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Topic: Manufacturing Capability Should Come Before End Product |  |
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Lancer Emperor Oregon Coast Apr 99
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posted April 07, 2001 15:59
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An example given by Markos in his thread on worker units gave me the idea behind this thread.Why can we build tanks in cities without factories? Certainly basic units like archers should be able to be built without a manufacturing base, but tanks? Same with nukes, can't build those without a specialized factory in reality. Should there be different types of factory? That aside, the factory should be built before the product, yes? I think it would add a new dimention to the game, but it's such a new though for me that I haven't considered the pros and cons enough to form an opinion as to whether it should be implemented in the game. What do you guys think? |
MrFun Prince United States, Iowa Nov 2000
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posted April 07, 2001 16:39
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A BIG con:Already, without your suggestion, you do not have enough time to produce a reasonable number of new military units before they become obsolete, so now with your suggestion, we would have to build factories BEFORE building new units such as Tanks? Guess what - that might mean that we would have the Tanks become obsolete just when we get enough cities done with factories!  |
Lancer Emperor Oregon Coast Apr 99
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posted April 07, 2001 16:51
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The cost of factories are not written in stone MrFun, and partricularly the pace at which game time passes or sci comes in isn't. Also, the problems you mention would be shared by all. In reality, particularly these days, a weapons system is obsolete soon after being produced, but then so is everyone elses. Science marches on. |
Ilkuul Warlord of Thame (UK) Mar 2000
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posted April 07, 2001 17:20
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I agree that you should have the means of production before you can produce! After all, you can't produce a unit without the prerequisite civ advance anyway, so this would just be a logical extension of the same idea; and Firaxis have taken a significant step in this direction already by linking production to possession of the appropriate resources. |
Imran Siddiqui Deity ACS 'April Fools' Oscar Winner b.02-15-99
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posted April 07, 2001 18:36
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Very good idea! And I don't think it could be that much of a problem. I mean, factories would be around BEFORE Armor, I'm sure. You'd need factories to build artillery, at the very least. Factories can be used for many units and mechanized units shouldn't be built without one... great idea! |
MrFun Prince United States, Iowa Nov 2000
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posted April 07, 2001 20:04
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I want realism to be implemented as much as reasonably possible, but when it comes to taking the fun out of the game, that is not acceptable. I find it difficult already to utilize different units before they become obsolete with something better.In my opinion, this idea really would not be so great. How real of a game do you want, and then, how much of the fun factor do you want to sacrifice? |
Lancer Emperor Oregon Coast Apr 99
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posted April 07, 2001 20:17
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Reality is fun.  |
jdlessl Chieftain Atlanta, GA, USA Mar 2000
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posted April 07, 2001 21:33
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Well, reality usually alternates between terminal boredom and unbearable misery, but on the whole it's been quite interesting.Lots of people here say that Civ shouldn't be SimHistory, but really, I can't think of any better description for the game. The more realism the better. If it's done properly (ie, you get factories with 18th century tech, so when tank tech comes along your major cities are all set to produce them), it will detract nothing from the game and add that extra layer of strategy and thought to it. When I play Unreal Tournament, my brain shuts down. When I play Civ, I want to have to think more than I do during my finals. If we want to have an epic game, the best thing to model it after is the past 6000 years of human history. |
SerapisIV Chieftain Ann Arbor, MI, USA Feb 2001
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posted April 07, 2001 22:55
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I like the idea of requiring factories, at least for the modern era units. It would an an economic effect to warfare and espionage. If a spy takes out a factory, suddenly you can't produce armored units. Also how likely is a just captured city whose factory was destroyed to be producing a mech infantry for defense? It can easily build rifleman, or partisans, who only need guns, but armor or howitzers? Come on.The only other requirement I'd like to see is a marketplace (which is the closest I can think of to a blacksmith) for the artillery units, though not including catapults which only require wood. I like building requirements for some units, but only in a small, highly defined group, the late mechanized units, and the cannon type artillery units. I haven't figured out how to treat air units or ship units, particularly the post-industrial units, destroyers and up. This idea is really one that would need to be play-tested to make sure it doesn't imbalance the game or add too much complexity. Wait a second...sudden realization. As it stands currently in Civ, how many players construct 80shield tanks or nuclear weapons in a city without a factory anyway? By the end game, rapid production is paramount, such that it pays off to build the factory before the tank anyway. |
