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Topic: Re: Speeding up the game with 100+ Civs |  |
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jrhughes98
b.02-15-99
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posted October 27, 2000 20:21
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Ok, listen up folks! The reason why I think Civ3 should support more than 100 Civs for a single game is not for casual gameplay, but for scenario creation. I mean think about it, realistically, in today's world there are well over 100 nations! And don't you think it would be wise to have the ability to simulate the existence of these nations--to simulate the part that they took in a modern-day, or industrial revolution, historical scenario? It WILL make such scenarios quite historically accurate! Even in the times of renaissance here on earth there were lots of civs around. And in this way, just as in Civ2, you can tweak each civ so that nothing happens in the scenario that you don't want to happen. Period.And secondly, there should be probably several hundred if not thousands of civs to choose from so that there will be ancient, renaissance, industrial, modern civs, as well as civs that have been around since the dawn of human civilization until today. Also, the variables can be programmed to cause older civs to more likely be destroyed early in the game and be replaced by more modern civs.  ------------------ JRH [This message has been edited by jrhughes98 (edited October 27, 2000).] |
Shogun Gunner Chieftain Fairfax, Virginia Oct 2000
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posted October 27, 2000 22:17
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I like this idea. It makes sense and I would welcome it if were developed.I think the problem is with system resources and playability of the game. I'm not a programmer, but other posts I have read have pointed out the challenges of an undertaking of this size. |
jrhughes98 Chieftain Fairfax, Virginia Oct 2000
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posted October 27, 2000 23:00
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System resources shouldn't be a problem. My computer is only a 500Mhz Celeron, with 384MB of RAM, and a 13.8GB 7200 RPM hard disk drive, and it can handle almost anything using barely the resources available. Similiarly, a high-end Pentium III with 128MB of RAM and at least a 7200 RPM hard disk drive (for faster virtual memory) should be able to handle things just as well, if not better.Having 100+ civs would not be hard to implement on a computer as long the total number of civs is divisible by 8. Take 128 for example. 128 bits divided by 8=16 bytes. ------------------ JRH |
Shogun Gunner Chieftain Fairfax, Virginia Oct 2000
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posted October 27, 2000 23:38
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That's not the system resources I was talking about.When programming, there are memory register and routines. Routines are the programming that run the logic and memory register record the results. The more complexity you add does not advance the resources required in linear fashion. It is an exponential factoring. Think of it this way. With eight civs, your civ must relate to 7 other civs. You will feel differently about each civ. This is true for all eight players. That can be expressed as 2 to the 7 power. The "2" is the civ a as it relates to civ b. The "7" relates to how many civs in play other than yourself. (You will relate to yourself just fine ) When you want 100 civs that is 2 to the 100 power. That's a big difference! Also, and this is especially true of Microsoft products, there are limitations within the OS code itself for certain operations. I think most CIV players are familiar with the graphical problems near the end of a game (2010..2020 AD) when you play the largest map. Your system can crash or misbehave. That is not because Civ was programmed poorly or your system is inadequate. Sometimes this is a function of the preset memory "set asides" that Microsoft programs in their OS for GDI (for graphics) and other memory registers for other system operations. When these guys program games, they have to take all of that into consideration. Great concepts are lousy concepts if too many people have trouble with the feature. It can ruin a good game. Reading through these posts, you can see the same request over and over again: playability, playability, playability. People are willing to sacrifice "reality" or really cool features to have an easy to play, balanced game. The unbalanced AI feature with only eight civs is a constant source of irritants for CIVers. I can only imagine how much more of a problem that would be with 100 civs. Don't get me wrong. I wish they could develop a game with 100 civs. It would be more realistic and more of a challenge. It's just not a function of the end user's RAM and processor. |
MidKnight Lament Prince Melbourne, Australia May 99
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posted October 28, 2000 04:32
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Yes, I think resources would be a problem. Why do you think they've only supported 8 civs so far? 100 is huge. Would be great, but quite unlikely to happen.A bigger concern would be how the AI handled it though. AI is hard enough to make smart without having 99 opponents. ------------------ - MKL "And of course Henry The Horse dances the waltz!" Shameless Plug: http://www.poetic-license.org celebrates it's First Birthday today!!! All welcome. |
Stefu Emperor Schemperor b.02-15-99
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posted October 28, 2000 07:42
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The turns. The horrible horrible turns. The horrible horrible 3 hour turns. |
jrhughes98 Emperor Schemperor b.02-15-99
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posted October 28, 2000 09:25
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quote:
 Originally posted by Shogun Gunner on 10-27-2000 11:38 PM Also, and this is especially true of Microsoft products, there are limitations within the OS code itself for certain operations. I think most CIV players are familiar with the graphical problems near the end of a game (2010..2020 AD) when you play the largest map. Your system can crash or misbehave. That is not because Civ was programmed poorly or your system is inadequate. Sometimes this is a function of the preset memory "set asides" that Microsoft programs in their OS for GDI (for graphics) and other memory registers for other system operations.
