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Topic:   The most urgent question for Firaxis Format for Better Printing
Roman
Prince
Bratislava, Slovakia
Sep 2000
posted February 03, 2001 07:43   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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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
posted February 03, 2001 07:45   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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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
posted February 03, 2001 07:50   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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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
posted February 03, 2001 08:05   Click Here to See the Profile for bagdar   send a private message to bagdar
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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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I too think the most important question is on the implementation of the unique civs.
MrFun
Prince
United States, Iowa
Nov 2000
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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
posted February 03, 2001 13:27   Click Here to See the Profile for tniemClick Here to Email tniem  send a private message to tniem Visit tniem's Homepage!
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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
posted February 03, 2001 15:16   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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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

Socialist Dictator
Settler
Holland
Dec 2000
posted February 03, 2001 16:29   Click Here to See the Profile for Socialist Dictator   send a private message to Socialist Dictator
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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
posted February 03, 2001 18:33   Click Here to See the Profile for Changmai Beagle   send a private message to Changmai Beagle
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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
posted February 03, 2001 22:08   Click Here to See the Profile for jordanz19Click Here to Email jordanz19  send a private message to jordanz19Send a Message to UIN: 11486293
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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
posted February 04, 2001 07:51   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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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
Roman
Prince
Bratislava, Slovakia
Sep 2000
posted February 04, 2001 08:00   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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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
posted February 04, 2001 11:17   Click Here to See the Profile for FintilginClick Here to Email Fintilgin  send a private message to Fintilgin
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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
posted February 04, 2001 15:49   Click Here to See the Profile for dennis_caverClick Here to Email dennis_caver  send a private message to dennis_caver
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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.

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
posted February 04, 2001 22:37   Click Here to See the Profile for FieraClick Here to Email Fiera  send a private message to FieraSend a Message to UIN: 92988052 Visit Fiera's Homepage!
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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
posted February 05, 2001 05:36   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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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
posted February 05, 2001 10:08   Click Here to See the Profile for HenrikClick Here to Email Henrik  send a private message to HenrikSend a Message to UIN: 100916125
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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
posted February 05, 2001 10:23   Click Here to See the Profile for The ViceroyClick Here to Email The Viceroy  send a private message to The Viceroy
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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
posted February 05, 2001 12:22   Click Here to See the Profile for HenrikClick Here to Email Henrik  send a private message to HenrikSend a Message to UIN: 100916125
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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
posted February 05, 2001 12:51   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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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
Roman
Prince
Bratislava, Slovakia
Sep 2000
posted February 05, 2001 12:53   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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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
posted February 05, 2001 13:18   Click Here to See the Profile for MaxxesClick Here to Email Maxxes  send a private message to Maxxes Visit Maxxes's Homepage!
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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
posted February 05, 2001 14:45   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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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
posted February 05, 2001 14:49   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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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
EnochF
Prince
Seattle, WA
b.02-15-99
posted February 05, 2001 15:00   Click Here to See the Profile for EnochFClick Here to Email EnochF  send a private message to EnochF
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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
posted February 05, 2001 16:53   Click Here to See the Profile for JosefGivenClick Here to Email JosefGiven  send a private message to JosefGiven
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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
posted February 05, 2001 16:55   Click Here to See the Profile for JosefGivenClick Here to Email JosefGiven  send a private message to JosefGiven
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quote:

Originally posted by Roman on 02-05-2001 02:49 PM
Are special resources required for production: 1

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
Roman
Prince
Bratislava, Slovakia
Sep 2000
posted February 06, 2001 04:27   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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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
Roman
Prince
Bratislava, Slovakia
Sep 2000
posted February 06, 2001 04:32   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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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
posted February 07, 2001 04:01   Click Here to See the Profile for Trachmir   send a private message to Trachmir
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Will there be future techs/units?
Roman
Prince
Bratislava, Slovakia
Sep 2000
posted February 08, 2001 06:36   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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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
posted February 08, 2001 06:38   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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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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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
posted February 08, 2001 14:28   Click Here to See the Profile for TranscendClick Here to Email Transcend  send a private message to Transcend
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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.
Roman
Prince
Bratislava, Slovakia
Sep 2000
posted February 08, 2001 14:33   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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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
posted February 08, 2001 14:50   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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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
posted February 09, 2001 12:28   Click Here to See the Profile for David JamesClick Here to Email David James  send a private message to David JamesSend a Message to UIN: 42891899 Visit David James's Homepage!
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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
posted February 09, 2001 15:50   Click Here to See the Profile for HenrikClick Here to Email Henrik  send a private message to HenrikSend a Message to UIN: 100916125
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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
posted February 10, 2001 08:39   Click Here to See the Profile for RomanClick Here to Email Roman  send a private message to RomanSend a Message to UIN: 91325836
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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
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