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Topic: Ok, Last Time....Why We DONT need Specific Civ-Bonuses |  |
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Zulu Elephant Prince North Yorkshire, England Jun 99
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posted March 06, 2001 06:05
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Wonders... Thats itThe wonders represent specificc civs becoming specialists at certain things. Seafaring civs have magellen etc. In real life, the english would have had the seafaring wonders That way civs choose their own specialisation |
Chronus Warlord
Aug 2000
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posted March 06, 2001 08:16
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As many of us said a hundred times before: unique civ benefits are fine . . . as an OPTION.I fully agree with you, Zulu. If I am to gain a unique civ benefit, I want to EARN it . . . not get it automatically.
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wittlich Warlord
Aug 2000
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posted March 06, 2001 09:00
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I concur - Have unique civs - but only as an option.  |
Hasdrubal Warlord Carthage May 2000
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posted March 08, 2001 08:04
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quote:
 Originally posted by Chronus on 03-06-2001 08:16 AM If I am to gain a unique civ benefit, I want to EARN it . . .
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Well spoken!
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cyclotron7 Warlord The Golden State Jan 2001
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posted March 08, 2001 17:46
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Words have never been so true.------------------ "Any shred of compassion left in me was snuffed out forever when they cast me into the flames..." - Marsil, called the Pretender |
MidKnight Lament King Melbourne, Australia May 99
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posted March 10, 2001 07:34
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Agreed. Glad to see people have come around to this idea.Peoples aren't inherently different - they're shaped by their environment. Ok, I admit, I just started reading Guns, Germs and Steel. I'll post something about that later though... ------------------ - MKL ... "And a sun that doesn't set but settles" - Augie March Shameless Plug: http://www.poetic-license.org ............. All welcome. |
DrFell Warlord England Sep 2000
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posted March 10, 2001 08:48
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quote:
 Originally posted by Zulu Elephant on 03-06-2001 06:05 AM Wonders... Thats itThe wonders represent specificc civs becoming specialists at certain things. Seafaring civs have magellen etc. In real life, the english would have had the seafaring wonders That way civs choose their own specialisation
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I agree completely, I always thought of wonders as providing the unique civ benefits. Whats the point if you have a civ with good sea units who starts in the middle of a continent? Now if only the AI could be taught to use wonders correctly, i.e. build Lighthouse if your stuck on an island, Sun Tzu's if your a conquerer etc. then we'd be on to something. Not that I dont support the idea of unique civ benefits, as long as it's optional, but it would be difficult to implement so that civs did get appropriate advantages (at least on a random map). |
cyclotron7 Warlord The Golden State Jan 2001
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posted March 12, 2001 16:16
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Well... Civ II decides what to research by personality of the civilization, but I don't know about wonders. The AI also takes on wonders it can't use so you won't get them! |
skywalker Settler Oakton, VA, U.S. Feb 2001
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posted March 12, 2001 17:33
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I disagree completely. The problem isn't giving civ's bonuses (through Wonders or any other way), the problem is getting the right bonuses to the right civs. I've always wondered when the Japanese started builing pyramids... |
MidKnight Lament King Melbourne, Australia May 99
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posted March 13, 2001 06:11
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I'm going to respectfully disagree with you, skywalker. A game of Civ shouldn't be about recreating history. It doesn't matter that the Egyptians built the Pyramids in RL. My whole gripe about civ-specific bonuses is that starting a new game of civ should be like a blank canvas even after you've chosen you civ. Your civ should be shaped by the way that you manage it. The possibilities are open, and if you choose to lead your civ in that direction, then you have the ability to if you play it right. After all, if you make sure the Egyptians get the Pyramids, do you make sure that the English colonise North America? Do you make sure that the Roman empire has to fall? ------------------ - MKL ... "And a sun that doesn't set but settles" - Augie March Shameless Plug: http://www.poetic-license.org ............. All welcome. |
cyclotron7 Warlord The Golden State Jan 2001
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posted March 13, 2001 18:14
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Word.  The whole idea of Civilization is to recreate history how YOU want it... Civ-specific built in traits would undermine this basic premise of the Civ game. ------------------ "Any shred of compassion left in me was snuffed out forever when they cast me into the flames..." - Marsil, called the Pretender |
Salvius Settler Dayton, OH, USA Nov 2000
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posted March 17, 2001 00:56