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This is why I also suggested the following in the "Speeding up the game with 100+ Civs" thread. . . quote:
 Originally posted by jrhughes98 on 10-27-2000 11:50 PMNow of course we all know that human players are slower than the computer. Humans have to think; computers just "get up and go!" But some people have very slow computers, so to compromise an extra utility should come with the game that takes into account such things as the speed of your processor, the amount of system RAM you have, how much video memory you have, the speed/size of your hard disk, etc., and calculates the maximum number of tribes that your computer is capable of handling without having any problems.

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------------------ JRH [This message has been edited by jrhughes98 (edited October 28, 2000).] |
Shogun Gunner Chieftain Fairfax, Virginia Oct 2000
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posted October 28, 2000 11:33
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Once again, a great idea, just not workable.I'm telling you it's not a function of RAM, disk space, disk speed, processor of YOUR computer. It's a programming issue. Take my word for it, it would be incredibly difficult and I'm absolutely sure it would outstrip anything you could put together from computer equipment on the open market. Unless you purchase 20+ risc workstation and network them together in your home. Of course the game would need to programmed to take advantage of this configuration. You think people complained about system requirements before!!! |
jrhughes98 Chieftain Fairfax, Virginia Oct 2000
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posted October 28, 2000 11:41
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quote:
 Originally posted by Shogun Gunner on 10-28-2000 11:33 AM Once again, a great idea, just not workable.I'm telling you it's not a function of RAM, disk space, disk speed, processor of YOUR computer. It's a programming issue. Take my word for it, it would be incredibly difficult and I'm absolutely sure it would outstrip anything you could put together from computer equipment on the open market. Unless you purchase 20+ risc workstation and network them together in your home. Of course the game would need to programmed to take advantage of this configuration. You think people complained about system requirements before!!!
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Well then, have you asked Firaxis about this to see what they have to say?
------------------ JRH |
chrispie Settler Manchester UK Oct 2000
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posted October 28, 2000 11:55
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Well, I guess what jrhughes98 is saying is the possibility to have up to 100 or so civs, most of whom who don't do much? I guess, in the wonderful land of theory that could be possible, if they were stripped down a lot..maybe in scenario's, you could have up to 32 'active' civs, who move units and plans strategies and stuff, and the rest 'inactive', only doing basic city management. After all, the thing that takes up the majority of AI time is moving units, as appose to basic city management and maybe even some diplomacy. Maybe, in scenario's, we could even set a date for a civ to become 'active' and another to become 'inactive'. Just a thought of a bored chrispie.  But, just think if 128 civs were in play, just to hold who had discovered which tiles on a 200*100 map would need (200*100)*16 or 320k, imagine each of the 127 AI players reading through that each turn  |
Shogun Gunner Chieftain Fairfax, Virginia Oct 2000
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posted October 28, 2000 12:12
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I have not asked about this, but there a lot of older posts in the archives where guys that have been on these forums for years have put questions like this to Firaxis. Check out the archives.Once again, I'm not busting your chops. I think it's a great idea and hope something like this is done. I have a lot of co-workers and friends who are programmers and I have asked them questions like this myself. I am basically relaying information from previous posts/archives from this site and information I have gatherred from other programmer sources. |
jrhughes98 Chieftain Fairfax, Virginia Oct 2000
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posted October 28, 2000 14:17
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I have sent an e-mail to Firaxis myself to see what they have to say about this. This will certainly settle the debate.------------------ JRH |
Shogun Gunner Chieftain Fairfax, Virginia Oct 2000
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posted October 28, 2000 22:01
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Good idea!Any information would be interesting to discuss! |
Theben Emperor Indianapolis, #1 in Syph cases! b.02-15-99
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posted October 28, 2000 23:35
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quote:
 Originally posted by jrhughes98 on 10-28-2000 02:17 PM I have sent an e-mail to Firaxis myself to see what they have to say about this. This will certainly settle the debate.
