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Topic:   Why 7 Civs could be a GREAT indicator... Format for Better Printing
yin26
King
Work in Seoul, Korea. From Los Angeles.
Apr 99
posted April 29, 2001 02:02   Click Here to See the Profile for yin26Click Here to Email yin26  send a private message to yin26
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(Some of) You guys are missing something VERY important here. If there are to be "only" 7 civs (has that even been made clear?), then we must logically conclude that they are doing a great deal about the UNIQUENESS of each of those civs! That would take a GREAT DEAL of play testing if each civ is truly unique. Not to mention art sets, sounds, the whole thing.

Now if you ask me, I'd MUCH MUCH MUCH rather have 7 truly unique and interesting civs to play than 64 so-called civs whose only differences are player color and AI aggressiveness. One of the great things about SMAC, of course, was the difference in each faction. We can debate just how well that was done, but it was a step in the right direction if you ask me.

So, this is not a matter of "The computer can't handle more than 7 civs." We all know it can, especially if they are not different from each other. However, 7 honestly, truly unique civs would put a TREMENDOUS drain on the programmers, artists, sounds guys and play testers to make sure it all works, looks, sounds and plays well. And yes, if this is what they are really doing, then adding even 1 more civ would translate to a hell of a lot more work.

This looks like Sid once again making the right decision to go for quality over quantity. If you want a game with at least the mental image of lots of civs to play against, play Europa Universalis. Just keep in mind, though, those civs are hard coded on a pre-determined map and have no real difference from each other besides starting location and starting resources (oh, and diplomatic stance). Not only that, but EU only spans 300 years and is therefore much more limited in terms of what could unbalance the game.

If this 7 civs detail is really true, AND if it indicates what I hope it does, Civ3 will be MUCH better than I had imagined!

Of course, I still think you should be able to put 2 or 3 of each AI under a different name, etc., and setup games with MORE civs with the warning that the game "Was not playtested that way and could lead to imbalances." And rather than make us hack a .txt file, please just make it a option from the get go for people who want to play against more opponents at once despite the lack of playtesting.

Kautilya
King
St Louis, MO
Feb 2000
posted April 29, 2001 02:15   Click Here to See the Profile for Kautilya   send a private message to Kautilya
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Hmm I think 7 is the no. you can play in a particular game not the total no. of Civs you can choose from which is much larger. So it's like Civ2 where you have lots of Civs to choose from but you can choose only 7 at a time.

Anyway not everyone wants unique Civs. One of the basic ideas of Civ is that you start off from very basic origins so it makes sense that the Civs are similar at the begining. They become different later by choice of strategy. I personally think the right way to unbalance the game is through the Wonders that players choose to build and the strategic choices the players make rather than initial attributes.


BTW the countries in EU are very different. They have different religions, different military capabilities, different access to colonies, different initial technologies,different monarch capablities etc. In fact they are more different than the factions in SMAC.

yin26
King
Work in Seoul, Korea. From Los Angeles.
Apr 99
posted April 29, 2001 02:50   Click Here to See the Profile for yin26Click Here to Email yin26  send a private message to yin26
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By different I'm also talking about art sets, etc. I don't just mean what civ has been enabled to have such and such tech, although that's part of it. Do the civs in EU all have different art for each unit, different sounds, etc? That's what I'm talking about in terms of what would take so long to do.

Now you may well be right that you choose from more than 7 civs to play, although I still very much hope for the 7 unique civs idea TOTAL, though I am in the minority on that one.

belusa
Settler
Brussels, Belgium
Apr 2001
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I believe there will be 16 civs in total, from which you'll be able to pick a maximum of 7 civs to play in a game.
belusa
Settler
Brussels, Belgium
Apr 2001
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quote:

Number of Civilizations: Cut down to 16.

Number of Civilizations in one game: Still seven.

Quote from Snapcase

yin26
King
Work in Seoul, Korea. From Los Angeles.
Apr 99
posted April 29, 2001 03:13   Click Here to See the Profile for yin26Click Here to Email yin26  send a private message to yin26
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I see. I wonder, then, if all those civs will be unique? I also wonder if there will be "minor civs" in a 7 civ game? Hmmmm
Kautilya
King
St Louis, MO
Feb 2000
posted April 29, 2001 03:21   Click Here to See the Profile for Kautilya   send a private message to Kautilya
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"Do the civs in EU all have different art for each unit,
different sounds, etc?"
I think there are some visual distinctions between the units of different civs (of course there are only three kinds of land units so it's not much work). No distinction between the sounds AFAIK.(anyway the sound in EU is crap). You are probably right that there is much more scope for differentiation in Civ since there are a lot more units,infrastructure etc.