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Just wanted to voice my agreement with the "have them, but only as an option" position.For full-scale, epic, historical games, I agree that Civ-specific bonuses make little sense. However, I can see a couple of potential uses for them in scenarios: 1) Small-scale scenarios. For example, in an American Civil War scenario, only the Union should be allowed to build, say, Abolitionist units, and only the Confederacy should be allowed to use slave labor (however that may be dealt with in the game/scenario). Note that the Confederacy could be allowed to actually abolish slavery (to gain favor with England, if that were included in the scenario), but I think they'd have had a tough time finding very many strong abolitionists who were also strong Confederate loyalists. 2) Non-historical scenarios. The obvious example would be a Middle-Earth scenario: The forces of darkness would have access to orc units, dwarves could build cities in mountains without starving, etc. In a not-even-fictionally-historical Star Trek scenario with all the ST races starting on one planet (!), Vulcans might get science bonuses, Ferengi might get trade bonuses, and so on. There might even be some limited justification in full-scale historical games. I've heard it argued that one reason the Japanese samurai fighting style is so different from the European knighthood fighting style was that the steel ore in Japan was of higher quality, which made for better swords, which made armor less effective, which forced them to develop a style based on speed, accuracy, and dodging & parrying, rather than on encasing themselves in armor and going toe-to-toe. I'm not sure that Civ3 will simulate a fighting-style level of detail, but that's just the first example that came to mind. Since (if "true") this is a cultural/technological difference that was dependent on available resources, the only ways to simulate it that I can see would be either a civ-specific tech or bonus (assuming pre-determined starting locations), or tying a tech, unit, or bonus to local natural resources. While that would be WAY cool (Elephants, anyone?), it would also be very hard to balance, especially for random worlds (and would probably require more than one or two resources per terrain type). I view the Civ games as "What If" tools. That may be as simple as "What if I were in charge of Rome?" or "What if the Japanese were pyramid-builders?", but one interesting experiment would be "What if one group of people were inherently better at [something] than all other groups of people?" How would this alternate history have been different from (or similar to) our own? Anyway, in short: Unique civs good for scenarios, probably bad for standard full game. |
MidKnight Lament King Melbourne, Australia May 99
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posted March 17, 2001 20:24
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Well said. Sorry I didn't elaborate more myself, but I've argued this point many times before.------------------ - MKL ... "And a sun that doesn't set but settles" - Augie March Shameless Plug: http://www.poetic-license.org ............. All welcome. |
lord of the mark Warlord USA Dec 2000
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posted March 17, 2001 22:10
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quote:
 Originally posted by Salvius on 03-17-2001 12:56 AM Just wanted to voice my agreement with the "have them, but only as an option" position.For full-scale, epic, historical games, I agree that Civ-specific bonuses make little sense. However, I can see a couple of potential uses for them in scenarios: 1) Small-scale scenarios. For example, in an American Civil War scenario, only the Union should be allowed to build, say, Abolitionist units, and only the Confederacy should be allowed to use slave labor (however that may be dealt with in the game/scenario). Note that the Confederacy could be allowed to actually abolish slavery (to gain favor with England, if that were included in the scenario), but I think they'd have had a tough time finding very many strong abolitionists who were also strong Confederate loyalists. 2) Non-historical scenarios. The obvious example would be a Middle-Earth scenario: The forces of darkness would have access to orc units, dwarves could build cities in mountains without starving, etc. In a not-even-fictionally-historical Star Trek scenario with all the ST races starting on one planet (!), Vulcans might get science bonuses, Ferengi might get trade bonuses, and so on. There might even be some limited justification in full-scale historical games. I've heard it argued that one reason the Japanese samurai fighting style is so different from the European knighthood fighting style was that the steel ore in Japan was of higher quality, which made for better swords, which made armor less effective, which forced them to develop a style based on speed, accuracy, and dodging & parrying, rather than on encasing themselves in armor and going toe-to-toe. I'm not sure that Civ3 will simulate a fighting-style level of detail, but that's just the first example that came to mind. Since (if "true") this is a cultural/technological difference that was dependent on available resources, the only ways to simulate it that I can see would be either a civ-specific tech or bonus (assuming pre-determined starting locations), or tying a tech, unit, or bonus to local natural resources. While that would be WAY cool (Elephants, anyone?), it would also be very hard to balance, especially for random worlds (and would probably require more than one or two resources per terrain type). I view the Civ games as "What If" tools. That may be as simple as "What if I were in charge of Rome?" or "What if the Japanese were pyramid-builders?", but one interesting experiment would be "What if one group of people were inherently better at [something] than all other groups of people?" How would this alternate history have been different from (or similar to) our own? Anyway, in short: Unique civs good for scenarios, probably bad for standard full game.
