Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site forums as they ran on Ultimate Bulletin Board, 1998–2001. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 2005 site & forums

  Apolyton Civilization Site Forums
  Civ3-General/Suggestions
  12th POLL: How many civs in a game? (Page 1)

Post New Topic  Post A ReplyPost A Reply In A New Window

This topic is 2 pages long:   1  2  profile | register | preferences | faq | search next newest topic | next oldest topic bottom of page
Author
Topic:   12th POLL: How many civs in a game? Format for Better Printing
MarkG
Apolyton CS Co-Administrator
Greece
b.02-15-99
posted October 30, 2000 17:32   Click Here to See the Profile for MarkGClick Here to Email MarkG  send a private message to MarkGSend a Message to UIN: 2865183 Visit MarkG's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
it's a "rerun", but with a bit different choices...

results below
[This message has been edited by MarkG (edited November 22, 2000).]

Narck
ACS Forum Helper
Houston, TX, USA
Apr 99
posted October 30, 2000 19:25   Click Here to See the Profile for NarckClick Here to Email Narck  send a private message to NarckSend a Message to UIN: 73172388 Visit Narck's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Interesting comment from Monk in the list of comments

Anyway, I note that some people actually want more than 64 civs... What I want to know is: WHY???

Is a game with that many civs enjoyable to play, or, for that matter, playable at all? I have some serious doubts about this

jrhughes98
ACS Forum Helper
Houston, TX, USA
Apr 99
posted October 30, 2000 20:09   Click Here to See the Profile for jrhughes98Click Here to Email jrhughes98  send a private message to Narck Visit jrhughes98's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
quote:

Originally posted by Narck on 10-30-2000 07:25 PM
Interesting comment from Monk in the list of comments

Anyway, I note that some people actually want more than 64 civs... What I want to know is: WHY???

Is a game with that many civs enjoyable to play, or, for that matter, playable at all? I have some serious doubts about this

Yes, Narck! We want more civs because it enhances the top 3 aspects that Civ fans feel are most crucial: AI, Customisability, and Diplomacy. And on a personal note, I feel realism is most important, and this will also add realism to the game.

------------------
JRH

UltraSonix
King
Melbourne, Australia
May 2000
posted October 30, 2000 21:44   Click Here to See the Profile for UltraSonixClick Here to Email UltraSonix  send a private message to UltraSonixSend a Message to UIN: 97330588 Visit UltraSonix's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Good to see MarkG's finally got rid of the old poll that I started...

------------------
No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary...

Narck
ACS Forum Helper
Houston, TX, USA
Apr 99
posted October 30, 2000 22:45   Click Here to See the Profile for NarckClick Here to Email Narck  send a private message to NarckSend a Message to UIN: 73172388 Visit Narck's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
quote:

Originally posted by jrhughes98 on 10-30-2000 08:09 PM
Yes, Narck! We want more civs because it enhances the top 3 aspects that Civ fans feel are most crucial: AI, Customisability, and Diplomacy. And on a personal note, I feel realism is most important, and this will also add realism to the game.

And you don't think this option would make the games way too long, and complicated?

I don't know, I think there should be a lower limit than 64 or even higher... I have a feeling it's going to add too much realism to the game (as in: games will take FOREVER to complete - I don't think I would like that)

Roman
Chieftain
Bratislava, Slovakia
Sep 2000
posted October 31, 2000 01:21   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
We want as many civs as possible to be able to create accurate historical scenarios. You don't have to play with all these civs in the ordinary game. After all if you don't like so many civs, you can simply select fewer, but if the option of having many civs is lacking, people who like making scenarios, or playing long games will be most unhappy.
For me personally having more civs in the game at the same time is the no. 1 priority.
ContradictioN
Prince
chch, New Zealand
Nov 1999
posted October 31, 2000 01:52   Click Here to See the Profile for ContradictioN   send a private message to ContradictioN
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Exactly Roman, you can't go wrong with allowing unlimited civilizations.

1, computers will get better all the time, in 2 years, I could still play Civ3 and have 100 civ's playing at once.

2, it makes scenarios better.

3, you can choose whatever number of civs you want!

4, it applies to everyones wants!

5...6..7..