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Somehow I doubt it.  I like the idea of "active" and "inactive" civs. But shouldn't the "active" ones stay that way thruout the game? That way they'll be more of a challenge to the player. ------------------ "To lead the people, walk behind them. With a big stick. Or a gun." |
korn469 GGS Co - Designer the construct of slavery Apr 99
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posted October 29, 2000 00:10
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quote:
 I mean think about it, realistically, in today's world there are well over 100 nations! And don't you think it would be wise to have the ability to simulate the existence of these nations--to simulate the part that they took in a modern-day, or industrial revolution, historical scenario? It WILL make such scenarios quite historically accurate! Even in the times of renaissance here on earth there were lots of civs around.
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i mean really do you really need to simulate Mauritania or Liechtenstein to create a good scenario? do they really have that much influence on world affairs? just wondering korn469 |
Ribannah Warlord Castle Gobs, Enroth Aug 2000
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posted October 29, 2000 12:15
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quote:
 Originally posted by Shogun Gunner on 10-28-2000 11:33 AM Once again, a great idea, just not workable.I'm telling you it's not a function of RAM, disk space, disk speed, processor of YOUR computer. It's a programming issue. Take my word for it, it would be incredibly difficult and I'm absolutely sure it would outstrip anything you could put together from computer equipment on the open market. Unless you purchase 20+ risc workstation and network them together in your home. Of course the game would need to programmed to take advantage of this configuration. You think people complained about system requirements before!!!
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Programming lots of nations and their diplomatic relations is not difficult at all. It has been done several years ago in "Birthright: The Gorgon's Alliance". The real question is: will it add anything at all to the gameplay? I have my doubts. Chances are, having many more civs will merely increase the luck factor, unless it would be much, much harder to conquer a city. But then we would have a totally different game. ------------------ If you have no feet, don't walk on fire |
Builder Prince Israel Jul 2000
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posted October 29, 2000 13:15
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Stefu is right.long long long long long turns... |
Ralf Warlord Sweden Mar 2000
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posted October 29, 2000 14:05
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- The lacking system resources that Shogun Gunner talks about is one BIG problem.- The looong, looong turns that Stefu talks about is a second BIG problem. - The AI-programming nightmare that i am talking about is a third really BIG problem. Both Civ, Civ-2, SMAC and CTP have had unit-navigational and diplomacy-related bug-problems managing only 6 AI-civs. And that above problems would grow NOT logaritmically, but exponentially by adding 90+ independent AI-civs. - The fact that Firaxis only staff 25+ people, and only maybe 3-4 dedicated to AI programming is a fourth BIG problem. - The fact that Firaxis *must* release a game that is playable also on at least 2 year old machines to ensure the maximal of potential customers is the final nail in the coffin. Ribannah quote: "Programming lots of nations and their diplomatic relations is not difficult at all. It has been done several years ago in "Birthright: The Gorgon's Alliance". Not difficult at all, huh? Somehove i believe that making comparisons with a several year older and a lot less complex DOS-game is rather irrelevant. Anyway, lets hope Firaxis will answer jrhughes98 mail. Quote: "This will certainly settle the debate". Well, lets hope so. 
