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Topic: 12th POLL: How many civs in a game? |  |
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Tiberius Warlord & Tradelord Jan 2000
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posted November 09, 2000 01:20
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No problem, CivCanuck.Actually, it's a good thing to have dreamers around here, not only realists like me  Maybe in Civ4 or 5, with 50 or 100 GHz computers, it will be possible to play with 64+ civs. Still, I'm not convinced that such a huge amount of countries would be good for playability... |
HsFB Prince Phobos, Martian System Jan 2000
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posted November 09, 2000 13:54
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of course, tn order for more than 64 civs being enjoyable, the diplomacy and AI would have to be bettered, and worlds be made much larger... |
Ribannah Warlord Castle Gobs, Enroth Aug 2000
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posted November 09, 2000 16:04
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quote:
 Originally posted by UltraSonix on 11-05-2000 02:09 AM I saw this from Ralf's link (which I think is in the news drop down combo), and I'll quote the bloody thing for lazy people. It's about how they can't have 32 civs in CTP2:
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... and the answer I gave there still applies: quote:
 If the map is of the same size or even say 4x as large, the number of unit interactions will not grow quadractically. There will be more civs, but they will be small. Or a lot will have perished already by the time the entire world is covered. If we modify map-exchanging to exclude unit locations, growth in this respect will in fact be non-existant since the civs will only know about units in the proximity of their own towns and units. Diplomacy options may grow quadratically - in the extreme case that all the civs are still in the game and all have contact - but that doesn't take much computer time even for 100 civs.
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In another thread I already mentioned the fact that Sierra's "Birthright: the Gorgon's Alliance" (1997) has a large number of civilizations, which all have diplomatic relations with each other right from the start. "Imperialism" has quite a few nations as well, and has no problem at all handling a much more intricate diplomacy system than Civilization. The essential question remains, however: does increasing the number of civs add anything to the game? ------------------ If you have no feet, don't walk on fire |
DarkCloud King of Clouds Jul 2000
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posted November 11, 2000 18:48
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16 at most in one game; but only if the maximum map size is doubled. If not- 10 Major Civs 6 Minor Civs (Will not found more than 5-10 cities) |
Lodi Warlord Neotrantor b.02-15-99
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posted November 12, 2000 11:14
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I agree totally with you Ribannah. I have played Imperialism II and there were many nations (most were minor though.) This means that there is a possibility of having around 30 civs in a perceptively fluid game. So why is it a notion that Civ 3 can't have the possibility of even 20+ civs? Sure there could be like 15 major civs, but all the rest could be minor ones. Why isn't this taken into account?But one thing I would like to have cleared up is the meaning of civ in the game. Does it imply an entire civilization like Greco-Roman or Mesopatamian? Or does it apply to nation-states, cultures, or tribes? Anybody know the developers' answer to these questions? ------------------ I am the Roman Emperor, and am above grammar. -Emperor Sigismund |
DarkCloud King of Clouds Jul 2000
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posted November 12, 2000 13:14
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quote:
 But one thing I would like to have cleared up is the meaning of civ in the game. Does it imply an entire civilization like Greco-Roman or Mesopatamian? Or does it apply to nation-states, cultures, or tribes? Anybody know the developers' answer to these questions?
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I would believe it applies to nation-states ate the very least; the developers most likely considered the Sioux as a nation-state tribe, though the Iroquis would be better suited for this. |
Ubersandwich Settler The Land of Misfit Toys. Jul 2000
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posted November 14, 2000 05:07
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I belive that MoO III (Master of Orion III) is planning on enabling up to 32 empires, but of course it is due out in early 2002. This # includes the "minor" empires, which QuickSilver hasn't said how they will impliment the difference between the major and minor empires... Why am i bringing up MoO III? Well, just to say that one company is planning a TBS game what can feature 32 civs, including empires.The major difference, tho, is in MoO III (sci-fi genre) expansion is limited by technology, thus giving each empire a chance to build a "base" for the empire. In Civ III, if a few civs start on the same continent, finding the most goodie huts the earliest will give you (or the AI) a good chance to knock off a coupla enemies before they know what a wheel is.  But, it think it'd be fun for civ III. |
Urban Ranger Emperor The City State of Noosphere May 99
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posted November 14, 2000 05:12
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The reason why Civ 3 can have less major civs than Imperialism II is mechanics. The former is just a lot more complicated than the latter.Consider chess for a moment. It is highly abstract with clean rules. It has a small "map" with two "civs," each with 16 units. Even with such limited interactions and options it took a supercomputer to really play a good game. So you people want good AI? Cut down on the number of civs! |
Adm.Naismith Prince Milano - Italy Oct 1999
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posted November 14, 2000 12:10
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quote:

Consider chess for a moment. It is highly abstract with clean rules. It has a small "map" with two "civs," each with 16 units. Even with such limited interactions and options it took a supercomputer to really play a good game. So you people want good AI? Cut down on the number of civs!