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I have just started to play scenarios, and my sense is that any addition to the tools available to scenario builders would be welcome, as the existing ones make it difficult to model some historical (and other) situations. I continue to believe that it unique civs (other than earned benefits) should be excluded from the basic, default game. Lord of the Mark
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BRENNANonTHEmoor Settler croton,NY, Westchester Feb 2001
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posted March 18, 2001 14:04
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true |
jpww Warlord Duluth, Georgia, USA Mar 2001
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posted March 25, 2001 03:33
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I think we all agree on the nature of this game. YOU are in control!  |
Troll Warlord The Forum Fur Flyer USA Jul 2000
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posted March 25, 2001 18:54
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I also agree..that much like in CTP:1 & 2..BLOODLUST dictates all out war to win..I would like an option of specific tech advances for differnt civs..like as in AOE series..Yours in Civin Troll ------------------ Hebrews 11:1 Now Faith is the substance of things hoped for and things unseen |
cyclotron7 Warlord The Golden State Jan 2001
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posted March 26, 2001 18:01
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Wow, with this much disagreement with civ-specific bonuses, I wonder why Firaxis is still going with them?------------------ Any shred of compassion left in me was snuffed out forever when they cast me into the flames... |
Ilkuul Warlord of Thame (UK) Mar 2000
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posted March 30, 2001 18:33
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Salvius has stated the case eloquently and exhaustively. Couldn't have said it better myself. Let the bonuses be there as an option only - but do let them be there!------------------ Ilkuul Every time you win, remember: "The first shall be last". Every time you lose, remember: "The last shall be first". |
Zanzin Chieftain Sydney, Australia Mar 2001
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posted March 31, 2001 03:44
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Cyclotron7 - have Firaxis actually said there will be civ-specific bonuses? I can't remember |
Wazell Settler Eastern, Finland May 2000
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posted April 03, 2001 07:08
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It's true that preset civ-specific bonuses won't do any good. However it could be realistic if each game had prehistory, so civs wouldn't start from scratch. Instead, before a game starts, there is an area on the map from where human race starts. Then every civ goes wandering around and they start off where they happen to be at 4000BC, and you're in control. Obviously you can't see where the bunch of settlers known as your civ have wandered before start, but the advantages and disadvantages they get are set by what they did in prehistory, and their starting position. For example if some civ spent a lot of time in desert they could survive with less food, and those living seaside get naval bonuses. If they had to use boats to get their location, they probably have map making or equivalent, and so on. What this also means, is that continents which are isolated from others by large bodies of water are completely uninhabited, cause no one could get there. And another thing. Elephants shouldn't be some civ-specific bonus, neither cannot they be built everywhere. They should only be buildable in tropical cities located on jungles and savanna. Neither shouldn't horses be available for everyone; there was no horses in pre-Columbian America. |
Lawrence of Arabia Chieftain
Apr 2001
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posted April 03, 2001 22:21
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I agree that there shouldnt be a unique characteristic for civs But i dont think that wonders do the trickHeres my model Lets say you just finished reserching Armored warefare. Now you can research a minor tech called Panzer Tank or something like that. It would give you say +x% over other tanks and mechanized ground units. Therefore, 'superpowers' can existe because they have time to research all of these minor techs |
optimus2861 Settler Canada Nov 2000
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posted April 04, 2001 07:36
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quote:
 Originally posted by Lawrence of Arabia on 04-03-2001 10:21 PM Lets say you just finished reserching Armored warefare. Now you can research a minor tech called Panzer Tank or something like that. It would give you say +x% over other tanks and mechanized ground units. Therefore, 'superpowers' can existe because they have time to research all of these minor techs
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Hey, that ain't bad. With one addition: this "Panzer Tank" tech should only be available for a limited time after you first discover Armoured Warfare, so that it becomes a question of research time-vs-military benefit. That way, a research juggernaut wouldn't be able to race through the military techs, then go back and pick up all these "enhancement" techs. You can rationalize it by saying, if you don't research these advanced tactics now, your armies will formulate their own tactics and become set in their ways. Then comes the question of how to prevent a civ from picking up a lot of these "enhancement" techs. Perhaps a hard limit of, say, five enhancements per civ? A floating limit of three? By floating I mean that if your enhancement becomes obsolete, you're allowed to choose another. A "negative prerequisite" system, where if you have X enhancement, you're not permitted to research Y? That one would be tough to balance, though. In the end, I'd settle for a modified form of SMAC's social engineering, though. |