[This message has been edited by Kautilya (edited April 29, 2001).]

yin26
King
Work in Seoul, Korea. From Los Angeles.
Apr 99
posted April 29, 2001 03:59   Click Here to See the Profile for yin26Click Here to Email yin26  send a private message to yin26
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I'll need to revise my statements a bit:

16 civs total = 4 art sets (Far Eastern, European, South American, Middle Eastern...or something like that). This way you can have Japan, China, and Korea all share the same art etc. Better to have 4 really good art sets shared by 16 civs than 16 civs using 16 uniquely crappy art.

7 civs in a game = Play balance. Nothing to do with computing power. More like programming time. With a limited set of civs, they can really work hard on making a competitive game, since they well know that there are lots of expert civ players out there who will be VERY disappointed if the comp can't put up a good fight.

Kautilya:

I actually have the game unopened here while I finish Baldur's Gate 2 (GREAT game!). So I'll know more then I suppose, but thanks for the feedback.

Ralf
Prince
Sweden
Mar 2000
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quote:

Originally posted by yin26 on 04-29-2001 03:59 AM
7 civs in a game = Play balance. Nothing to do with computing power.

Well, you know what I think about the latter. Anyway...

quote:

With a limited set of civs, they can really work hard on making a competitive game, since they well know that there are lots of expert civ players out there who will be VERY disappointed if the comp can't put up a good fight.

My underlining. Good point! This should be the MAIN issue here. We can all draw conclusions from the CTP-2 failure. All the hailed features (hailed by many, not all) turned out to be very quickly forgotten, once it became apparent that the AI-civs where sitting ducks (well, more or less).

A very big slice of attention should instead evolve around: How can each AI-civ be more responsive and competitive! How can the game-mechanics and the rules be designed to achieve that goal? How can the built-in limitations in Artificial Intelligence be cleverly worked-around as much as possible? How can they add "AI-friendly" rules and features, thus enabling as "straight roads" for the AI-civs as reasonably possible? How can we make the text tweak-files more extensive and more accessible, letting the know-it-all civ-veteran "spoonfeed" the strategic AI-civ priorities and build-choices much better then ever before (in this latter respect the CTP-2 game where actually very tweakable, the way I heard it).

The AI:s ability to put up a good fight both in terms of defending its cities on an tactical level, but also achieving a substantially better overal strategical strength and producing-power (without to much give-away cheating) is absolutely vital and far, far more important then moaning about the limited civs issue, as if that where the very end of any hopes for an enjoyable game-experience.

[This message has been edited by Ralf (edited April 29, 2001).]

ASHBERY76
Settler
ENGLAND
Jan 2001
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7 civs is no way enough considering that 2 or more civs get destroyed early in the game your left with hardly any it sucks.
Ceci n'est pas Snapcase
Settler
ENGLAND
Jan 2001
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I think it is definately an indicator of that sort of direction, yes. Apparently firaxis is putting a lot of work into leader personalities, and with the unique units and different generals it will be even more apparent.
The diplomat
Prince
muncie,IN USA
Sep 1999
posted April 29, 2001 13:31   Click Here to See the Profile for The diplomatClick Here to Email The diplomat  send a private message to The diplomat
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I completely agree with Yin's original post. Finally, some sense in all this madness!

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Lawrence of Arabia
Warlord
San Francisco, CA, USA
Apr 2001
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Ive never had a problem with 7 civs, which are later reduced to five or four. This allows you to get a more intimate feel of how each of the leaders react to each other. The 16 civs which you can choose from are obviously going to be very spiffed up and unique (like what Yin said.) Iim sure that in CivII, we are going to see a lot more wars between the AI (so that they can gain control of special resorces) and a lot more trading going on. This will lead to more complex diplomacy, which CivIII has provided. There will be more 'regional alliances' of civs which all share the same resorces (like a sort of OPEC) So, i think that 7 civs in one game is good, as long as the gameplay is a lot more intense and more thinking is needed. Already with the new way how nukes work, you will have to think twice about starting a nuclear war, unless you want your screen to become one bright, white, light.