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Good point Urban Ranger. Of course we must consider that Chess is a more "deterministic" game, while Civ has some more "random" elements: - starting points are different (chess is specular) and some are better than others - some battle results are a bit uncertain (same unit fighting, you can't see who will win), while chess ones are clearly predefined (an attacking piece will ever win over the defender) Well, to make it short, random elements loose the rules a bit, so a balanced number of Civs can make things more interesting, as far as AI can manage it. In fact Minor Civ (as many interesting suggestion already posted, as predefined "city place") is probably a way to help AI to keep the mid-late game interesting. ------------------ Admiral Naismith AKA mcostant |
Ribannah Warlord Castle Gobs, Enroth Aug 2000
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posted November 14, 2000 14:30
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quote:
 Originally posted by Urban Ranger on 11-14-2000 05:12 AM The reason why Civ 3 can have less major civs than Imperialism II is mechanics. The former is just a lot more complicated than the latter.Consider chess for a moment. It is highly abstract with clean rules. It has a small "map" with two "civs," each with 16 units. Even with such limited interactions and options it took a supercomputer to really play a good game. So you people want good AI? Cut down on the number of civs!
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You forget that chess computers don't have a Deity advantage!! Also, a simple $100 chess computer beats 99,9% of all chess players, even though humans, too, have only these "limited interactions and options" to consider. (Btw there are more different chess positions than there are atoms in the universe.) Why do you say that Civilization is more complicated than Imperialism? I don't think it is. Not that the Imperialism AI is so tough ....  Also, there is no law that says a game becomes more difficult just because there are more parties. Some games do, but other games become easier (Magic) or have an optimal value somewhat higher than the minimum (Mah-Jong). ------------------ If you have no feet, don't walk on fire |
Tical_2000 Warlord
Oct 2000
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posted November 14, 2000 20:07
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[quote]Originally posted by Ribannah on 11-14-2000 02:30 PM (Btw there are more different chess positions than there are atoms in the universe.) Thats quite impossible since the total number of atoms in the universe are utterly immeasureable due to the fact that the universe is expanding on nothingness every second. Not to mention that at the theoretical 'borders' of this universe do not have laws of physics making atoms and other matter a concept that cannot be fully understood by the human mind. Trust me, I'm a physics teacher. That's your lesson for today class. Read page 100-120 then write a report and have it on my desk by eight sharp tomorrow. |
Shogun Gunner Warlord Fairfax, Virginia Oct 2000
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posted November 14, 2000 22:43
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Wow. I think I need an extra credit assignment!  |
Ribannah Warlord Castle Gobs, Enroth Aug 2000
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posted November 15, 2000 10:37
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quote:
 Originally posted by Tical_2000 on 11-14-2000 08:07 PM [quote]Originally posted by Ribannah on 11-14-2000 02:30 PM (Btw there are more different chess positions than there are atoms in the universe.) Thats quite impossible since the total number of atoms in the universe are utterly immeasureable due to the fact that the universe is expanding on nothingness every second.
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By the time enough atoms have been generated the universe will have returned to a mere singularity. The game of chess will probably need some adjustment by then  quote:
 Not to mention that at the theoretical 'borders' of this universe do not have laws of physics making atoms and other matter a concept that cannot be fully understood by the human mind.