List goes on and on, to vote for anything else is closing windows on the game. Now, if there was only a way to unvote and revote. ;]

Tiberius
Warlord
& Tradelord
Jan 2000
posted October 31, 2000 02:01   Click Here to See the Profile for TiberiusClick Here to Email Tiberius  send a private message to Tiberius
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
With more than 64 civs (or even 100+, like somebody suggested), we will play finallly a REAL TIME CIV: one turn will last one year, both for our civ and for us!
UltraSonix
King
Melbourne, Australia
May 2000
posted October 31, 2000 02:04   Click Here to See the Profile for UltraSonixClick Here to Email UltraSonix  send a private message to UltraSonixSend a Message to UIN: 97330588 Visit UltraSonix's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Good to see more people voting for 16 civs... see my comment!

------------------
No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary...

Tiberius
Warlord
& Tradelord
Jan 2000
posted October 31, 2000 02:37   Click Here to See the Profile for TiberiusClick Here to Email Tiberius  send a private message to Tiberius
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Now that I see so many people voting 64+ civs, I almost feel sorry that I didn't vote 16 instead of 32.

Though, I understand this question "How many civs in a game?" a little different: "What should be the MAXIMUM number of civs from which I choose the civs I play with when I start a game?". So, if the max. number is 32 or 64, I still want to have the possibility to choose only 16, when I start a game.

And there is another issue that was many, many times discussed: the number of civs in a game MUST change dinamically, as new civs emerge and large empires collapse. RISE AND FALL OF EMPIRES!!!

UltraSonix
King
Melbourne, Australia
May 2000
posted October 31, 2000 03:43   Click Here to See the Profile for UltraSonixClick Here to Email UltraSonix  send a private message to UltraSonixSend a Message to UIN: 97330588 Visit UltraSonix's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
quote:

RISE AND FALL OF EMPIRES!!!
You guys jusrt love that!

I, on the other hand...

------------------
No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary...

Deathwalker
Warlord
Great Britain
Mar 2000
posted October 31, 2000 06:40   Click Here to See the Profile for DeathwalkerClick Here to Email Deathwalker  send a private message to Deathwalker
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Personally I think 16 would enough. Over twenty it would get to wierd, as you tried to keep track of things.

------------------
I have walked since the dawn of time and were ever I walk, death is sure to follow

jrhughes98
Warlord
Great Britain
Mar 2000
posted October 31, 2000 07:14   Click Here to See the Profile for jrhughes98Click Here to Email jrhughes98  send a private message to Deathwalker Visit jrhughes98's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
quote:

Originally posted by Narck on 10-30-2000 10:45 PM
And you don't think this option would make the games way too long, and complicated?

I don't know, I think there should be a lower limit than 64 or even higher... I have a feeling it's going to add too much realism to the game (as in: games will take FOREVER to complete - I don't think I would like that)


No, it doesn't have to take forever. For more information, follow this link ---> More civs, long turns? No way!

------------------
JRH
[This message has been edited by jrhughes98 (edited October 31, 2000).]

chrispie
Settler
Manchester UK
Oct 2000
posted October 31, 2000 10:06   Click Here to See the Profile for chrispie   send a private message to chrispieSend a Message to UIN: 62335167 Visit chrispie's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
*cough* 32

32 is easily enough for any scenario, I mean 100 civs...there is no way you'd be able to have relations with that many civs and not come out of it with a headache.

I understand what everyone is saying about be able to choose etc., but 100 is just way to many.

Adm.Naismith
Prince
Milano - Italy
Oct 1999
posted October 31, 2000 12:20   Click Here to See the Profile for Adm.Naismith   send a private message to Adm.Naismith Visit Adm.Naismith's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I'm supposing that because of Minor Civs presence (already announced by Firaxis times ago) we can throw away village huts (trade and diplomacy with a minor civs, no more hut quest for treasury) and, perhaps, barbarians (troops that have a Minor Civ as origin).

Of course we will have less huts, but minor civ will add benefit (or trouble, if enemy) for more than one shoot!

Adding some special to minor civ (to balance their presence in game, making less useful to simply crush and conquer their cities), we can realistically manage as many as a grand total of 32 (main+minor civs).