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Its okay to smile; you're in America now

Fiera
Prince
From Hispania (like Maximus)
Mar 2000
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quote:

Originally posted by yin26 on 04-29-2001 03:59 AM
7 civs in a game = Play balance. Nothing to do with computing power. More like programming time. With a limited set of civs, they can really work hard on making a competitive game, since they well know that there are lots of expert civ players out there who will be VERY disappointed if the comp can't put up a good fight.


Aha, so they could well come up with a modpack tested for playing with, say, 12 civs at a time. This Modpack could come something like a year after the original release, if they need programing time. I'd be happy with that.

But I'm afraid they won't do it. Instead, they'll come with the "seven civs are hard-coded" crap, and they'll move along to a new game, a new job, or whatever...

If the seven civs are hard-coded in the game, tell me, whose fault is it? Mine?

yin26
King
Work in Seoul, Korea. From Los Angeles.
Apr 99
posted April 29, 2001 20:35   Click Here to See the Profile for yin26Click Here to Email yin26  send a private message to yin26
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Yes, if we are talking about time and resources, the modpack would be a great place for adding in more civs. Don't you think they will?
Fiera
Prince
From Hispania (like Maximus)
Mar 2000
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No, I really don't think they will.

But now that the 7 civs limit seems to be confirmed, the "how are you going to patch/extend the game after the original release" comeas as a very good question for the "Ask the civ team" section.

But I seem to recall that you (yin) were very concerned with how Firaxis were going to release a buggy Civ3, and then not bother to fix those bugs in upcoming patches...

So why should this (that seems a most complicated matter) be different?

yin26
King
Work in Seoul, Korea. From Los Angeles.
Apr 99
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Fiera:

It's a fair question. My attitude began to really turn around the moment Sid took control over Civ3. Up to that point, he was on the fringes doing his own stuff. Assuming he got REALLY involved with Civ3, I have much less to worry about. Also as far as a modpack, it's a money for them.

Keep in mind, though, I still very much worry about their playtesting system over there, so I'm still watching that end of things.

To_Serve_Man
Settler
Albany, NY, USA
Apr 99
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Think of how advanced the game would be. In Civ2, with 8 civs (including you), you would have Gunpowder by 1100.... i always did, and the computer AI was always like that too, because with 32 civs, technology would trave lso quickly, there would be no point in investing any money in it, since you could trade something for it within turns of the first person learning it. Its like this because there are more chances for a certian tech to be learnt (is that a word? i think i'm pulling a George DoubleYa)... 7 civs can be limiting for advanced Scenario designers. But what can ya do?
St Leo
Emperor
Toronto, Ontario, Canada
b.02-15-99
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I design scenarios and I can honestly say that the only things I wanted out of CivIII are more civs and diplomatically-friendly AIs. Additionally, in the random game starting with 64 civs would:

1) Make early-game conflict realistic and relevant.
2) Minimise micromanagement by giving each player fewer cities to bother with.
3) Eliminate ICS by eliminating empty space.

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Leons Petrazickis (St. Leo)
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petrazi@sprint.ca

cyclotron7
Warlord
The Golden State
Jan 2001
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Quote by Yin:

quote:

Now if you ask me, I'd MUCH MUCH MUCH rather have 7 truly unique and interesting civs to play than 64 so-called civs whose only differences are player color and AI aggressiveness.

Oh, I see Yin. You'd rather have the game source code determine the individuality of your Civ instead of you controlling it. Well, some of us like to play a game where we have some control over our own civs. You sound just lazy to me!

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- Cyclotron7, "that supplementary resource fanatic"
[This message has been edited by cyclotron7 (edited April 30, 2001).]

Lawrence of Arabia
Warlord
San Francisco, CA, USA
Apr 2001
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i dont think yin means that Cyclotron. I think he means the leader personalities of the AI controlled civs.