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As far as I know the boundary of the universe is out of reach. It is not a part of the universe, just a mathematical concept, and therefore has no real physical laws at all. ------------------ If you have no feet, don't walk on fire |
airdrik Warlord Boise, ID, USA Oct 2000
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posted November 15, 2000 12:58
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Could we, somehow, get back to what was supposed to be discussed on this thread? Namely the number of civs in a game. I think it got lost in the workings. |
Roman Chieftain Bratislava, Slovakia Sep 2000
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posted November 16, 2000 03:40
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Sorry to be prolonging this conversation, but I want to clarify a few points. Physicists estimate there are 10^80 atoms in the universe (not photons or elementary particles or some other conceptual stuff, just plain atoms). While this may seem like a huge number, I think that it is completely feasible that there are more possible combinations in chess, though I cannot be bothered to make an actual calculation how many. Moreover, even though the fact that the universe is expanding is pretty much proven, it is not yet certain that it is creating new matter/energy in the process (although there is some compelling evidence for this). Even if new matter is being created, it is done at a relatively low rate and who says it actually creates atoms and not say leptons, or something else.In conclusion, I contend that the proposition that there are more combinations than there are atoms (and atoms only) inn the universe may well be valid. |
Roman Chieftain Bratislava, Slovakia Sep 2000
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posted November 16, 2000 03:58
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Ok, I went to the trouble of doing some calculations on this. It is quite painstaking, since you have to take into account combinations which are forbidden by the rules. Due to this I am nowhere near completion of the calculation, which means there are far more possibilities than the number at which I have arrived. So far I got 1.0330862157900398743460630790859*10^99 combinations, which is several orders of magnitude greater than the estimated number of atoms in the universe. Hence, I will not continue with my calculation, as it would only increase the number of possibilities which is already greater than 10^80.It is apparent that if the physicists' estimate is correct (or even if it is an underestimate by several orders of magnitude), there are far more possible chess combinations than there are atoms (I stress again, atoms only) in the known universe). |
airdrik Warlord Boise, ID, USA Oct 2000
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posted November 16, 2000 11:45
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Are you done? Yay, everyone celebrate. We've figured out that there are more possible chess combinations than atoms in the universe  Now back to how this ties into the number of civs in a game. |
Calorman King Settler
Nov 2000
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posted November 19, 2000 05:45
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64+ units sounds like an awful lot but perhaps we're looking at it from too much of a Civ2 scale perspective. That many civilisations would require much much larger maps and this of course would have consequences on the game engine as a whole (movement factors, number of units etc). Personally I'd favour a smaller number, say 16 or so. |
MarkG Apolyton CS Co-Administrator Greece b.02-15-99
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posted November 22, 2000 10:58
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final results
| Civ3: How many civs in a game? | | Option | Votes / Percentage | | 8 | 22 / 9% | | 16 | 64 / 26% | | 24 | 26 / 10% | | 32 | 47 / 19% | | 64 | 14 / 5% | | More than 64! | 69 / 28% | | Total Votes: 242 |
| | View Comments Forums Main Page |
[This message has been edited by MarkG (edited November 22, 2000).] |
DarkCloud King of Clouds Jul 2000
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posted November 22, 2000 17:49
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More than 64 had that many votes? How does anyone think that a game on Earth can reasonably support that many civs unless maps are significantly enlarged (which I am for) 64 Choices and 14 civs in a game is a far more reasonable estimate for: the Game could have alternating half/colors or be like Alpha Centauri with all of its shades of colors.I can pretty much build 220 cities on the Earth with 7 civs now. So a much larger city cap and map size is needed for the 14 civs or the game will become crowded. But 64, come on- do you really want the req's to be a 2 gig 1gps 264 megabytes processor? |
Shogun Gunner Warlord Fairfax, Virginia Oct 2000
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posted November 22, 2000 18:47
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I did vote for "more than 64 civs" originally. I do understand computer programming to a degree and have some doubts that can be properly from our Civ II perspective. I do hope that we have a game of such magnitude in the future (Civ IV???)!' However, in the near future, 16-32 civs is a much more realistic expectation.Many of the you (Tiberius, HsFB, Ribannah, UltraSonix, DarkCloud, to name a few) have explained this point well. For those of you who like to say, "Computers are getting better all the time...they should be able to handle x, y and z" most likely are not software engineers. These expectations of huge Civ III games with so many features and so many civs seems so easy for non-programmers! If you doubt me, read a book on C++ or some other similiar computer language and you tell me how easy it is. Good point about number of cities created by all civs and map size. If there are a substantial increase of the number of civs, I would assume a reduction in the number of cities created by each civ. That just goes to follow unless map size is increased. Logical. You get the idea in Civ II that the designers did not anticipate people would let their civ grow past 20-30 cities. You always run out of automatic city names around then. That puts good use for my National Geographic maps in my office! If the designers did anticipate larger empires, why not add to the city name listing? They can read a map also, I assume. I guess my complaint is that when I'm playing in the middle of night around 3 AM (after sending an email into work telling my boss that I'm not feeling well ha ha) I don't want to turn the light on and study the map each time I settle another city. Just a little gripe. |
Zero_Tolerance Warlord of Warlords Oct 2000
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posted November 22, 2000 20:26
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Well, the poll is finished, has been taken off this forum and the results are in, with the majority wanting more than 64 civs! Woohoo! This majority is equivalent of 28% of the ballot. 28%? Wow!!! Considering the total number of customers Firaxis has, that's a lot to lose. Well, there's one simple solution: Allow 64+ civs in the game, but if you want to play with less, then go ahead bloody play with less!!!  And fellas, we will NOT have a recount. LOL!!!  ------------------ Zero [This message has been edited by Zero_Tolerance (edited November 22, 2000).] |
Ribannah Warlord Castle Gobs, Enroth Aug 2000
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posted November 23, 2000 11:07
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quote:
 Originally posted by Zero_Tolerance on 11-22-2000 08:26 PM Well, the poll is finished, has been taken off this forum and the results are in, with the majority wanting more than 64 civs! ... And fellas, we will NOT have a recount. LOL!!!