Main civs must be no more of 16 because of playability reasons, while minor civ can easily appears during game by empire split, refugee founding a new city, etc. as long there is enough room on the map).
I don't want to dispute about PC resources and AI ability to manage so many Civ as more than 64.
I simply think that few human players can manage and enjoy more than 64 diplomatic relations, trade, global (UN) council, front of war.

While at the beginning you probably know as few civ to keep things under control, very quickly the number of units and different borders on the map will bog down you, IMO.

------------------
Admiral Naismith AKA mcostant

korn469
GGS Co - Designer
the construct of slavery
Apr 99
posted October 31, 2000 15:05   Click Here to See the Profile for korn469Click Here to Email korn469  send a private message to korn469Send a Message to UIN: 46450503 Visit korn469's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
well civs are made up of cities, each city needs a certain amount of space to be viable...so if we have 100+ civs at twenty cities a piece, that would only be about 2000 cities...and for there to be between 1000 and 2000 normal sized cities on a map we'd need one huge map, on a mpa that big we'd need to have different rules for movement (otherwise it's going to take decades for armor units to move across europe) and you'd have to change rules for wonders...(talk about unbalancing), also we'd need to change the find city option, and the goto city option...even 32 civs is going to be maybe too much for civ's rules to handle unless they are changed

i just don't think it would be possible on a 300 mghz pII machine with 64 MBs of ram...which is what i think that civ3 should be able to run on

what does everyone else think civ3's minimum requirments should be?

korn469

jrhughes98
GGS Co - Designer
the construct of slavery
Apr 99
posted October 31, 2000 15:24   Click Here to See the Profile for jrhughes98Click Here to Email jrhughes98  send a private message to korn469 Visit jrhughes98's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
quote:

Originally posted by korn469 on 10-31-2000 03:05 PM
i just don't think it would be possible on a 300 mghz pII machine with 64 MBs of ram...which is what i think that civ3 should be able to run on

what does everyone else think civ3's minimum requirments should be?


The minimum requirements should be right about what you think it should be, korn, however, Firaxis has mentioned that it will support the capabilities of higher-end machines. Take Civ2 for example, which had the option to turn heralds on or off. For more information click here --> Civ3 FAQ and look for "What will the system requirements be for the game?"

------------------
JRH
[This message has been edited by jrhughes98 (edited October 31, 2000).]

Dr.Oogkloot
Prince
Charles is an idiot
Jul 2000
posted October 31, 2000 16:42   Click Here to See the Profile for Dr.Oogkloot   send a private message to Dr.OogklootSend a Message to UIN: 82162258
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
To all you people who are arguing for 8-32 civs: what's wrong with having the OPTION to play with more than 64 civs? Why do you want to deny other people the chance to play a game with lots of civs, just because you don't want to play that way yourself?

More is better!

jrhughes98
Prince
Charles is an idiot
Jul 2000
posted October 31, 2000 17:08   Click Here to See the Profile for jrhughes98   send a private message to Dr.Oogkloot Visit jrhughes98's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
quote:

Originally posted by Dr.Oogkloot on 10-31-2000 04:42 PM
To all you people who are arguing for 8-32 civs: what's wrong with having the OPTION to play with more than 64 civs? Why do you want to deny other people the chance to play a game with lots of civs, just because you don't want to play that way yourself?

More is better!

Oh yeah! Man, that was good!

------------------
JRH

jrhughes98
Prince
Charles is an idiot
Jul 2000
posted October 31, 2000 17:27   Click Here to See the Profile for jrhughes98   send a private message to Dr.Oogkloot Visit jrhughes98's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
***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
[This message has been edited by jrhughes98 (edited October 31, 2000).]

chrispie
Settler
Manchester UK
Oct 2000
posted October 31, 2000 18:19   Click Here to See the Profile for chrispie   send a private message to chrispieSend a Message to UIN: 62335167 Visit chrispie's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Hmmm, reading the FAQ page and that email...I'm starting to see a pattern...summed up well in the phrase "we want to be sure the game is fun before we commit to a specific set of features".

Has anyone seen any solid info about the game yet? Anything???

jrhughes98
Settler
Manchester UK
Oct 2000
posted October 31, 2000 18:41   Click Here to See the Profile for jrhughes98   send a private message to chrispie Visit jrhughes98's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
quote:

Originally posted by chrispie on 10-31-2000 06:19 PM
Hmmm, reading the FAQ page and that email...I'm starting to see a pattern...summed up well in the phrase "we want to be sure the game is fun before we commit to a specific set of features".