Adm.Naismith Prince Milano - Italy Oct 1999
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posted April 04, 2001 09:19
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About civ difference, how about my silly proposal I wrote some days ago: quote:

A bit complex, but can be used to add some early settings to the game: Every Civ starting with a nomadic tribe (not able to settle down into a proper city, wandering around a bit meeting early tribes, will let you start early diplomatic actions (join tribe) or early battles (crush people and enslave them, pillage their gold), explore early or hunt a food reserve. So you have some early turns (random range 10-20 before game start) with limited rules, just to chose the way you will lead your borning Civ.You'll achieve very early tech (that pre assigned in Civ2), achieve early reputation (bloody or pacifist), gain first momentum in resources, money or food. Then usual game will start  You are forging your Civ, so you must face decisions mutually exclusive. You can skip this only to have a random quick start, but you probably want to keep control, so you'll see the "intro" every new game.
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Given the game intro rules limit, Firaxis can add quoting, animations and musics action-related, more easily than inside the full game, pumping up the "epic feeling", helping to hook players into the game, and given some Civ difference NOT PREDEFINED, but matured from players early actions. Wonders are not enough, also because they are built too late to influence early part of game, and because too often you must pick any wonder that AI Civ left on the table (don't mentioning when you conquer a Wonder and gain a bonus "by shortcut"). |
Lawrence of Arabia Chieftain
Apr 2001
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posted April 05, 2001 00:11
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quote:
 Originally posted by optimus2861 on 04-04-2001 07:36 AM Hey, that ain't bad. With one addition: this "Panzer Tank" tech should only be available for a limited time after you first discover Armoured Warfare, so that it becomes a question of research time-vs-military benefit. That way, a research juggernaut wouldn't be able to race through the military techs, then go back and pick up all these "enhancement" techs. You can rationalize it by saying, if you don't research these advanced tactics now, your armies will formulate their own tactics and become set in their ways.Then comes the question of how to prevent a civ from picking up a lot of these "enhancement" techs. Perhaps a hard limit of, say, five enhancements per civ? A floating limit of three? By floating I mean that if your enhancement becomes obsolete, you're allowed to choose another. A "negative prerequisite" system, where if you have X enhancement, you're not permitted to research Y? That one would be tough to balance, though. In the end, I'd settle for a modified form of SMAC's social engineering, though.
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------------------ Its okay to smile; you're in America now |
Admiral PJ Settler Southeast England , UK Dec 2000
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posted April 10, 2001 18:28
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What your forgetting is that with civ bonuses you can select or customise the civ that best fits your playing style. Its just a personal taste issue it seems so maybe they should put an option in to turn it off for die hard civ fans.I liked the Master of orion and SMAC civ bonus/penalty system, it gives you different challenges with each species/civilisation making you want to play the game again after you've won. Its also great that it means each civilisation is different to conquer, some with lots of money you need spies and courthouses to prevent you being bribed against, against enemies with natural wall defences (like the Hive that all were underground and had Walls) you need to bribe them more or use wall penetrating weapons .. airpower. Wonders aren't that good, as once you've captured the enemies wonder they are no longer given that bonus which seems very unrealistic if we're saying wonders can simulate the differences in civilisations. In reality there are big differences, some civs like the germans have till recently been orienated more towards barbarism and less cultural avenues perhaps, and they've always been industrious. Persians could be more affected by religions to simulate the power of Islam which came to them and other mid east areas. America could have more free speech and its benefits/problems.. problems in the way that the constitution could lead to gun control being weakened maybe and more affected by internal rioting and strife (such as the civil war) etc. I think the Minor tribe simulation could act like the Cold war, with small countries joining one or other superpowers and serving them effectively, AND these minors could contribute good bonuses , as with Chezkoslovakia (or some spelling like that) being a powerful industrial centre for the USSR its Skoda works producing lots of powered units .
