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Topic:   Unique Attributes Format for Better Printing
DarkCloud
King
of Clouds
Jul 2000
posted January 12, 2001 20:14   Click Here to See the Profile for DarkCloudClick Here to Email DarkCloud  send a private message to DarkCloud Visit DarkCloud's Homepage!
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I'm not posting this in Marks thread becauase I posted it in his old thread and it was deleted...


The attributes should be selectable: say this

You are ___(Zulu)
You have 50 attribute points to distribute among the
realms of

Attack Bonus (costs 2 attribute points for 1 bonus)
Defense Bonus (same as above)
Air attack Bonus
Bomber Bonus
etc.

The computer teams select the attributes randomly.

This is a good solution and does not insult any country or ethnic group.

Evil Capitalist
King
The man with the Golden Gnu.
Jul 2000
posted January 13, 2001 06:01   Click Here to See the Profile for Evil CapitalistClick Here to Email Evil Capitalist  send a private message to Evil CapitalistSend a Message to UIN: 82420241
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I'd prefer a more 'in game' method of getting traits. My suggestion is for traits based on what you build in the game- for example, assume a three civ game, towards the modern end of the game:

Civ A has a bank in, say, 80% of its cities. As a result it gets a +10% cash bonus.
However civ B has a higher percentage of its cities with banks than anyone else in the world- in fact every city has one. Therefore it gets an additional +10%, as well as the bonus that civ A has.

Meanwhile civ C has been building up its Army. It has the most barracks, giving +1 defense, and 85% of all its units are army ones, giving +1 attack. However civ A has the best infrastructure in the world- the highest ratio of tiles with railway to tiles without (within its borders). This gives its land units +1 movement, to show logistical expertise.

Civ B, being an island one, has a large navy, making up 65% of all units. As a result, its ships have +1 attack. It also has a port in most of its seaside cities, giving +1 movement.

This approach has several advantages in my opinion-
1) It encourages empire wide development, so that we would see less of cities with practically no improvements in the modern era, even if they are small.
2) It allows smaller empires to have more power- allowing nations like those of Western Europe to be represented accurately.

The disadvantages are obviously in the early game. I think this could be remedied by disabling these traits until a 'trigger tech' is researched (perhaps invention?) so that one city empires in the early game don't have a wierd combination of abilities.

Par4
King
Yyyarr tis the dolphins, smart be they Yarrr!
May 2000
posted January 13, 2001 12:41   Click Here to See the Profile for Par4   send a private message to Par4Send a Message to UIN: 73426191
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You know what I want to see, the traits at the start, such as +2 ship range, damage, speed whatever, determined by where you start.

In a random map, you could land on an island as the germans and would get the bonuses the english would get on the world map

Obviously on the world map they would alwasy be the same

also we need the option to turn it off

DarkCloud
King
of Clouds
Jul 2000
posted January 13, 2001 20:52   Click Here to See the Profile for DarkCloudClick Here to Email DarkCloud  send a private message to DarkCloud Visit DarkCloud's Homepage!
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Evil, that is another good idea; technically these two ideas are the only ways to go
for Civ III, and yours (with some refinement) is probably better.
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