Has anyone seen any solid info about the game yet? Anything???


I haven't, but here's an idea. Firaxis has mentioned in the FAQ that they develop all their games starting with months of prototyping because they want to be sure the game is fun before they commit to a specific set of features. Well, what if they released a prototype of Civ3 in the form of a beta. The beta doesn't have to be for a price, or with a limited set of features. It can be FREE fully functional beta that will stop functioning by the time beta 2 is available, and beta 3, and will probably stop there. This way the customers (fans, players) can play the beta and comment, make suggestions, and/or report bugs to Firaxis. BESIDES, THE CUSTOMERS ARE THE ONES THAT REALLY KNOW WHAT'S FUN AND WHAT'S NOT!!! TELL FIRAXIS TO GET TO IT!!!

------------------
JRH

ContradictioN
Prince
chch, New Zealand
Nov 1999
posted October 31, 2000 20:02   Click Here to See the Profile for ContradictioN   send a private message to ContradictioN
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Firaxis: That is a pile of rhino poo, and you know it.

"Opens txt file, changes civ limit from 24 to 100 as he pleases".

jrhughes98
Prince
chch, New Zealand
Nov 1999
posted October 31, 2000 20:25   Click Here to See the Profile for jrhughes98   send a private message to ContradictioN Visit jrhughes98's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
quote:

Originally posted by ContradictioN on 10-31-2000 08:02 PM
Firaxis: That is a pile of rhino poo, and you know it.

"Opens txt file, changes civ limit from 24 to 100 as he pleases".


LOL!! Would a beginner know how to do that? Besides, what about support for huge maps to accomodate those 100+ civs?

------------------
JRH
[This message has been edited by jrhughes98 (edited October 31, 2000).]

ContradictioN
Prince
chch, New Zealand
Nov 1999
posted October 31, 2000 22:25   Click Here to See the Profile for ContradictioN   send a private message to ContradictioN
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
half a year after playing civ2, I found out I could edit the *.gifs, shortly after I found out I could edit the txt files. Its nice and easy. They can do it, they can programme it so that it is customizable to your wants.

You can say, I want the computer to generate 50,000 by 50,000 and if your computer is powerful enough to handle that and 50 civilizations at once, then do it. You know in 2 years we're gonna have 5ghz computers. Ram won't be a problem either. They should be allowing the possibilities instead of limiting the games capabilities.

They will be making a mistake if they don't allow this, unless the games engine is going to be completely different.

Don't think that they can't do it. And if they can't, then they need to keep up with the times.
[This message has been edited by ContradictioN (edited November 01, 2000).]

JESSVG01
Settler

Nov 2000
posted November 01, 2000 01:34   Click Here to See the Profile for JESSVG01Click Here to Email JESSVG01  send a private message to JESSVG01
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Depending on how the "server" is implemented support for 100's of players is possible - can't do any of this one player at a time crap though.

100 player turns, each player with 1000 orders should take a 500mhz machine with 64 megs of ram about ten minutes to proccess ... giving ample time for ICQ wheeling and dealing.

Tiberius
Warlord
& Tradelord
Jan 2000
posted November 01, 2000 01:45   Click Here to See the Profile for TiberiusClick Here to Email Tiberius  send a private message to Tiberius
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
quote:


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.

Thank God that the people there at Firaxis didn't lose their commom sense.

How could you even come close to enjoy a game with 100+ civs? It's a diplomacy nightmare, an AI nightmare, a trade nightmare, and maybe the most important, a time-nightmare (a single game could last several month!).

zyxpsilon
Chieftain
Laval,Quebec,Canada
Sep 2000
posted November 01, 2000 16:55   Click Here to See the Profile for zyxpsilonClick Here to Email zyxpsilon  send a private message to zyxpsilon
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
quote:

Originally posted by Roman on 10-31-2000 01:21 AM
For me personally having more civs in the game at the same time is the no. 1 priority.

Historically... the world developped having well-over Eight Civ's. Knowing that "actual" economic models, polarize some if not many COUNTRIES to their interest, it is fair to say that less than 32 civ's is tediously unaccurate.