Zeevico Chieftain Melbourne, Australia Dec 2000
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posted April 07, 2001 22:56
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I don't think anyone has realized how perfect Civ2 really is. Look at it this way: Without a factory, it would take an average city 20-8 turns to produce a tank. THE ONLY REASON THEY CREATED A FACTORY WAS SO YOU COULD BUILD ALL OF THESE EXPENSIVE THINGS MORE QUICKLY. You could build a tank in a production of 1 city with no factory. You could, but it would take a hundred turns to do so. Same with a nuke. BUT perhaps you could have a penalty for it. Maybe the tank's equipment would be crappy (no factory to properly assemble parts), so you would get a 1 firepower penalty for the first few turns. |
Imran Siddiqui Deity ACS 'April Fools' Oscar Winner b.02-15-99
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posted April 07, 2001 23:08
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Civ2 perfect? It was good, but I thought it should be renamed to CivConquest, because that is all it was in the end. By requiring factories for heavy arms (pre-requisites for building) you add some strategy into the game. Instead of pumping out unit after unit and neglecting making improvements, the improvements should be a part of making units.And imagine how wonders such as 'factories in every city' would be now worth . |
SerapisIV Chieftain Ann Arbor, MI, USA Feb 2001
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posted April 07, 2001 23:25
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Zeevico, the idea of factories being a prereq for mechanized units adds strategy without micromanagement. It also focuses the player on city improvement over conquest, something that the recent reveleations on the game, culture, 2 pop for settlers, appears to be something that Sid is trying to stress in this iteration of Civ. Giving a firepower penaly adds only micromanagement to your armies (attack with a full armor, or a weakened armor) without effecting strategy. While I like the micromanagement of settlers (I know I'm in the minority here) I didn't enjoy as much the army micromanagement of SMAC as the more general military strategy of CivIII which is much more economic in nature, which side can crank stuff out faster, ie better infrastructure.Imran, didn't they get rid of those improvements in Civ2? That was Civ1 that had the factory wonder right? I really hope that doesn't return, it is way too powerful, especially in the hands of a human player against the AI. [This message has been edited by SerapisIV (edited April 07, 2001).] |
Imran Siddiqui Deity ACS 'April Fools' Oscar Winner b.02-15-99
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posted April 07, 2001 23:52
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I never played Civ1, so I couldn't tell ya . But there wasn't a wonder that had every city get a factory in Civ2. There were wonders that gave you a cathedral in every city, etc. |
MrFun Prince United States, Iowa Nov 2000
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posted April 08, 2001 00:51
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Zeevico makes a good point -- Factories already serve a function in that it's required in order to produce units more efficiently.I'm not going to surrendure to you on this, Lancer -- just don't send a nuke my way out of spite.  |
Henrik Prince of the Angaracks Dec 2000
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posted April 08, 2001 01:51
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I agree, factories should be required (I have been changing my opinion for almost every post I've read though ), just becouse you have a city whit a large population and lots of mined hills, you shouldn't be able to churn out tanks untill you actually built the factory, this could also be extended to affect some improvements (it actually allready is affection which improvements you can build). Also I imagine the great use this could have in scenarios, you could have shipyards and weapons manufactories in a 17th century scenario, etc, etc... |
Zanzin Settler Sydney, Australia Mar 2001
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posted April 08, 2001 04:27
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Having read all the posts, I think the best way be to require the "factory" improvement in cities before you can produce tanks, airplanes etc in that city. Having individual "tank factories" and "air plane plants" etc is getting too specific. |
SerapisIV Chieftain Ann Arbor, MI, USA Feb 2001
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posted April 08, 2001 11:33
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I wholeheartedly agree Zanzin, Although factories should be a requirement it should be a generic factory, rather then specialized factories which only add micromanagement without really adding fun.Also, for ships, I'd like to see ships such as galleons and up require a basic docks improvement. Ships such as those are large enough that you can't just build them on a random beach and push them in. Some kind of infrastructure should be required. Basic ships like caravels and triremes, those could be built by armies as needed, where needed as ancient writings show occurred, but the actual engineering and scientific knowledge required to build larger ships isn't something that just occurs in a city, some kind of dock or prepared infrastructure is necessary before large vessels can be built. Again, this idea is not promoting more improvements or specializing improvements, just adding functions to existing improvements. [This message has been edited by SerapisIV (edited April 08, 2001).] |
Ilkuul Warlord of Thame (UK) Mar 2000
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posted April 08, 2001 11:59
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quote:
 Originally posted by SerapisIV on 04-08-2001 11:33 AM Also, for ships, I'd like to see ships such as galleons and up require a basic docks improvement. Ships such as those are large enough that you can't just build them on a random beach and push them in...
