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Topic: The most urgent question for Firaxis |  |
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Roman Prince Bratislava, Slovakia Sep 2000
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posted February 03, 2001 07:43
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What do you people think is the most urgent question that needs to be answered by Firaxis on their website? Lets make this a vote. |
Roman Prince Bratislava, Slovakia Sep 2000
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posted February 03, 2001 07:45
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I vote for the economics system to be clarified. Especially whether specific resources such as iron are needed to construct certain items. |
Roman Prince Bratislava, Slovakia Sep 2000
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posted February 03, 2001 07:50
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I appologize for the double topic post. I posted the first topic and realized there is a list icon insted of the question mark, so I stopped it and reposted it with the question mark icon, but it appears to have registered the original post too. Once again, I am sorry. Anyway this is the valid thread. |
bagdar Warlord Turkey Jan 2001
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posted February 03, 2001 08:05
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My vote is for unique civs, and how they'll be implemented. |
wittlich Warlord Fayetteville, NC, USA Dec 2000
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posted February 03, 2001 11:57
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I too think the most important question is on the implementation of the unique civs.
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MrFun Prince United States, Iowa Nov 2000
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posted February 03, 2001 12:03
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Here is a question that I feel is very important - will military maintenance cost be allocated to the whole empire rather than individual cities?It's important because with the whole empire accountable for the costs, then we can maintain a more realistic mass military force. It's ridiculous that it took longer to produce each successive unit in Civilization II. |
tniem Prince Grand Rapids Apr 2000
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posted February 03, 2001 13:27
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Most important question?Hmmm... What in the world does unique civ really mean? Coming a close second, how is the tech tree going to be set up/how is research going to work? |
Roman Prince Bratislava, Slovakia Sep 2000
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posted February 03, 2001 15:16
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Ok, vote so far:-Implementation of unique Civs: 3 Are special resources required for production: 1 Is military support handled nationwide: 1
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Socialist Dictator Settler Holland Dec 2000
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posted February 03, 2001 16:29
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I would like to know if they will be using a recruitment system, and if so, how will they implement it? |
Changmai Beagle Chieftain The Great White North & warmer climes Oct 1999
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posted February 03, 2001 18:33
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Can the AI be tweaked to be more or less aggressive!?! (Or am I missing the tenor of this thread?) |
jordanz19 Settler Campbell River, BC, Canada Nov 2000
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posted February 03, 2001 22:08
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I would like to know how the different units that we see in on the CIV3 page, will be implemented.But the most urgent question is of course the unique civ one. |
Roman Prince Bratislava, Slovakia Sep 2000
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posted February 04, 2001 07:51
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Implementation of unique Civs: 4 Are special resources required for production: 1 Is military support handled nationwide: 1 Do military units cost population: 1 Is the AI customizable: 1
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Roman Prince Bratislava, Slovakia Sep 2000
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posted February 04, 2001 08:00
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If I misunderstood your questions, or you aren't satisfied with their wording, please inform me of that and I will change it. |
Fintilgin Settler
Apr 99
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posted February 04, 2001 11:17
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I'll throw a vote in for Unique Civs as well.It sounds, from the webpage, and I'm just guessing here, as if all civilizations start the same, but then change on how you play the game. >>We have systems for reflecting cultural value of cities and civilizations that depend upon the players use of his resources. << So, presumably, if you build lots of military units, your culture will get warlike values. Hopefully these will affect more then just combat (other cultures view you as more aggressive, peacefull technologies and improvements become more expensive etc etc). Or if you build lots of librarys and temples, your people will be more peaceful and wise, again with a spread of game effects outside of just research and happiness, (but less ready to fight outside their borders or support lots of troops). Obviously tweaking would have to be done to make sure that you don't get a runaway effect where building your army up makes you better at fighting which lets you conquer more folks so you can build your army up more... making it better... etc etc. Cultural values hopefully have a downside as well as an upside. Folks interested in this sort of thing should pop on over to moo3.quicksilver.com and look at the religion/ethos model being designed for that game. It looks -quite- cool.  Joe |
dennis_caver Settler Beaverton, OR Jan 2001
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posted February 04, 2001 15:49
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quote:
 Originally posted by Roman on 02-03-2001 07:45 AM I vote for the economics system to be clarified. Especially whether specific resources such as iron are needed to construct certain items.