I agreed with you 3200% at the priority... for the new challenge.

Lodi
Warlord
Neotrantor
b.02-15-99
posted November 01, 2000 17:06   Click Here to See the Profile for LodiClick Here to Email Lodi  send a private message to Lodi
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I echo the call for a CHOICE above the recommended limit on civs. Some of us can handle a higher limit, and it would be more fun and realistic to boot. What is wrong with that?

Another recurring theme here is the long turns argument. The only plausible way this could effect Civers like me is if we do play a MULTIplayer Civ III game with well over 16 players. Obviously this would be slow, but who would drag themselves into this? If you play multiplayer you are obviously gonna have a choice of how many civs in the game. So if you wanna stay out of long games you have the logical choice of keeping the game short by choosing a low civ limit. I don't wish to see a low limit of major civs (8 or 16 in my opinion) just because some shortsighted people have a momentary lapse of reason when it comes to imagining future multiplayer games.

Choices is what this should come down to. Please just try to imagine a choice on the number of civs. If you understand my argument then the compromise on number of civs can placate many different civers. The number of civs should not be predecided at a low limit where the game is planned for you like you were living in a communist state. It is bad enough we have to be warmongers in a "civilization" game, but we should not be limited in the numbers of civs to war against.

------------------
I am the Roman Emperor, and am above grammar.
-Emperor Sigismund

rremus
Warlord

Jan 2000
posted November 02, 2000 09:36   Click Here to See the Profile for rremusClick Here to Email rremus  send a private message to rremusSend a Message to UIN: 31345285 Visit rremus's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Even if the game starts with more civilisations (say 32+), it should reduce this number during play time, and not only trough conquest . A more than 10-15 turn alliance between two AI civ can result in a new, united civ. Usually, a big civ would disolve a small civ. Altough this model is not 100% historically accurate, it would be easier to play. In the beggining you will have to deal with more small civs, latter will have to deal with several (10-15) civs left.
JESSVG01
Settler

Nov 2000
posted November 03, 2000 01:12   Click Here to See the Profile for JESSVG01Click Here to Email JESSVG01  send a private message to JESSVG01
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
If they implemet PBEM correctly then there is no reason not to allow a very large number of players on a very large map.

a PBEM capable mode of play could run one turn a day. each player submits their turn orders to the server via email or whatever mecahnisim the server host can deal with and then all the reports and updates are sent out after the turn is proccessed.

This is how multiplayer strategy games have been played for years, except for Empires, and I mean the orginal game from 1972 that ran on a VAX ... not the single player DOS game.

These one turn a day games last for a long time and lots of people like it that way. It allows for indepth diplomacy and trade, something you just can't get in RTS or in the current CivII multiplayer enviroment.

100 countries on a 1000x1000 grid would be a blast. If the gmae options allowed players to come into a game in progress then it could last for years ... what's wrong with that as an option?

Ralf
Prince
Sweden
Mar 2000
posted November 03, 2000 15:50   Click Here to See the Profile for Ralf   send a private message to Ralf
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
quote:

Originally posted by JESSVG01 on 11-03-2000 01:12 AM
If they implemet PBEM correctly then there is no reason not to allow a very large number of players on a very large map.

a PBEM capable mode of play could run one turn a day. each player submits their turn orders to the server via email or whatever mecahnisim the server host can deal with and then all the reports and updates are sent out after the turn is proccessed.

This i can agree on. As long as the human players does the thinking and the decision-making, and the AI is reduced to have the role the go-between who just carry out the instructions - the number of player could be *much* higher then 8.

It can be a practical problem to gather 32 (or more) people and keep them interested, but thats another problem.

Drakenred
Warlord
Hou Tx
b.02-15-99
posted November 04, 2000 21:26   Click Here to See the Profile for DrakenredClick Here to Email Drakenred  send a private message to Drakenred
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
quote:

Originally posted by Ralf on 11-03-2000 03:50 PM
This i can agree on. As long as the human players does the thinking and the decision-making, and the AI is reduced to have the role the go-between who just carry out the instructions - the number of player could be *much* higher then 8.

It can be a practical problem to gather 32 (or more) people and keep them interested, but thats another problem.


