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  new process for turns ???

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Topic:   new process for turns ??? Format for Better Printing
hoppy39000
Settler
lighthouse pt, fl, usa
Feb 2001
posted April 12, 2001 14:38   Click Here to See the Profile for hoppy39000Click Here to Email hoppy39000  send a private message to hoppy39000Send a Message to UIN: 82614753
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1 of things i hate later in a game when a civ is large and sprawling is the end of turn sequence, normally you see see all enemy movements..then are told of improvemnts built etccc...can this be changed somehow nothing is more difficult than hopping around to find the city that during enemy moves was under attack, or waiting for hundreds of improvements to be announced till you can deal with impending barbarians...or incroaching spys...perhaps 2 different modes in a turn. example show enemy moves....stop...allow player to take defensive measures..ie activate units move units etc...then hit button and go into improvement mode...deal w/ whats been built, riots new units etcc... or perhaps an interface to let you know more easily where enemy units are close...
airdrik
Warlord
Boise, ID, USA
Oct 2000
posted April 12, 2001 14:50   Click Here to See the Profile for airdrikClick Here to Email airdrik  send a private message to airdrik
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If a build queue is implemented (which most everyone hopes that it does) then you can just turn off the 'notify when improovment is built' in the city options menu, thus eliminating all the xx city built yy improovment stuff. As for the enemy encoutners, you just have to keep track and remember all that is going on. If you have notification messages whenever an enemy enters your territory (after all the city stuff is done) then it is just that many more messages to sort out in end game (and for every part of the game, for that matter).

Having the player be able to take defencive measures before cities are processed has some very wierd consequences, like you could take an enemy's city durring this phase and have that city processed that turn, or just being able to process all your units before it processes your cities. There are other side effects, and in general it just wouldn't work out.

Admiral PJ
Settler
Southeast England , UK
Dec 2000
posted April 14, 2001 13:30   Click Here to See the Profile for Admiral PJ   send a private message to Admiral PJ
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I remember in Steel Panthers world at war and other Turn based games, your units could respond when an enemy attacked/approached, by making smoke and running or returning fire..
Perhaps something like this could do what your talking about , might be good for multiplayer games or as an option.
It would be nice to be able to use up a units turn maybe when an enemy appears to attack, the AI could take control to show a units independant control from its leaders (especcialy when in a remote battlefield) like in XCOM :Apocolypse where units had a reflex/awareness statistic.

Say- when a city is Taken or bribed you should be allowed to counterattack
Esp if you have spies there etc, so you decide to Disband units and destroy buildings rather than the automatic way it was before..
or maybe the old way worked pretty well before.

I've heard you can do something similar with simultaneous Turn moves in multiplayer if you enable it in Civ2.

King Richard
Chieftain
Oslo, Norway
Apr 2001
posted April 14, 2001 19:52   Click Here to See the Profile for King Richard   send a private message to King Richard
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I'm not sure that I want a build-queue, because when a new building is researched (factory) I might have to change every queue.
SerapisIV
Warlord
Ann Arbor, MI, USA
Feb 2001
posted April 14, 2001 20:48   Click Here to See the Profile for SerapisIV   send a private message to SerapisIV
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Yes, but Richard, how often does a building come along that aboslutely has to be put into the queue? Also, its bery easy to play without one. In SMAC it was very easy to manipulate the queue. You could also insert templates a city, so that every time you founded a city, you didn't have to punch in each queue item, you just put in the new-city template or whatever that you are able to create. It's pretty intuitive. The only feature I'd like to see is that if a building is already built (as in a captrued city) or made obsolete by a wonder (like a granary) the AI for the queue should be smart enough to skip to the next item. It might have worked that way in SMAC but I don't know if I tried it. Besides I don't use queues much anyway because I like to micromanage more.
stonewall
Settler
Fort Wayne, IN
b.02-15-99
posted April 14, 2001 21:49   Click Here to See the Profile for stonewall   send a private message to stonewall
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What you really need is a way to bring up a list that shows the location of each unit of another civ that is in your territory. You could then select to toggle throught the list to take whatever actions you want. You could even have the options of specifing that you only want to see certain civs or that you would like to see units within X spaces of your border, or any combo thereof.
hoppy39000
Settler
lighthouse pt, fl, usa
Feb 2001
posted April 16, 2001 07:49   Click Here to See the Profile for hoppy39000Click Here to Email hoppy39000  send a private message to hoppy39000Send a Message to UIN: 82614753
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I think stonewall has the right idea...which would stop us from needing to jump all over to find cities that have enemy movements nearby...not so much concerned about being able to react "during" ie in middle of turn...but more along lines of an easier way to keep track of enemy moves...and locations..that happen during AI part of turn...A replay of just the enemt moves would be awesome... thus allowing ability totake a more deail look at what other civ might be doing
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