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That's a good point, Serapis. And it would also be good, IMHO, if such a docks improvement gave veteran status to ships built there. It's always seemed to me that the Port Facility came too late in the game (at least, the way I play). |
SerapisIV Chieftain Ann Arbor, MI, USA Feb 2001
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posted April 08, 2001 12:05
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I was thinking more along the lines of docks being a required building just to build the larger ships (along with factories for destroyers, etc. you can't exactly build steel plating without a steel mill, for which a factory serves that purpose). I think that port facilities should still be used for veterancy. Though you should get them a bit earlier. Waiting till combined arms (after flight???) is too long. |
Dienstag Chieftain Sinking Spring, PA, USA Feb 2000
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posted April 08, 2001 19:20
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I like the idea of factories being necessary for modern weapons. I think this would compliment the idea of strategically bombing city improvements (walls, factories, Chinese embassies, etc...). I like realism, so it's not cool when some factory-less city in Greenland tries to spend eighty years building a tank. No one has ever spent so long creating a single military unit in real life, so in the game they shouldn't be allowed to. Aircraft carriers may take a couple years, but that's it. It should either take for a given city to produce a unit, or be impossible for that city. Here's an example of what happens when production is so dependant on shields per city. I mean, if I have two cities that each produce 80 shields a turn, I basically get 2 tanks a turn (assuming tank take 80 shields, ignoring support). In 20 turns I've made 40 tanks. Now if one of my opponents has 40 cities that each only produce 4 shields per turn, he too has the potential to build 40 tanks, but only after 20 turns before which he has nothing. If I go to war, I can totally whoop him before he produces a single tank, assuming he doesn't rush-buy (which is another interesting bit of unreality). I'm told that when the Germans were invading Stalingrad, the Soviet tank factory there was sending tanks to fight right off the end of the assembly line. Even if this isn't true, it doesn't seem that you should have to construct an entire armored division before any of the tanks are useful. I know that in the boad game World In Flames, you total up your country's Build Points (basically equals number of Factories times your Production Multiple, unless you're short on resources) and spend it on units within certain restrictions (One of which is a gearing limit, so if you haven't built any ships lately then you can't just go build 10 ships all at once. This simulates your workers/factories not all being able to suddenly switch what they're doing.) Each unit has a basic time which it takes to complete: i.e. 4 turns for an armor unit. So you have to look ahead and all that. It's a great game, but totally unlike Civ so I don't know how much of this is helpful. I mostly wanted to throw out more ideas. I think such a system would be more realistic, but maybe too abstract since you can't say which, if any, city built the unit. Hope this helps. |
Lancer Emperor Oregon Coast Apr 99
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posted April 08, 2001 21:19
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Dienstag, did you know that in October (last time I checked) the WiF computer game is supposed to come out? Largest map in any comp game ever, by far. I don't play the board game due to space constrains and lack of opponents, but I've heard so many good things that the comp game is definatly in my future.Thanks for your imput to this thread, and to everyone that has posted so far. I'm reading and like what I read so far, keep it up! |
Lancer Emperor Oregon Coast Apr 99
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posted April 08, 2001 21:29
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Btw Dienstag's idea could be used very easily. One way to incorporate the "gearing" as he put it is to reduce the time it takes to build the second unit of any type produced by any factory. That gives a feel of factory specialization without being totally constrained to only produce one thing in that factory. It pays to keep making one thing, but you can switch without building a new factory. |
Imran Siddiqui Deity ACS 'April Fools' Oscar Winner b.02-15-99
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posted April 08, 2001 22:42
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Ohh, like SMAC's prototype idea (one of the best SMAC ideas, I think) . |
Zanzin Settler Sydney, Australia Mar 2001
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posted April 09, 2001 03:24
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quote:
 Originally posted by SerapisIV on 04-08-2001 11:33 AM factories should be a requirement it should be a generic factory, rather then specialized factories which only add micromanagement without really adding fun.