[This message has been edited by Ralf (edited October 29, 2000).] |
Ribannah Warlord Castle Gobs, Enroth Aug 2000
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posted October 29, 2000 15:58
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BtGA is in many ways more complex than Civ2, especially the diplomacy part. It's just not as good. The version I have is playable over the Internet btw. There have been pen & paper games more complex than Civ2, which is in fact not a complex game at all. It's trying to play the game WELL that creates the complexity, that is what makes it so great. Ralf, you simply have no idea what you're talking about. It is hardly any extra work to allow for 100 civs. On the contrary, with fewer civs the artificial intelligence needs MORE work to make it a challenge. Speed and memory are not an issue with a mere 10,000 relationships. The expansion is only quadratic btw, not exponential. ------------------ If you have no feet, don't walk on fire |
Ralf Warlord Sweden Mar 2000
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posted October 29, 2000 16:43
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quote:
 Originally posted by Ribannah on 10-29-2000 03:58 PM Ralf, you simply have no idea what you're talking about. It is hardly any extra work to allow for 100 civs. On the contrary, with fewer civs the artificial intelligence needs MORE work to make it a challenge.
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Well, i am sure that you are confident in thinking you understand these things better. Whatever makes you happy, is fine by me. |
jrhughes98 Warlord Sweden Mar 2000
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posted October 29, 2000 17:08
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Still waiting for a response from Firaxis. . .------------------ JRH |
MarkG Apolyton CS Co-Administrator Greece b.02-15-99
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posted October 29, 2000 17:41
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quote:
 Originally posted by jrhughes98 on 10-29-2000 05:08 PM Still waiting for a response from Firaxis. . .
 | you posted something 2 days ago and you expect a response from firaxis??????? |
jrhughes98 Apolyton CS Co-Administrator Greece b.02-15-99
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posted October 29, 2000 17:51
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quote:
 Originally posted by MarkG on 10-29-2000 05:41 PM [QUOTE]Originally posted by jrhughes98 on 10-29-2000 05:08 PM Still waiting for a response from Firaxis. . .
 | you posted something 2 days ago and you expect a response from firaxis??????? [/quote] No, silly! I can see you haven't done your homework.  ------------------ JRH |
Shogun Gunner Chieftain Fairfax, Virginia Oct 2000
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posted October 29, 2000 17:51
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I think Ralf is making a lot of good points. I don't understand why you would say that adding more complexity to a program will make it run better and without additional problems. Increasing the number of civs will magnify any bugs that do exist. Your premise of a more complexity game easier to program than a simple game is not in synch with what we see in the industry.Games with voluminous programming code, more features with more complexity have more bugs and inter-operability problems. It's basic to Software Engineering. Refer to http://www.sei.cmu.edu/cmm/ That's who told me!  In never heard of "Birthright: The Gorgon's Alliance." I might have to check that out to see how that works. Worth my while? I seriously doubt we will hear anything from Firaxis, so it will most likely wait until product release. |
jrhughes98 Chieftain Fairfax, Virginia Oct 2000
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posted October 29, 2000 17:57
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quote:
 Originally posted by Shogun Gunner on 10-29-2000 05:51 PM I think Ralf is making a lot of good points. I don't understand why you would say that adding more complexity to a program will make it run better and without additional problems. Increasing the number of civs will magnify any bugs that do exist. Your premise of a more complexity game easier to program than a simple game is not in synch with what we see in the industry.Games with voluminous programming code, more features with more complexity have more bugs and inter-operability problems. It's basic to Software Engineering. Refer to http://www.sei.cmu.edu/cmm/ That's who told me!  In never heard of "Birthright: The Gorgon's Alliance." I might have to check that out to see how that works. Worth my while? I seriously doubt we will hear anything from Firaxis, so it will most likely wait until product release.
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You know, if Firaxis just decided to "keep it simple" then we would end up with a game not much better than Civ2. It'll be just like Microsoft's pitiful upgrades from Windows 95 to 98 to ME. I expected something much more from each upgrade of Windows and Microsoft just didn't deliver it. Let's face it! This is the 21st century and high standards is a very BIG priority!!! ------------------ JRH [This message has been edited by jrhughes98 (edited October 29, 2000).] |
MarkG Apolyton CS Co-Administrator Greece b.02-15-99
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posted October 29, 2000 18:17
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quote:
 Originally posted by jrhughes98 on 10-29-2000 05:51 PM No, silly! I can see you haven't done your homework. 
 | oh, sorry, ok... let me rephrase the questionyou sent a mail to firaxis perhaps less than 24 hours ago, and on a Saturday, and you expect an answer????  |
Ribannah Warlord Castle Gobs, Enroth Aug 2000
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posted October 29, 2000 18:19
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quote:
 Originally posted by Shogun Gunner on 10-29-2000 05:51 PM I think Ralf is making a lot of good points. I don't understand why you would say that adding more complexity to a program will make it run better and without additional problems. Increasing the number of civs will magnify any bugs that do exist. Your premise of a more complexity game easier to program than a simple game is not in synch with what we see in the industry.