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If you think 28% is a majority, we'd better have that recount! There IS a majority for more than 24 civs though. ------------------ If you have no feet, don't walk on fire |
Zero_Tolerance Warlord of Warlords Oct 2000
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posted November 23, 2000 14:13
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How do you figure?------------------ Zero (formerly jrhughes98) |
MarkG Apolyton CS Co-Administrator Greece b.02-15-99
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posted November 23, 2000 14:23
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over 8 civs: 26+10+19+5+28= 88% over 16 civs: 10+19+5+28= 64% over 24 civs: 19+5+28= 54% over 32 civs: 5+28= 33% over 64 civs: 28% 
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Zero_Tolerance Warlord of Warlords Oct 2000
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posted November 23, 2000 14:27
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"What kind of math is that? Fuzzy math!" --Al Gore quoting George W. Bush  ------------------ Zero (formerly jrhughes98) [This message has been edited by Zero_Tolerance (edited November 23, 2000).]
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Zero_Tolerance Warlord of Warlords Oct 2000
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posted November 25, 2000 20:43
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quote:
 Originally posted by Shogun Gunner on 11-22-2000 06:47 PM If you doubt me, read a book on C++ or some other similiar computer language and you tell me how easy it is.
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Whoever said they've got to use C++ to do it?  ------------------ Zero (formerly jrhughes98) |
Shogun Gunner Warlord Fairfax, Virginia Oct 2000
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posted November 25, 2000 22:51
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quote:
 Originally posted by Zero_Tolerance on 11-25-2000 08:43 PM Whoever said they've got to use C++ to do it?
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And what do you recommend? Can we get a response not using the encyclopedia this time?
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Zero_Tolerance Warlord of Warlords Oct 2000
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posted November 26, 2000 02:10
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quote:
 Originally posted by Shogun Gunner on 11-25-2000 10:51 PM And what do you recommend? Can we get a response not using the encyclopedia this time?
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Careful, careful! For using some kind of resource, whether it be an encyclopedia, a dictionary, a trustworthy website or some other kind of resource, it's better to have proof of something than to literally be called a liar and get pushed around by others.  I'll get back with you on this one. . . 
------------------ Zero (formerly jrhughes98) |
Shogun Gunner Warlord Fairfax, Virginia Oct 2000
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posted November 26, 2000 14:30
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quote:
 Originally posted by Zero_Tolerance on 11-26-2000 02:10 AMI'll get back with you on this one. . .

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No need. If you read my post more carefully you will see that I never said they will create Civ III with C++. I was using that as an example of the challenges of software engineering. And I do know something about this as I manage a 50+ person technical team with about 20% of the staff doing software development. |
St Leo Emperor Toronto, Ontario, Canada b.02-15-99
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posted December 25, 2000 01:59
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But 64, come on- do you really want the req's to be a 2 gig 1gps 264 megabytes processor?Why does everyone assume that it's 64 with 20 cities each? I would be much happier (and much more likely to finish a game) if I could have three cities total for most of it.  ------------------ St. Leo http://www.sidgames.com/hosted/ziggurat/ http://www.sidgames.com/forums/ |
GT Settler Switzerland, Zürich Dec 2000
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posted December 25, 2000 11:03
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I find, there must be 16 Civs at least, better 32And, I will be the Swiss Civilisation But I am sure Sid Meier will done his job well sorry my bad english |