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Chronus
Warlord

Aug 2000
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I think To_Serve_Man brought up a good point. The technology charts will need a lot more techs to compensate for all that trading that will be going on. Or, perhaps it can simply take a lot longer to discover something. Whatever the case, I have to agree: more civs will mean zipping thru the tech tree a lot faster.
yin26
King
Work in Seoul, Korea. From Los Angeles.
Apr 99
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cyclotron7: As pointed out, I mean the AI civs. Afterall, this is a game basically against the computer. And in order for it to be of ANY challenge to veteran players, the comp needs its task to be more defined and (if done well) more tools to help it be a better challenge.

This is why I think fewer but more unique civs could be a very good think for gameplay and for the overall personality of Civ3.

Imran Siddiqui
ACS News Editor
Deity
b.02-15-99
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Of course, Yin, there might not be 7 civs at all in the game. Going back to Europa Universalis, the 7 might be the number of MAJOR Civs, which are unique... however, there may be a vast quantity of MINOR Civs, allowing for perhaps 16 Civs in a game, but only 7 being of the MAJOR variety. But no one has explained to us about minor civs, only that they will be in there.
LzPrst
Settler
springfool
Apr 2001
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i think its vital that small civs should be part of the game.
i mean look at the political world map how it has changed over the last 2000 years. there must be possibilites for new civs to emerge and for minor civs to become major civs.
for example holland. tiny nation completely unimportant in the major european theater then BOOOM! a global trading empire taking in more cash than britain or france. or the USA, originally british colonies suddenly tearing themselves from the motherland and becoming a new nation.
the duchy of moscow, the mongols, the roman empire, france, italy and germany, japan, the friggin changes of powerbalance in the 20th century alone, from european colonial powers being the big boys to the division into east-west shows that there must be minor civs present that can change!

"flexibility!!!" (that spartan chick in SMAC)

there should only be 7 big ones, but those should change status during the game, through wars, revolutions, economic collapse etc, making them into minor civs and other minors would become majors. i know that it will be he*l to code, but it would be worth it.


LzPrst

bigfree1
Settler
Acampo
Mar 2001
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I cannot understand what all the debate is about, especially since nobody knows what the maximum allowable number of Civ's is going to be. We don't even know what a "minor civ" is, but yet everyone is either for it or against it, that really bafles me? How can you have an opinion of something in which the facts are not known? General arguments can be made, but it seems that these are arguments based upon someone else's deciphering of the infomation that Firaxis has provided and then turned that information into what they consider fact.

If Firaxis does go for the "Faction" type set-up as in SMAC (Alien Crossfire), I hope they are all equal in a way that attributes are counterbalanced. In SMAC, they were not absolutely balanced. IMHO there was a clear order in which the "Factions" could be listed. They were not properly balanced. I haven't played it in over a year, but I think it was "University" that was heavily favored. Correct me if I'm wrong; better yet give me a list in which you would rank all the "Factions."

Deathwalker
Warlord
Great Britain
Mar 2000
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I'm sorry but I want more than seven civs, personally though I think 16 should be the limit.

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I have walked since the dawn of time and were ever I walk, death is sure to follow

STING
Chieftain
The Netherlands
Mar 99
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What I loved of Civ1, were the differences between the civs in the diplomacy screen (graphics, music). In Civ2 those differences already disappeared
hexagonian
Prince
the graphic artist formerly known as...
Jun 99
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quote:

Originally posted by Imran Siddiqui on 05-01-2001 03:39 AM
Of course, Yin, there might not be 7 civs at all in the game. Going back to Europa Universalis, the 7 might be the number of MAJOR Civs, which are unique... however, there may be a vast quantity of MINOR Civs, allowing for perhaps 16 Civs in a game, but only 7 being of the MAJOR variety. But no one has explained to us about minor civs, only that they will be in there.

Isn't anyone concerned about about these minor civs? Granted, from a realism perspective, this idea sounds very good, but from a playabilility standpoint, these civs sound like cannon fodder for a warmongering human player.

This is where the diplomatic aspect of the game really needs to be developed, because the whole game will fall on its face if these minor civs end up being easy targets. A possible solution would be to have regard drop to the point that all other civs will gang up on the civ that attacks the minors. But this would actually prevent the AI from picking on the minor civs within the game, because then the AI would end up weakening a potentially strong human opponent, making the game easier for the human player.

I would rather see the development of a solid set of 7 civs that will give the human player all he can handle.