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You got to defend yourself before economics become a primary factor. If you have a military minded AI neighbor, and if you want to get to non-military victory, you have to always be strong militarily. You want the military AI to be formidable opponent. So my vote goes for Military AI as number Uno. For example, it needs to know about some of the dominate types of military Strategies and Tactics. In the modern era air power dominates and air superiority is essential. Also the strategy and tactics should change with the era. You use howitzers and tanks differently then you use warriors and cataputs. I will not buy another Strategy game with a poor military AI like CTP2. CIV III INTRODUCTION HEADLINES The AI in the new Civ 3 kicks human butt from here to Alpha Centauri. Dennis |
Fiera Prince From Hispania (like Maximus) Mar 2000
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posted February 04, 2001 22:37
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My vote:Will there be more than 8 civs at the same time? Will we have 12/16/32/unlimited civs? And/or will there be minor civs? I think it's very important... if they leave only 8 civs in, it will be much like a revamped Civ2... Civ3 is gotta be different and better... |
Roman Prince Bratislava, Slovakia Sep 2000
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posted February 05, 2001 05:36
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Implementation of unique Civs: 5 Is the military AI customizable + "smart": 2 Are special resources required for production: 1 Is military support handled nationwide: 1 Do military units cost population: 1 How many civs (and minor civs) are available per game: 1 |
Henrik Prince of the Angaracks Dec 2000
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posted February 05, 2001 10:08
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I want to know if there is going to be minor civ's too. |
The Viceroy Chieftain London, Great Britain Nov 2000
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posted February 05, 2001 10:23
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I want to know what happens when you take over a city, does it remember its old civ, and long for independance ?? rather than completely submit instantly, and become your city.------------------ "Wherever wood floats, you will find the British" . Napoleon |
Henrik Prince of the Angaracks Dec 2000
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posted February 05, 2001 12:22
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I think it will remember its former owners, they did that in smac didnt they? [This message has been edited by Henrik (edited February 05, 2001).] |
Roman Prince Bratislava, Slovakia Sep 2000
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posted February 05, 2001 12:51
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Implementation of unique Civs: 5 Is the military AI customizable + "smart": 2 How many civs (and minor civs) are available per game: 2 Are special resources required for production: 1 Is military support handled nationwide: 1 Do military units cost population: 1
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Roman Prince Bratislava, Slovakia Sep 2000
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posted February 05, 2001 12:53
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Viceroy, we already know that the city will remember its former owners. They answered this in the previous batch of answers. |
Maxxes Warlord Amsterdam Oct 2000
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posted February 05, 2001 13:18
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I would like to know how much design time goes to AI programming. (eg. compared to SMAC). But they probably won't tell us.  |
Roman Prince Bratislava, Slovakia Sep 2000
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posted February 05, 2001 14:45
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"Culture and nationality will play dramatic roles in your Civilization's history. We have systems for reflecting cultural value of cities and civilizations that depend upon the players use of his resources. These values and how they relate to each other cause all sorts of effects including many you refer to in your question. Just hang on a little longer and we'll be able to say a lot more."The answer to the question about conquered cities rebelling. |
Roman Prince Bratislava, Slovakia Sep 2000
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posted February 05, 2001 14:49
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Implementation of unique Civs: 5 Is the military AI customizable + "smart": 3 How many civs (and minor civs) are available per game: 2 Are special resources required for production: 1 Is military support handled nationwide: 1 Do military units cost population: 1
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EnochF Prince Seattle, WA b.02-15-99
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posted February 05, 2001 15:00
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How customizable will it be? Specifics: Will there be unlimited slots for Technology Advances and Units? Will the user have control over the global effects of Tech Advances (increased effect of Colosseums, boost to spaceship speed, can build railroads, etc.)? Will the mod designers be able to define their own Wonder and City Improvement effects? Will they be able to create Wonders and City Improvements with multiple effects?(Okay, strictly speaking, that's four questions, but they're all related.) |
JosefGiven Warlord Okehampton,Devon,UK Jan 2001
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posted February 05, 2001 16:53
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Damn, a case of a double post...Please can someone delete this? Sorry for mistake [This message has been edited by JosefGiven (edited February 05, 2001).] |
JosefGiven Warlord Okehampton,Devon,UK Jan 2001
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posted February 05, 2001 16:55
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quote:
 Originally posted by Roman on 02-05-2001 02:49 PM Are special resources required for production: 1
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I'd like to take the vote count up to two, if you please. I think there are so many options for stategic/economic wheeler-dealing with the resource management concepts that are being bandied about 
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Roman Prince Bratislava, Slovakia Sep 2000
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posted February 06, 2001 04:27
