly ever triggger a revolt: general discontent, famine and political/economic/religious/cultural alignments do! And as there exists the random possibility of your empire splitting apart, the other civilizations should know the same danger. In addition I think you should have the possibility (certainly in an overstretched, heterogeneous empire with an impetuous aristocracy or peasant/nomadic population) of toppling a government."
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When such ideas would be introduced in an intelligent way, the 'minor' powers wouldn't be useless 'sitting ducks', but would be the spoils which the 'Great Powers' for the time being would try to win over. And a minor power in one epoch could be the hegemon of the next. Having more variety in size could instead offer new diplomatic possibilities! Sincere regards! |
Paulypav Settler Rocky Point, NY, USA Oct 2000
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posted October 25, 2000 21:41
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I definitely think that 32 civs would be the optimal level of civs for decent gameplay. It just seems that many more would prove difficult to manage and would bog down the game in diplomatic micromanagement. A number of these 32 civs should probably be minor civs. I think it would be interesting if minor civs had the opportunity to make extraordinary jumps in development and/or combine with other minor civs to create a true power. Extraordinary jumps would require a "cheat" on behalf of the AI, but would make it interesting when your small, benign neighbor suddenly has the capacity to make life miserable. I think this would be possible by giving the civ bonus advances, bonus units, and bonus city improvements to boost its development. This would have to be totally random and rather rare or it could be frustrating, perhaps make it as likely as the chance of a civ splintering when you capture its capital. and, of course you have to have larger maps ------------------ "In war, there is no substitute for victory." - Douglas MacArthur |
Crustacian Prince North Idaho PST Jul 1999
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posted October 26, 2000 10:33
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Congrats on Queen recognition Empress :-) quote:
 Originally posted by Empress on 10-22-2000 12:37 AM hmmm.. for multiplayer capacity I would suggest no more than 8 multiplayers at at time b/c the game can get pretty laggy with 7 as it is now...
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In addition to this problem with too many players, there is the never ending saga of trying to get all the scheduals to match up. 
If it is potential civs being asked about, have however many premade civs like there are... **and then the capability to custom make your own with "remembered city names, and custom titles too so you don't have to name stuff each time. That gives the most flexability, rather than trying to do too much ahead of time in the game.
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Ralf Chieftain Sweden Mar 2000
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posted October 26, 2000 14:51
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For those of you who suggests support for 100 AI-civs at the same time: A big-sized Civ-2 map has 75-120 tiles. Any city landarea is 5x5 tiles. This means that on an 100% land-map with grasslands only, you could squeese 15 city-areas latitude, and 24 city-areas longitude. 15x24 = 360 city-areas. This means a maximum of 360 pathetic one-city only "empires". And we havent yet added ocean- and undisarable land-tiles yet. And we havent added that most casual players wants to play on a medium-sized 50x80 map AND have 15-20+ city empires. They also *want* to be surronded with mostly strong and potent AI-empires as well. See what i mean? I suggest you guys do the math for the 32 civ alternative as well. Remember that ICS have been implemented. Finally, the non-negotiable overstretched AI-workload then handle so many indevidual AI-civs.
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