Jeje2
Warlord
Espoo, Finland
Apr 99
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EU
- there are max 8 majors and a lot of minors.
- There are a few basic set of units, that then have small colour changes for nations.
- In EU chosing a country also affects to how easy/hard starting you have.

I personally hope for unique civ's, like SMAC. I never useed the faction editor, but if the game comes with 16 we should be able to create own, even with grafics. (Like SMAC)

A game 7 majors and some minors would sound OK to me, just as long as I don't know the majors in advance. Best would be that in the beginning there are n minors as game begins. Then you are allowed to become a major. The other major's could then be chosen acording to for example speed, first four to reach the minor max size become major's. The best reasercer at the time that fourth minor (from speed) becomes major is made a major and the last major is randomly chosen from rest.

Also the civ's must be able to adjust to the game.
Ex. Let's say a game of SMAC were Spartans are alone on a continent. They are not threatened for the first 150 years => Maybe they shouln't be as aggressive if you compare to a game were Spartans spent first 150 years between Yang and Deidre.


Right now we just have to wait for more information

hexagonian
Prince
the graphic artist formerly known as...
Jun 99
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quote:

Originally posted by Jeje2 on 05-04-2001 09:16 AM
A game 7 majors and some minors would sound OK to me, just as long as I don't know the majors in advance. Best would be that in the beginning there are n minors as game begins. Then you are allowed to become a major. The other major's could then be chosen acording to for example speed, first four to reach the minor max size become major's. The best reasercer at the time that fourth minor (from speed) becomes major is made a major and the last major is randomly chosen from rest.

But you will know very quickly who is the minor civs are by monitoring the power graph...then polish your swords and go hunting!

If anything, it's the mid-game I am more concerned about - I'd rather have a set of strong civs during that time frame, rather than a few strong and a few weaker civs.

cyclotron7
Warlord
The Golden State
Jan 2001
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quote:

Originally posted by hexagonian on 05-04-2001 11:06 AM
But you will know very quickly who is the minor civs are by monitoring the power graph...then polish your swords and go hunting!

This is a concern. I think, overall, diplomatic penalties, etc. will have to be the safeguard against overpowering such civilization. In addition, the "culture factor" Firaxis has been hinting about could be a minor civ's most potent weapon, as even a small civ with high culture could be very hard to keep control of.

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- Cyclotron7, "that supplementary resource fanatic"

Grumbold
Prince
London, UK
Mar 2000
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In EU there are different cultural groups with their own unit mixes. As tech upgraded the army icons change to reflect the new armament. That much will certainly appear in Civ III. Now for the killer: Every army flies its national flag. Every minor nation state. And they ripple in the "wind". Ultimately I am hoping Civ III will support the potential for dedicated modders to create unique unit graphics for every single country but I do not expect that variety "out of the box". Something better than differing base colours to spot who the unit belongs to is a must.

Race customistion is something I have expounded about before. If too much is predefined by the name you pick at 4000 BC I will be very disappointed. No nation that has survived for an extended period of time has had the same strong characteristics throughout its existence. They need to shift and flow as circumstances and the player decide. Ensuring that there are viable choices to make throughout history, not just one optimum path, is the key to bringing the game alive.

Ubersandwich
Settler
The Land of Misfit Toys.
Jul 2000
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quote:

Originally posted by bigfree1 on 05-04-2001 01:29 AM
I cannot understand what all the debate is about, especially since nobody knows what the maximum allowable number of Civ's is going to be. We don't even know what a "minor civ" is, but yet everyone is either for it or against it, that really bafles me? How can you have an opinion of something in which the facts are not known? General arguments can be made, but it seems that these are arguments based upon someone else's deciphering of the infomation that Firaxis has provided and then turned that information into what they consider fact.

I tend to agree with that statement, though it is quite fun to read over everone's interpretations and ideas. In fact, I have seen quite a few brilliant ideas so far. The main point being, there is still very little known about how the game is actually going to play, but I do believe it is going to be superb and a lot better then the standard faire or game that is being produced now-a-days.

I can hardly wait.

Phalanx_TS
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Apr 2001
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the reason why there is a debate over this is because of the chance that it could enter the game. The possibility that there will be a max of 7 civs in a game really would take away from the game. By posting debates like this hopefully other people who have influence over the course of the making of civ 3 will see the communities point of view and thus change it accordingly.
Alexander's Horse
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Unique civs are not a great thing for multiplayers. We create unique civs through our playing style.