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This is what I meant!! |
Lancer Emperor Oregon Coast Apr 99
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posted April 09, 2001 06:01
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Imran, really? I don't have SMAC. I stole the idea from a little early '90s game called Empire Deluxe.  Hey, I see you're a Deity. You would be the third I guess? |
SerapisIV Chieftain Ann Arbor, MI, USA Feb 2001
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posted April 09, 2001 14:11
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Lancer, the idea of SMAC's prototypes was a little different. It was only the first unit ever produced of that type, anywhere in your civ that was more as expensive. It didn't carry the factory momentum that you and Dienstag take about with a "gearing" cost, only a first ever produced cost.Oh yeah Zanzin, I know, I totally agree with the idea. |
Ilkuul Warlord of Thame (UK) Mar 2000
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posted April 09, 2001 17:39
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quote:
 Originally posted by SerapisIV on 04-08-2001 12:05 PM I think that port facilities should still be used for veterancy. Though you should get them a bit earlier. Waiting till combined arms (after flight???) is too long.
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OK, I see what you mean. I agree, as long you do get veteran ships quite a lot earlier! |
cyclotron7 Warlord The Golden State Jan 2001
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posted April 09, 2001 18:30
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Production was a qualifier to produce a tank in Civ2; you now suggest that some sort of qualifying structure should ALSO be used to limit industrial production. I see absolutely no merit, purpose, or bonus for doing this, other than your sense of "realism" which is in of itself highly subjective. Many RTS games use this building limit. The reason it works for them is because this, plus money, is the only qualifyer. In Civ, technology prevents you from building tanks from the start. Adding a factory to make them available only delays their production, something that can be done just as easily by slowing the tech paradigm if one was so inclined. As the factory simply means a bit more production, one could also reach the same result by increasing the cost per unit. There is therefore no purpose for a qualifying structure in Civ3, as this role is already fufilled by technology and production. As I wholeheartedly oppose mandatory resources, so I oppose these mandatory structures which add more management and tedium without any benefit to the player. ------------------ - Cyclotron7, "that supplementary resource fanatic" [This message has been edited by cyclotron7 (edited April 09, 2001).] |
Imran Siddiqui Deity ACS 'April Fools' Oscar Winner b.02-15-99
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posted April 09, 2001 20:52
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It's called adding more strategy and prohibition of the creation of massive armed forces before you have the structures in place to create them. Basically making it a bit less war driven. A perfect idea, if I do say so myself. I don't see how adding strategy is bad. You seem to like making Civ into a war game, I don't.Oh, and btw, I believe, according to the CGW preview, mandatory resources are in the game. |
me_irate Settler ripley wv, usa Feb 2001
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posted April 09, 2001 21:47
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I guess im in the minority here. While i differ from cyclotron on the resources issue. I however agree with him that i do not like this factory idea. A person let alone a whole city could build a tank, it is just quicker with a factory. I believe that this speed increase accurately fits with the factories current role. I seldom would even consider building a tank in a city without a factory because it takes so long, but if one would want to build it i believe they should be able to. |
Imran Siddiqui Deity ACS 'April Fools' Oscar Winner b.02-15-99
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posted April 09, 2001 21:57