The problem is that

1) they still intend to design the game to be playable by people Vs Ai for theose new to CIV games

2) that said they also need to keep a game that is suportable by systems at the Advertised proesing power

3) They dont have the 1.5gig Pentium IVs now to even think of benchtesting a game that uses that level of prossesing power,

4) they may provied a .txt file for gettin the game to alow you to reset the civ count to 2002 Civs on a 100k x 100k map if you think your PC can hack it, but dont expect to see them mention a word about your being actualy able to run more than the advertised AI Primary civs on the specified mapsizes in anthing ofical, after all the last thing they want is bad press for people playing a game on a "Minimum playable specifications" Rig with 128 cives on 50kX50k map, or when people sudenly realise that keeping track of more than 8 civs at a time is hellishly hard, especialy when you also have to keep track of their individual aliances!

5) and lets hope you dont abruptly find yourself in the middle of WW II level unstopable Megawar between all 64 Civs (due to interlinking aliances) just for taking out a lil 4 city "kingdom", that was alied to a 2 city kingdom, that was alied to a 5 city kingdom, that was alied to a 3 city kindom, that was alied to a 12 city kingdom, that was alied to a 4 city kingdom, that is alied to that big 27 city kingdom that is Rulled By Skippy, your evile AI twin,that abruptly cut off all diplomatic ties with you and is now atacking YOU with everthing it can throw at you the turn after you atacked the little 4 city kindgom!

joseph1944
Settler
Napa, Ca. USA
Jul 2000
posted November 05, 2000 00:27   Click Here to See the Profile for joseph1944Click Here to Email joseph1944  send a private message to joseph1944
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
If all of you would read "Pyaray" (Activison) comments in the CTP 2 thread, you see why they are staying with 8 civs. Sid or someone at Firaxis said a few months ago that they are go to support slower machines with Civ 3. Activision said today the requirements for CTP 2 will be P-I 166 w/64 megs of ram. I believe if we see 16 civs., that is all we will see.

------------------

UltraSonix
King
Melbourne, Australia
May 2000
posted November 05, 2000 02:09   Click Here to See the Profile for UltraSonixClick Here to Email UltraSonix  send a private message to UltraSonixSend a Message to UIN: 97330588 Visit UltraSonix's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
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:

quote:

Originally posted by Pyaray on 11-04-2000 06:14 PM
quote:

Originally posted by Monkey on 11-04-2000 02:04 PM
Ok time to put my computer science knowledge to practice here.

Because the diplomacy of CTP2 has been enchanced, each civ might have to take into account the current state of every other civ in the playing field. Clearly this problem has the complexity of O(N^2) meaning the amount of total processing time is proportional to the squared of the number of civs present in the game. Anyone who knows anything about programming will know that as N increases the amount of processing time will be increasing at a much faster rate. So for a 32 civ game to happen we could be looking at the kind of computational power that current generations of computers just dont have. So for anyone saying it is just a simple #define problem... errr.. nuff said.


You stick with that CS thing, cause you nailed it. Also, it's really not cool to make a game where the minimum spec system can't play the "full game". And I'll add on to it what you said to explain the problem in even further detail. There is a concern with the AI comparing the other civs, and that is exponential. With 8 civs, each AI has to evaluate 7 other civs, so it's 7^2=49, with 9 civs it's 8^2=64, and 10 civs it's 9^2=81. So you can see, by increasing the number of civs by 2 we have nearly doubled the amount of work that needs to be done. Just for the record, 32 civs would be 961 comparison's each turn. Almost 20 times that of 8 civs.

Now consider units, and how the AI's look at each unit they can see. Let's assume later in the game where you can see nearly the whole map (if not the whole thing). And let's say each civ has 100 units. In this case, the AI must evaluate it's own units as well. So for each AI player they have to evaluate 8*100=800 units. Now do that for each AI and we have 6400 units being evaluated for a complete turn. Let's increase that to 10 civs, 10*100=1000, for each AI is 10,000 units to be evaluated each turn. Once again, nearly doubling for only 2 more civs.

I do understand your points of "well if we want to go ahead and let it take a long time, then we should have that choice". But, we can't release a game that we haven't tested everything in. If we were to increase the number of civs by 2, it would nearly double our testing time, and that's something we can't afford to do. There are already a ton of people (whom I fundamentally disagree with) that say we don't test enough. This would just add to the problem. Would you all really want us to add a completely untested feature?