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My point is that increasing the number of civs DOESN'T add complexity. It doesn't even add (much) programming code. In fact it's likely to reduce the code. Naturally this would change if Firaxis would think of a way to actually do something with the new scale, like introducing religion as is discussed in another thread. About "Birthright: The Gorgon's Alliance": as a game (by SIERRA), it could have been better. I find it interesting because of some of the features. It is a mix of strategy & adventure - with to my taste too many compromises in both fields. For discussing Civ3, the diplomacy is very interesting, as well as the use of leaders. ------------------ If you have no feet, don't walk on fire |
jrhughes98 Warlord Castle Gobs, Enroth Aug 2000
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posted October 29, 2000 19:16
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quote:
 Originally posted by Ralf on 10-29-2000 02:05 PM - The looong, looong turns that Stefu talks about is a second BIG problem.- The fact that Firaxis *must* release a game that is playable also on at least 2 year old machines to ensure the maximal of potential customers is the final nail in the coffin. [This message has been edited by Ralf (edited October 29, 2000).]
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I can see someone hasn't been doing their homework. 
quote:
 Originally posted by jrhughes98 on 10-27-2000 11:50 PM Again, a simple solution: Allow a maximum of about 10 human players and about 90 AI's on a HUGE map (with units that can move around much faster than in Civ2). In the game setup you can choose the maximum number of human players you want, and the minimum and maximum number of AI's you want (for when tribes split apart, form federations, etc.).Now of course we all know that human players are slower than the computer. Humans have to think; computers just "get up and go!" But some people have very slow computers, so to compromise an extra utility should come with the game that takes into account such things as the speed of your processor, the amount of system RAM you have, how much video memory you have, the speed/size of your hard disk, etc., and calculates the maximum number of tribes that your computer is capable of handling without having any problems.

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------------------ JRH [This message has been edited by jrhughes98 (edited October 29, 2000).] |
SWPIGWANG The Second Chieftain
Aug 2000
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posted October 30, 2000 23:19
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I'd say processing power is not a big problem. The number of cities and units will not exceed a late Civ 2 game as small civ gets eaten up FAST. The number of diplomatic connections for each civ will not be huge as they quickly kill each other and block each other's exploration attempts. |
Deathwalker Warlord Grteat Britain Mar 2000
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posted November 01, 2000 05:13
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Though it is a good idea, we would all need Pentium 4's 1.6 GHZ chips with 500 MB Ram for it to work. I personally think minors civs to add spice to the game is a better idea.------------------ I have walked since the dawn of time and were ever I walk, death is sure to follow |
ContradictioN Prince
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posted November 01, 2000 05:52
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He's not forcing you all to play with 100 civs. He's saying, give the option to do it.So anyone out there who wants to wait 3 hours a turn, then by all means do it, f*ck the people who sh*t on you. I see no democracy here, and even worse, I see many windows closing. It's no wonder this world is f*cked. |
Ribannah Warlord Castle Gobs, Enroth Aug 2000
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posted November 01, 2000 06:14
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At the moment, waiting for the next turn on a huge map takes a few seconds even if your computer is not the fastest (I'm not counting messages, those could be selectively suppressed). So in a world that is 100/7 times as big, it would take 1-2 minutes tops. In two years time, it's back to seconds again.But the 100 civs would not be set on a world that is 100/7 times as large, they would be smaller empires on average. Also, you could opt not to see all moves in sight. So, what exactly is the problem? ------------------ If you have no feet, don't walk on fire |
jrhughes98 Warlord Castle Gobs, Enroth Aug 2000
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posted November 01, 2000 10:31
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My friends, realistically the world did not begin with 100+ civs, rather the world began with very few civs and grew to 100+ civs by the time the late renaissance period came about, I think (or was it the early industrial age). Anyway, realistically a normal game should probably begin with no more than 16 civs (including barbarians), and have the tendancy to grow (set by the variables) to the maximum number of civs (set by the player) over a period of hundreds if not thousands of years. Even then there will periods of decline in the number of civs; civs will be conquered, nations will unite into federations (take the former Soviet Union, for example), some civs will "starve" of food and clothing and die out (self-destruction), etc.However, when creating/playing a scenario, there can be as many civs to start with as the game can handle. ------------------ JRH [This message has been edited by jrhughes98 (edited November 01, 2000).] |
Adm.Naismith Prince Milano - Italy Oct 1999
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posted November 01, 2000 18:04