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People can build tanks without factories? How does steel get processed? How does the oil get made? How do the pieces get put together? I don't get this line of argument.And I'm arguing it is BETTER for strategy of the game. |
Jarouik Settler Helsinki, Finland Dec 2000
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posted April 10, 2001 04:10
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Contrary to cyclotron7, I think adding the mandatory requirement of e.g. a factory to building a tank might be a benefit. This would, once again, limit the usefulness of many small cities in favour of fewer big ones, since the only cities you could build high-tech weaponry in would be the ones that have been improved far enough to have the infrastructure (e.g. a factory) required to build a tank. In Civ2, given that you have enough money, you can wage war by only rush-building all the required units in small border cities or the cities you have just conquered, whereas it would take the effort of your whole civilization if tanks, bombers etc. could only be built in major industrial centers. Keep in mind, too, that you will very probably have factories in many cities already by the time you discover the technologies required to build tanks etc., so this would not delay their production, but just bring in a new and in my opinion interesting strategic element: even if you had the money to rush-build your army, you would still have to consider beforehand which cities should be improved to the industrial centers capable of producing high-tech units. Granted, you could rush-build factories (if rush-building is included, as I think it should be) in small cities and then start producing/rush-building tanks, but nevertheless this would become more expensive and take more time so that you would not be likely to do this in every city, forcing you to pick only some cities to make your industrial centers. In addition, I feel this adds to the realism in the game, since I think the expensive cost of rush-building e.g. a tank represents the huge amount of resources committed to the infrastructure of the city so that it will be able to build the tank, so I think this could be more accurately modelled by actually having to build a factory in the city first, so the resources given to the city would have a lasting effect: after all, if you take a small frontier city and use half of your empire's available funds to build a huge army there, this is bound to permanently improve the infrastructure there, making the city an industrial center capable of producing armies more quickly in the future as well, so why not model the effect by actually having to build the factory first? Of course, this would only apply to modern high-tech units; infantry and other early or low-cost units should be able to be built anywhere, since requiring you to e.g. build a barracks in every city just to build military units at all would not add any strategic elements to the game, since you would have to build them everywhere anyway, so we can consider that every city has basic military installations to begin with.Sorry for the long-winded explanation; this is my first post, so perhaps I got too excited. |
MrFun Prince United States, Iowa Nov 2000
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posted April 10, 2001 11:22
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I do not want a game that is 150% reality and -50% fun.Next thing you know, you'll want it to be required to produce every little tool for Workers before they can build roads, or set farms. How about if we require cities to equip Workers with shovels first, and then later, have to equip Workers with jackhammers? Not to mention that we already have very little time in previous civ games to actually use enough of the units before they become obsolete or something better comes along. These ideas discussed here would make it even worse. RIDICULOUS  |
cyclotron7 Warlord The Golden State Jan 2001
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posted April 10, 2001 12:57
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quote:
 Originally posted by Imran Siddiqui on 04-09-2001 08:52 PM It's called adding more strategy and prohibition of the creation of massive armed forces before you have the structures in place to create them. Basically making it a bit less war driven. A perfect idea, if I do say so myself. I don't see how adding strategy is bad. You seem to like making Civ into a war game, I don't.