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cyclotron7 Warlord The Golden State Jan 2001
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posted April 10, 2001 18:40
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What YOU are forgetting, Admiral, is that all of your examples are mere snapshots from history. quote:
 some civs like the germans have till recently been orienated more towards barbarism and less cultural avenues perhaps, and they've always been industrious.
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Barbarism? Prussia brought luxuries to Europe, like the first european-made porcelain. What about all the great German composers? Your example here is based on two radical regimes (smaller still, two radical PEOPLE) who changed Germany. It seems obvious to me that these examples of "barbarism" are based on the German leader, not their people. quote:
 Persians could be more affected by religions to simulate the power of Islam which came to them and other mideast areas.
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Isn't this simulated by having a Theocratic government? If I want to make the Persians communist, why can't I? You are talking government, now. quote:
 America could have more free speech and its benefits/problems.. problems in the way that the constitution could lead to gun control being weakened maybe and more affected by internal rioting and strife (such as the civil war) etc.
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This is a joke! All of these were decisions made by the people at the time, and were not the result of some mindset that permeates their entire history. If I led America, and never allowed the slave trade to happen, would I still be affected more by internal strife? Of course not! Everything you describe their is also America as a Democracy. Those above examples refer to Democracies in general. So, all in all, it seems your examples only prove that an attitude, tendency, or "special ability" in a Civ is the result of the leader's conscious choices. The decision to start a war... to allow slavery... to choose a different government. These are obviously choices made by the ruler... why should the computer make those choices for me? ------------------ - Cyclotron7, "that supplementary resource fanatic" |
SerapisIV Warlord Ann Arbor, MI, USA Feb 2001
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posted April 10, 2001 18:47
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What about Culture deciding your benefits on the fly? The only Civ specific traits would be attitudes and goals (ie aggresive perfectionist) Then you decide your own benefits by hitting milestone levels of culture or military might or cruelty (breaking agreements, nuking, poisonings, etc.)Reiterating Zanzin, what did Firaxis actually say about civ-specific traits? |
Admiral PJ Settler Southeast England , UK Dec 2000
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posted April 10, 2001 19:05
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Oh I forgot- Like in SMAC , If your having different ending/winning rules, this goes well with civilisation specific bonuses.. as different civs can win with different winnings strategies, so a civ with an economic bonus can win best by getting the most money, enough to buy out all the other countries and win this route. A civ with a culture bonus can win by being the greatest culture ever, if this is a winning condition. This could make it fairer , as you don't just need to have a big millitary complex and army to win.. some other civ can win by researching the greatest technology known to man and win.. Speaking of which what will happen to the spaceship win condition? I guess thats in another thread.. bye for now, time to dream about civ3 in bed |
Admiral PJ Settler Southeast England , UK Dec 2000
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posted April 10, 2001 19:30
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Perhaps millitary aggressiveness and some things are less of a civilisation bonus, more to do with the civs peoples opinions and what leader they have at the time, but things like religion,cultural richness,research,trade and maybe isolationism seem to be worthy of being civ bonuses and remember there can be penalties too to balance out the game.. this is a game after all not a full simulation of reality. |
SerapisIV Warlord Ann Arbor, MI, USA Feb 2001
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posted April 10, 2001 21:25
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I think that for Firaxis' sake that civ-specific bonuses will not be included, not for any gameplay reasons, but to avoid any claims of racism, prejudice, etc that people will inappropriately read into something that is just a game after all.I think though that one of the most successful things about SMAC was the modifying aspects of gov't/society. Combine this with culture and a refined gov't system (I'm sure it won't even be anything close to CivII's rigid system) and the civ modifiers will adapt to how you want to play as a civilization, not due to a pre-chosen bonuses |
Deathwalker Warlord Great Britain Mar 2000
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posted April 11, 2001 06:39
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I agree no unique civs, if england had been in the middle oiain they would not have been good sailours. Make civ the same and klet the players adjust them.------------------ I have walked since the dawn of time and were ever I walk, death is sure to follow |
MrFun Prince United States, Iowa Nov 2000
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posted April 11, 2001 13:48
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I have a question - what about giving a bonus to democracy and republic governments to make it easier for them to force nations of other races to accept dictatorships and repressive regimes?The United States has supported dictatorships and military regimes from the 1930s to the present day. Franklin D. Roosevelt, the president who implemented the "Good" Neighbor policy, forced military dictatorships on several Latin American countries. Could this republic or democratic principle be represented in Civilization III somehow? |
cyclotron7 Warlord The Golden State Jan 2001
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posted April 11, 2001 14:04
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quote:
 Originally posted by MrFun on 04-11-2001 01:48 PM I have a question - what about giving a bonus to democracy and republic governments to make it easier for them to force nations of other races to accept dictatorships and repressive regimes?The United States has supported dictatorships and military regimes from the 1930s to the present day. Franklin D. Roosevelt, the president who implemented the "Good" Neighbor policy, forced military dictatorships on several Latin American countries. Could this republic or democratic principle be represented in Civilization III somehow?