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Too many times I read about debated game features: "make it an option".Well, often it can't work! Programming life isn't so easy: every time you consider to put anything IN game, you must build a data structure that can manage it, build functions to cope with them, adapt AI to consider that option if ON (and ignore it if OFF!). "Option" mean the QA staff must test&debug twice (On and Off), but that's not enough, because every option could grow the tree as power of 2! Raising the max number of Civ is not simply a matter of personal taste. AI tactics must change because game will change when the number of civ per map square change so widely, mid age diplomatic relations will be too much to be managed easily. To keep game turns short enough with 100 civ (players will complain anyway, if the game will slow down too much at larger setting, we know ), Firaxis must spend most of the optimization about this aspect, avoiding much more important task. Don't take things so lighty, options is not a magic word to solve problems, more a source of problems itself ------------------ Admiral Naismith AKA mcostant |
jrhughes98 Prince Milano - Italy Oct 1999
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posted November 01, 2000 19:31
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quote:
 Originally posted by Adm.Naismith on 11-01-2000 06:04 PM Too many times I read about debated game features: "make it an option".Well, often it can't work! Programming life isn't so easy: every time you consider to put anything IN game, you must build a data structure that can manage it, build functions to cope with them, adapt AI to consider that option if ON (and ignore it if OFF!). "Option" mean the QA staff must test&debug twice (On and Off), but that's not enough, because every option could grow the tree as power of 2! Raising the max number of Civ is not simply a matter of personal taste. AI tactics must change because game will change when the number of civ per map square change so widely, mid age diplomatic relations will be too much to be managed easily. To keep game turns short enough with 100 civ (players will complain anyway, if the game will slow down too much at larger setting, we know ), Firaxis must spend most of the optimization about this aspect, avoiding much more important task. Don't take things so lighty, options is not a magic word to solve problems, more a source of problems itself
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Someone hasn't been doing there homework again. Check out the text in bold below.  quote:
 Originally posted by jrhughes98 on 10-31-2000 05:27 PM ***E-MAIL RESPONSE FROM FIRAXIS***Subject: RE: Question about Civilization III Date: Tue, 31 Oct 2000 10:55:47 -0500 From: "Kelley Gilmore" kgilmore@firaxis.com To: jason-hughes@home.com Hi Jason. Well, in our minds the question is not whether or not it's technologically possible for Civ III to support 100+ civs in a single game, but what will make the gameplay most fun. In this case, more is not necessarily better, so the number of civs will be determined by what the development team feels will be best for the game. Thanks for your note. Kelley Gilmore Communications Manager FIRAXIS Games (410) 891-3001 x131 Email: kgilmore@firaxis.com www.firaxis.com
-----Original Message----- From: Mr. Jason R. Hughes [mailto:jason-hughes@home.com] Sent: Saturday, October 28, 2000 11:57 AM To: pr@firaxis.com Subject: Question about Civilization III Dear Kelley Gilmore,
What are the chances that Civilization III could support up to 100+ civs in a single game? Is it technologically possible? Is this in Firaxis's plans for Civ3? If not, is Firaxis even considering such a thing? Cordially, Jason Hughes Civilization Fan

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------------------ JRH |
jrhughes98 Prince Milano - Italy Oct 1999
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posted November 01, 2000 19:58
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I tried to get this going on an earlier thread, but it went unanswered. I think that this is very important and should be paid close attention to: quote:
 Originally posted by jrhughes98 on 10-30-2000 05:53 PM Eh, um! I was going to mention this before, but since I haven't done so, I'll do it now. In the Civ2 Game Options window you are able to turn on/off some the features that slow down the AI, and there is one you can turn on the will speed up the the entire game! They are the following:* Always wait at end of each turn * Show enemy moves * No pause after enemy moves * Fast piece slide For best results, unlike Civ2, Civ3 should have the first two options above turned off and the last two turned on as default. Though being able to see your enemy moves may be important to some, with so many civs it may not be important at all. I mean, think about it, you can always check in on certain civs at when it comes your turn, and who would want to worry about "distant" civs that currently have no impact on your own civ. Haven't you ever heard the saying, "Don't worry about it now, we'll cross that road when we get there." Though the maximum number of civs in one game may be HUGE, the maximum number of human civs should be much less--I would say anywhere from 8-12 human civs and over 100 AI civs would be maximum, and you can always choose less if you want to speed up the game. Time limits for each human player on every turn in multiplayer games can be applied, as in Civ2, but should more customizable, ie., instead of choosing from a list of time limits you can type in a time limit yourself. Because some people have less powerful computers than others, a warning message should be displayed if you choose to have more civs than your computers processing power can handle, thus helping you to experience a more enjoyable game. Think about it.