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Implementation of unique Civs: 5 Is the AI customizable + "smart": 4 Are special resources required for production: 2 How many civs (and minor civs) are available per game: 2 Is military support handled nationwide: 1 Do military units cost population: 1
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Roman Prince Bratislava, Slovakia Sep 2000
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posted February 06, 2001 04:32
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"I think there are so many options for stategic/economic wheeler-dealing with the resource management concepts that are being bandied about"Indeed, JosephGiven. I also hope this makes it into the game. For me this is the single most important new feature I would like to see in Civ 3. |
Trachmir Chieftain Miami, Fl USA Dec 2000
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posted February 07, 2001 04:01
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Will there be future techs/units? |
Roman Prince Bratislava, Slovakia Sep 2000
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posted February 08, 2001 06:36
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Implementation of unique Civs: 5 Is the AI customizable + "smart": 4 Are special resources required for production: 2 How many civs (and minor civs) are available per game: 2 Is military support handled nationwide: 1 Do military units cost population: 1 Will there be future techs/units: 1 |
Roman Prince Bratislava, Slovakia Sep 2000
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posted February 08, 2001 06:38
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I am now almost considering changing my question to whenn the next update will be and how regularly will the site be updated. |
Aredhran Prince Geneva, Switzerland Apr 99
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posted February 08, 2001 11:07
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The most important question is how are they going to handle the testing and bug-hunting. Definitely a weak link for SMAC... |
Transcend Warlord Boulder, Colorado, USA Apr 99
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posted February 08, 2001 14:28
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I'm also more concerned about the AI ability. There are some improvements in SMAC over Civ2 , but still it has many short comings. For example, I find it hard to explain why Miriam kept building dozens of 4-1-1 units until her mineral supplies were completely siphoned off, or I find it very amusing when Yang displayed his "Airshow", sending out dozens of missile needlejets out to nowhere. These kinds of nonsense moves by the AI should not happen again in Civ3.
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Roman Prince Bratislava, Slovakia Sep 2000
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posted February 08, 2001 14:33
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Implementation of unique Civs: 5 Is the AI customizable + "smart": 5 Are special resources required for production: 2 How many civs (and minor civs) are available per game: 2 Is military support handled nationwide: 1 Do military units cost population: 1 Will there be future techs/units: 1 Will the game be thoroughly tested/debuged: 1 |
Roman Prince Bratislava, Slovakia Sep 2000
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posted February 08, 2001 14:50
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Quote from the firaxis site:"Ask the Civ Team Got a burning Civ III question you've been losing sleep over? Can't concentrate at work because you're so consumed with curiosity? Finally, your remedy is here! Just email your Civ III questions to us at askthecivteam@firaxis.com, and we'll select a few questions each month , and print the answers here. " (smilies are mine) It seems we won't be getting any answers for another week, as "only" three weeks have past since the last update.  |
David James Prince Kingston, Province of Ontario, Dominion of Canada b.02-15-99
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posted February 09, 2001 12:28
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It's been awhile since I've posted here, but here's a couple, some of which have already been mentioned...Unit support by the entire nation and not by city. Related to this, I would like to see the military supported largely out of cash and not out of production. One of the overarching themes throughout history has been *paying* to maintain a military, and not so much being able to build it up. Just think of maintaining --not building-- the US military in the present for example - does it really place a large burden on America's industrial capacity? Maybe a bit for ammunition and spare parts, but not really. There are fuel costs of course, but that only applies to relatively modern units, so maybe a limited production support in addition to cash support should be made for those units. Nevertheless, it's mainly money, cold hard money, that is the overriding cost, as it has always been for everyone. The above would also serve to properly orient trade in Civ - without it you wouldn't be able to maintain a large military capacity. Now trade and support could be adjusted by government and unit type, but in general I think the move from production to cash based support should be made. Ironically, maintaining city improvements probably costs more in production in reality than does the military, yet it's cash supported in Civ2 and CtP. And I just hope this rant isn't out of place... [This message has been edited by David James (edited February 09, 2001).] |
Henrik Prince of the Angaracks Dec 2000
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posted February 09, 2001 15:50
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It should atleast be an option for scenario makers to have unit support in money instead of production... It would help greatly in simulating wars as the 30 years war and such. [This message has been edited by Henrik (edited February 09, 2001).] |
Roman Prince Bratislava, Slovakia Sep 2000
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posted February 10, 2001 08:39
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Implementation of unique Civs: 5 Is the AI customizable + "smart": 5 Are special resources required for production: 2 How many civs (and minor civs) are available per game: 2 Is military support handled nationwide + is it in gold: 2 Do military units cost population: 1 Will there be future techs/units: 1 Will the game be thoroughly tested/debuged: 1 |