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I'll ignore the obvious affront to my country here, and say in our support that the USA has also tried to oppose these opressive regimes, like those of Castro, Milosevic, and Hussein. Anyway, this is not a good idea. Can you give me an example of another democracy that has done this? This policy is a result of the people in government at the time, and does not represent democracy as a principle. This again is a leader's decision and should not be stuck to the government in general. ------------------ - Cyclotron7, "that supplementary resource fanatic" [This message has been edited by cyclotron7 (edited April 11, 2001).] |
MrFun Prince United States, Iowa Nov 2000
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posted April 11, 2001 20:03
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Um -- I am a native born American in Iowa, if you have read below my member name. Plus, I'm white (German anscetry). I'm also a history major student as well -- it's just plain facts that the United States will support dictatorships in opposition to communist governments.Not to mention that overseas American businesses also finance dictatorships for profit in other countries while enslaving native people today on starvation wages. But those are just facts -- not opinions. |
cyclotron7 Warlord The Golden State Jan 2001
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posted April 11, 2001 20:20
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quote:
 Not to mention that overseas American businesses also finance dictatorships for profit in other countries while enslaving native people today on starvation wages. But those are just facts -- not opinions.
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I would argue against this, but I think this is better for the OT or if you want to message me. For the record, I disagree with both your points. You still haven't answered my question: Can you tell me of another democracy that has done this? I say again, the policies and events you are talking about are a result of one country and one government. They are not representative of democracies as a whole. Therefore, there is no reason that a Democracy in Civ3 should be representative of these traits... rather, you as the player would make such policies. ------------------ - Cyclotron7, "that supplementary resource fanatic" |
Sirotnikov King Israel Feb 2000
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posted April 11, 2001 20:28
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quote:
 Originally posted by Admiral PJ on 04-10-2001 07:05 PM Oh I forgot- Like in SMAC , If your having different ending/winning rules, this goes well with civilisation specific bonuses.. as different civs can win with different winnings strategies, so a civ with an economic bonus can win best by getting the most money, enough to buy out all the other countries and win this route. A civ with a culture bonus can win by being the greatest culture ever, if this is a winning condition. This could make it fairer , as you don't just need to have a big millitary complex and army to win.. some other civ can win by researching the greatest technology known to man and win.. Speaking of which what will happen to the spaceship win condition? I guess thats in another thread.. bye for now, time to dream about civ3 in bed
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But why should I choose both the civ and the path even before I start the game?? 
I want to grow my civ according to changes and developements made in other countries and made in my country. If I decide on a play style in advance and stick to it It'll be boring. I already know what I am going to do. I already have confined myself to a specific playing style. This is exactly the reason why such games, SMAC and many RTS games are nothing but fads. They have alot of hype around them. For a year if they're lucky. And then everyone dumps them and moves to the next. This is not replayability. The stupidest thing I've heard is that it simulates history, It doesn't as in history leaders were always open to choise, had no goals set from the beginning to end and learned to sruvive by adapting and changing their goals once in a while. The claim that it is more fun or easier to play means that who ever is talking just doesn't realise the meaning of civ, and should be better off playing some AoE or Red Alert and not civ. We are talking Civ here, not semi-historical SMAC. I agree, this could be a major possibility in Scenarios, but please, OPEN YOUR EYES! The latest Civ game ToT, added a whole bunch of masks for the costumization of Civs. That means, I can, when creating a scenario, set the special charachteristics and limitations on each civ. What units it has, what it can explore, what pluses it has. This is good. THis should develop. However in no case should this invade the true, main single player game. I know many people voted to have that as an option. This is because they have faith it will be well implemented and interesting to play. This is because they want to compomise with peple who want it. This does not mean they will recieve it well if this is the only option. I have been protesting against pre made and unchanging attitudes for more than a year now. I kept suggesting and supporting the implementaition of random leaders to each civ, perhaps even from a preset of X possible leaders for civ. I also suggested and supported that these attitudes will change randomly (but not always randomly) during the game. The romans weren't always fearce conquerors. The germans are now far from what they have been 1500 years ago. The french and english turned from warriors to one of the most pacifistic nations on the planet. This is what made them continue while other didn't. This is why the Ottoman empire fell. Change, developement. Knowing to see where the world is headed and be there first. This is true civ. this is reality. Not some 7 pre molded civs! And another point very similar to the previous ones. Please take your time and read the article by Lazarus and the Gimp titeled "Know your Enemy". Think about it. Desn't it sounds suspiciously like a game of SMAC? Doesn't it sound boring if you always played with THE SAME 7 types of players? And they always followed THE SAME exact developement path? Wouldn't you be tired of THE SAME people after only a few months? I know I was. This is why I played SMAC no more than 10 times.