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More strategy? Imran, the only thing that your "factory" would add is the amount of turns to complete your first tank. This accomplishes the exact same thing as a factory in Civ2, except you are adding more rules. If I have a small city, I will slowly build a factory, and then build a tank. In Civ2 I would just slowly build a tank. Note that the end result is still the same; a small city building a tank very slowly. It is pointless to add such a required structure. Futhermore, shields in Civ2 represent maufacturing power as well as raw materials. If you have any shields, it is assumed that your town has at least some small factories (The "factory" improvement is somewhat of a misnomer; it seems to represent a very large, government-funded industrial complex) to produce units and buildings. We aren't talking about making a tank in some auto body shop... these "small cities" are cities with tens of thousands of people, and at least some modest manufacturing capability. Imran, I don't want a war game. Most of the time when I play Civ2, I go for the AC win or just a really high score (I call it an economic win). What I DO want is a game that is balanced in all regards. If you think that war is more prevelent than trade in Civ2, the answer would be to enhance trade, not tie down war. The problem I find with all these so-called "mandatory" ideas is that they impose restrictions without a bonus to gameplay. I still don't see any positive result from your factory rule... is your only motivator "realism"? If so, I would think carefully about whether realism in this case is just making playing the game more difficult. Why are you propoosing uneccesary rules that do not benefit gameplay, and in fact achieve the same goal? ------------------ - Cyclotron7, "that supplementary resource fanatic" |
Maccabee2 Chieftain Jacksonville, FL, USA Sep 2000
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posted April 11, 2001 17:03
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I like the idea because I think it will add enough to strategy to make it worthwhile. It would add a new dimension to the game because you would need to guard not only your Wonders cities, but also your factory cities. Hence the added dimension that a sprawling empire of 100+ small cities (like the Vikings of Civ2) could not so easily defeat a smaller, but more industrial based nation of larger cities. So, you could require: factory to build artillery, tanks, airplanes and up docks to build galleons and up shipyard to build destroyers and up A good example from history is that as the Wehrmacht pushed deeper into the Soviet Union, Stalin had to disassemble his factories in the West (sell an improvement?) and rebuild them farther East where he knew the Nazis couldn't reach them. Targeting the cities that form the backbone of your industrial base could be a new AI stategy, and human as well. If you don't like micromanagement, perhaps you should stick with AOE or another RTS. [This message has been edited by Maccabee2 (edited April 12, 2001).]
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cyclotron7 Warlord The Golden State Jan 2001
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posted April 11, 2001 20:31
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quote:
 Originally posted by Maccabee2 on 04-11-2001 05:03 PM I like the idea because I think it will add enough to strategy to make it worthwhile. It would add a new dimension to the game because you would need to guard not only your Wonders cities, but also your factory cities. Hence the added dimension that a sprawling empire of 100+ small cities (like the Vikings of Civ2) could not so easily defeat a smaller, but more industrial based nation of larger cities.
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Isn't this the same as Civ2? You need to guard not only your wonder cities, but your cities with high production. No need for a factory! quote:
 A good example from history is that as the Wehrmacht pushed deeper into the Soviet Union, Stalin had to disassemble his factories in the West (sell an improvement?) and rebuild them farther East where he new the Nazis couldn't reach them. Targeting the cities that form the backbone of your industrial base could be a new AI stategy, and human as well.
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This is also the same as Civ2. I sell my westernmost factories (Civ2 factories) in the cities that will soon be taken, and build them again in my eastern cities to boost production. Again, no need for required factories! quote:
 If you don't like micromanagement, perhaps you should stick with AOE or another RTS.