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------------------ JRH |
rremus Warlord of my domain Jan 2000
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posted November 02, 2000 10:25
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Too many civs are difficult to handle by the player, not by the computer! You won't be able first of all to distinguish between unit nations (the color will be clearly insuficient). even with 16-24 civs, banners will need to be added to units and they should be easily distinguished. Secondly, it will be difficult to concentrate to the diplomatic relations involved in the interaction of soo many civs. Who's allied with who? Who's in war with who? |
jrhughes98 Warlord of my domain Jan 2000
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posted November 02, 2000 11:00
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quote:
 Originally posted by rremus on 11-02-2000 10:25 AM Too many civs are difficult to handle by the player, not by the computer! You won't be able first of all to distinguish between unit nations (the color will be clearly insuficient). even with 16-24 civs, banners will need to be added to units and they should be easily distinguished. Secondly, it will be difficult to concentrate to the diplomatic relations involved in the interaction of soo many civs. Who's allied with who? Who's in war with who?
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To me I think the diplomatic relations between the very few major civs in the game is what's important. You can tell a lot by looking at this information. As for the several dozen minor civs, pay them no heed! Instead of colors, use flags. ------------------ JRH |
JESSVG01 Settler
Nov 2000
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posted November 03, 2000 01:37
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100+ Civs though problematic is not impossible. For some reason everyone is on this linear turn idea for starters. I play my turn, then you yours, and Bill his, and Sally hers and then back around the loop again ... this is crappy idea from the get go. Let everyone play/submit their turn at the same time and let the server queue the actions in a logical transaction based way. As for the AI Shogun Gunner is right, it could consume a great deal of resources if implemented imporperly. But what's stopping there being a maximum number of AI countries? Nothing. Make a max of 16 and let the rest be humans. Someone mentioned graphics. Once again still thinking in terms of Civ II and the little colored shields on the units ... what's to stop using little flags of say 20x15 pixel flags? It takes less computing power and resources to Bit Block Transfer a little flag than it does to paint a little shield shapped image some color, and even if they didn't paint every little pixel and did use bitblt then a little flag is still as inexpensive. As for the player experince, confusion about diplomacy and your own forgien policy a concern? That's the whole point! Get lost in the experince, be confused - pray for that one trusted ally and try to survive ... you only need to watch the news to find the truth in that. |
Adm.Naismith Prince Milano - Italy Oct 1999
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posted November 06, 2000 12:02
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jrhughes98, I did my homework, thanks! Did you read my post carefully or my bad english shadow it as if it is in dark ages?  On CTP2 forum, Payray, an activision developer, explained the concept about game resources. The reply from Firaxis, instead, simply try to concentrate about another subject; I spoke about "the magic word option" more in a way like what is described by the cartoon "Mickey Mouse Sorcery Apprentice", if you saw the Walt Disney original "Fantasy"  Look, this is becoming more like a religion war: no way someone can change the mind of someone else. Enjoy yourself and be happy: let's hope Civ 3 will be good enough to play with 16 or 100 civ.  ------------------ Admiral Naismith AKA mcostant | |