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SerapisIV Warlord Ann Arbor, MI, USA Feb 2001
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posted April 11, 2001 22:36
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quote:
 Originally posted by MrFun on 04-11-2001 08:03 PM it's just plain facts that the United States will support dictatorships in opposition to communist governments.
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I believe the point here is not democracy supporting dictatorships, but the natural opponenents that Democracy/Capitalism and Communism are. This could be reflected in an AI which while communist, is more aggressive towards democracies. I don't know how Firaxis could force human players to have this animosity though toward commie AI. This idea is dependent on the way gov't is handled in CivIII, none of the every 3 year revolutions between fundamentalism and democracy for wars and peace. |
MrFun Prince United States, Iowa Nov 2000
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posted April 11, 2001 22:55
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At this point, I cannot recall any other republic or democracy nation that has its national policy in support of dictatorships.Anyway, if there is enough interest from others, this discussion will continue in the Off-Topic section. When you go there, just look for this topic's post under my name. Hope to have all you guys contribute to my intellectual capacity to articulate sosphisicated concepts intelligently and concisely.  |
Gammaray fan Settler
Apr 2001
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posted April 12, 2001 04:40
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the general gist of peoples responses seems to be that they support civ-specific bonuses, but not predetermined ones. I believe I have a system whereby this could be implemented. A civ's bonuses should be linked to geography, cultural level, wonders, and foreign relations. GEOGRAPHY: The computer should calculate the total amount of each type of terrain (sea, mountain, grassland etc.) that is contained within the civ's cities radius's, divided by the number of cities, and generate bonuses accordingly. These bonuses should take time to accumalate (several turns?) For example: England and Japan would both receive naval bonuses (if playing on Earth), Scandinavians would receive military bonuses (because surrounded by harsh terrain) WONDERS: wonders could also confer certain benefits (capturing them would not mean these benefits change hands - only the buiilder gets them) They should also be grouped into about 7 categories (assuming that there are 7 civs) such as sea, river-based (ie. irrigation bonuses etc), desert based etc. Building wonders contrary to your type of civ (determined by geography) would reduce geography bonuses but still confer the bonus of those wonders. This would allow flexibility in the sort of bonuses your civ could have. (eg. slightly seafaring, but also slight bonus on land defence) FOREIGN RELATIONS: actions such as declaring war, and signing trade pacts should also affect your bonuses. Even if you are geographically warlike, if you never meet other civs or you never declare war, this bonus should be reduced. A civ with a history of trading should naturally be better at trading than novices. Some might argue that this would unbalance the game, but it would not. Having military advantages mean that other advantages (such as irrigation bonuses, naval bonuses etc) are non-existent. Every civ would have its bonuses, unique to its geographical and political location - the difference between this system and SMAC's is simply that with this system, these values can be changed to suit your particular requirements, gradually, and throughout the game. It is similar to systems in role-playing games, where you pour a container of bonuses into whichever category you would like a bonus in. However, you can pour a bit into one bonus, a bit into another and so forth. The limit is the bonus points you possess. Because everyone has the same amount of bonus points, such a system does not unbalance the game! CULTURAL LEVEL: finally, cultural level should affect the strength of each of the bonuses, and the time it takes for bonuses to take effect (if you want to change the ratio of bonuses to sea and defence for example).I believe this system makes everyone happy, without unbalancing the game! Comments? | |