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Micromanagement is not the issue. I like microing. I don't like microing for no good reason, however. You people have yet to show me one difference between your system and Civ2, other than the fact that in your system you make people build more uselss stuff. ------------------ - Cyclotron7, "that supplementary resource fanatic" |
SerapisIV Chieftain Ann Arbor, MI, USA Feb 2001
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posted April 11, 2001 22:43
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How is attaching production ability to the ability to create large and complex units adding useless stuff to build? You don't see the M1 tanks being built in some Podunk town that only has agriculture. It takes a factory, a focusing of the industiral production of a city. A factory does not just represent increased productivity, it represents a focusing of resources, creation of infrastructure to transport those resources and the collection of technology and labor to create either large amounts of small things (razor blades) or high quality built complex things (tooling machinery, tanks, etc) |
Lancer Emperor Oregon Coast Apr 99
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posted April 11, 2001 23:56
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SerapisIV, thanks for the heads up on the gearing thing. Also I like your views on factory destruction when a city changes hands ending the unrealistic instant swapping of high tech unit production.Henrik, shipyards yes! Well, I like the strategic bombing aspect brought up by Dienstag alot. Jarouik makes a good point that this puts the production focus back in the big cities, and away from the small towns. I agree w/ Jaroik strongly that this would eliminate the strategy of expanding outward like a virus. This is the cure for that game illness. No huge civ without a heart can produce tanks or modern weapons, so such civs must fall to folks who develope their civs, and build their core cities into the heart of their civ. *****One more idea for folks to think on. A factory, once built, splits the production capability in the city screen. The factory would get its own production box. This way you could build both a bank and a bomber at the same time in the same city. The bank would be at the same rate as whatever the town produced without the factory, the factory would be a standard factory rate, which could be increased by obtaining new sci perhaps? Then, when you are ready to change from tank to plane production, you have to >>build<< a re-gearing of the factory, in the factory. Wouldn't take too long, not anything like the price of the factory itself. Thoughts? |
SerapisIV Chieftain Ann Arbor, MI, USA Feb 2001
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posted April 12, 2001 00:10
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quote:
 Originally posted by Lancer on 04-11-2001 11:56 PM Jarouik makes a good point that this puts the production focus back in the big cities, and away from the small towns. I agree w/ Jaroik strongly that this would eliminate the strategy of expanding outward like a virus. This is the cure for that game illness. No huge civ without a heart can produce tanks or modern weapons, so such civs must fall to folks who develope their civs, and build their core cities into the heart of their civ.*****One more idea for folks to think on. A factory, once built, splits the production capability in the city screen. The factory would get its own production box. This way you could build both a bank and a bomber at the same time in the same city. The bank would be at the same rate as whatever the town produced without the factory, the factory would be a standard factory rate, which could be increased by obtaining new sci perhaps? Then, when you are ready to change from tank to plane production, you have to >>build<< a re-gearing of the factory, in the factory. Wouldn't take too long, not anything like the price of the factory itself.
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No problem Lancer. I like the idea of limiting the huge expansion of a civ you speak of, as long as it isn't so strong that we end up with huge CTP civs being only 30 cities. I never played the game, but that what previous posts have claimed. I like the idea of dual production, a civ should be able to build a tank and temple at the same time. The only question I think should be raised would be the splitting of shields. This feature would be useful in end games with large shield production, but not in the early-game, though it would help get rid of wasted shields if over a few building productions you can dump your extra shields into random unit and not waste turns building it. That would've made caravan prodcution in early Civ games more useful. |
Maccabee2 Chieftain Jacksonville, FL, USA Sep 2000
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posted April 12, 2001 00:31
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quote:
 Originally posted by SerapisIV on 04-11-2001 10:43 PM How is attaching production ability to the ability to create large and complex units adding useless stuff to build? You don't see the M1 tanks being built in some Podunk town that only has agriculture. It takes a factory, a focusing of the industiral production of a city. A factory does not just represent increased productivity, it represents a focusing of resources, creation of infrastructure to transport those resources and the collection of technology and labor to create either large amounts of small things (razor blades) or high quality built complex things (tooling machinery, tanks, etc)
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Thank you, SerapisIV. Well said. Cyclotron7, SerapisIV provided your good reason. A factory is not useless, because it is the historical and natural prerequisite to building any modern weaponry, modern in this context referring to the beginning of the 20th century and beyond. A whole empire of cottage industries or Early Industrial Age mills won't produce a single tank or fighter plane of even WWI vintage. They don't have the ability. It took the assembly line methods of the modern factory. That is the utility of the factory, and the logic you seek. If it doesn't persuade you, I hope it will at least give you pause to reconsider the adamancy of your stance. Thank you for reading my post. | |