On the other hand, that setting is still stored in an TXT file. But if you're looking for some kind of official sanction that we support that, you're not going to get it. We didn't test the game for every possible combination of things that users can set by modifying the settings files. Nor would we, or could we, there are just too many variables.

/soapbox

Pyaray

P.S. I wasn't really going to address this anymore, but this does appear to be one of the topics that just won't die. I hope this is an acceptable answer to everyone as to why we didn't do it.


------------------
No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary...

CivilizationCanuck
Settler

Nov 2000
posted November 07, 2000 16:43   Click Here to See the Profile for CivilizationCanuck   send a private message to CivilizationCanuckSend a Message to UIN: 61950246
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
64 or more.

Why you ask? Simple.

1) The more the merrier, from Canada, Mexico, Switzerland, etc etc. It makes it more historical and allows better reprepsentation for more campaigns and the people who buy the game.

2) I hear people complaining about games being longer. Please, this is Sid, and im sure he will have options to have 1-7 civiliaztion playing (like Civ2) or anywhere above 7 to play in a massive game.

3) I don't see why everyone has a problem with more civilizations? Its not like you will have to play all 64 all the time! Look at it this way, if you had more coloured pencils in that 64 kit, it would make the job a lot easier, and look nicer, and more accessible than the regular package of 7 or 8.

This game has so much potential, and I think it should have as many as possible civs with the option of the player to choose which ones he wants, and how many he wants. Now wouldn't that please everyone?

Tiberius
Warlord
& Tradelord
Jan 2000
posted November 08, 2000 01:02   Click Here to See the Profile for TiberiusClick Here to Email Tiberius  send a private message to Tiberius
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
CivilizationCanuck,

Did you at least read the post which is just above yours ??! The AI can't handle 64+ civs! For multiplayer, with only human players, it can be done, but who wants to wait one week for his next turn?

Adm.Naismith
Prince
Milano - Italy
Oct 1999
posted November 08, 2000 06:34   Click Here to See the Profile for Adm.Naismith   send a private message to Adm.Naismith Visit Adm.Naismith's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
To be fair, the fault is of MARKG (sorry Mark )

If he thinked twice, he must put online a poll with only three moderated choices:
"do you want eight, ten or twelve CIV?"

Think of this poll as someone asking "Do you want to pay, next year:"
1) same tax than this year
2) half than last year
3) no tax at all

I bet wich will be the most popular answer, while in fact none will consider the consequence on national finance!

------------------
Admiral Naismith AKA mcostant

Tiberius
Warlord
& Tradelord
Jan 2000
posted November 08, 2000 08:55   Click Here to See the Profile for TiberiusClick Here to Email Tiberius  send a private message to Tiberius
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Adm.Naismith,


[This message has been edited by Tiberius (edited November 08, 2000).]

CivilizationCanuck
Settler

Nov 2000
posted November 08, 2000 21:58   Click Here to See the Profile for CivilizationCanuck   send a private message to CivilizationCanuckSend a Message to UIN: 61950246
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Nope didn't read it. For the mean time you will have to excuse my computer ignorance. From a general standpoint I was merely stating that I would like as many civs as possible, not exactly from an AI perspective.

Either that or have accessiblity, faction editors, customizing options.

Apolyton Civilization Site Forums
> > > Civ3-General/Suggestions Forum

This topic is 2 pages long:   1  2 
next newest topic | next oldest topictop of page

All times are EDT

Administrative Options: Close Topic | Archive/Move | Delete Topic | Top
Post New Topic  Post A ReplyPost A Reply In A New Window
Hop to:

Contact Us
Apolyton Civilization Site

Powered by: Ultimate Bulletin Board, Version 5.44a
© Infopop Corporation (formerly Madrona Park, Inc.), 1998 - 2000.

Front Page | Civilization III | Dinosaurs | Civilization II | Call to Power | Call to Power II | Alpha Centauri | Alternative Civs | Misc | Links | About ACS | GameStats
GameLeague | Scenario League | Hodadian Award Central | Civilization Scenario Collection | Spanish CivII Site | Clash of Civs | CtP Maps | Art of War