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lord of the mark
Warlord
USA
Dec 2000
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quote:

Originally posted by Grumbold on 05-04-2001 02:06 PM
In EU there are different cultural groups with their own unit mixes. As tech upgraded the army icons change to reflect the new armament. That much will certainly appear in Civ III. Now for the killer: Every army flies its national flag. Every minor nation state. And they ripple in the "wind". Ultimately I am hoping Civ III will support the potential for dedicated modders to create unique unit graphics for every single country but I do not expect that variety "out of the box". Something better than differing base colours to spot who the unit belongs to is a must.

Race customistion is something I have expounded about before. If too much is predefined by the name you pick at 4000 BC I will be very disappointed. No nation that has survived for an extended period of time has had the same strong characteristics throughout its existence. They need to shift and flow as circumstances and the player decide. Ensuring that there are viable choices to make throughout history, not just one optimum path, is the key to bringing the game alive.

\

agreed. German "expertise" in armor (for example) basically lasted from 1939 to 1943 by which point the soviets had superior tanks, and had pretty much caught up in tactics. It is absurd to build this sort of thing into the civ.

and look at the term that inevitably comes in "race" customization. Germans, english, romans, etc are not races. But the notion of superior charecteristics built in at 4000 BC is inherently one tied to race.

Now I know Yin is not concerned about the historical implications of this,since he does not think this is a historical game anyway - battleships take decades to go around the world, yadda, yadda.

Well then - why not just drop the pretext of "history"? lets drop the real world maps included with the game, lets add CTP style future techs. Its just as historical to build in that the Romans are superior at building space cities, as to build in that Germans have a propensity for armour tactics built in at 4000 BC.

The argument that civ uniqueness will make a more interesting game can be(and has been) strongly made. Very well. Give the Carthaginians the Panzer tanks, give the Romans the F15's, and give the Americans the superior Phalanxes.

IF, OTOH, it is necessary to give F15s to the Americans, panzers to the germans, and phalanxes to the greeks, than this is going to be seen as an "historical" feature. As such it will represent a falling off in the civ franchise, unfortunate given the many improvements that are going to be in civ3.

If Unique Units dominate civ3 (im still hoping they will be only a minor aspect of gameplay) I might still buy the game, but it will not be on the top of my list.

LOTM

Kc7mxo
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Walla Walla WA USA
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I hated the Unique differences in SMAC, it was one of the main reason i didin't like that game. I do not think that civs should have special features, their strengths and weaknesses should be dictated by their terrain, their situation, and their technology not someone's ideas of the various weaknesses of certain cultures throughout history.

seven civs? SEVEN CIVS? what the heck are they thinking here. If iwant to play against seven civs i'll play civ 2. Its awfully boring to conquer

Keep minor civs out. Every civ should have the same chance to grow and florish. If i want minor civs i'll play either of the origninals, its implemented. Just about any restarted civ becomes a "minor" civ and never does anything with itself.

I haven't been keeping up with Civ 3 information lately, but I think that this seems to be an awful turn. Civ is supposed to give that feeling of Massivness, or at least how i feel. Seven civs did that on my 386 with the original, but in civ 2 it got lost. I hope they put it back in.

MORE CIVS MORE CIVS MORE CIVS

Zakalwe
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May 99
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I'm not sure if this has been previously discussed (I'm an infrequent lurker), but has anyone considered that the limit of seven (major) civilisations might be based on factors totally unrelated to programming or AI?

IIRC, the idea of seven or eight civilisations was one of the cornerstones of Toynbee's History of the World, and if I'm not mistaken, Spengler had somewhat similar ideas in his 'Untergang des Abendlandes'. It's been years since I read them, so I maybe confusing them with some other ones (maybe Nehru's History of the World?). So, perhaps this is a deliberate decision by Sid Meier to create a certain feel for the game?

Z

Roman
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Bratislava, Slovakia
Sep 2000
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quote:

Originally posted by Zakalwe on 05-06-2001 03:09 PM
I'm not sure if this has been previously discussed (I'm an infrequent lurker), but has anyone considered that the limit of seven (major) civilisations might be based on factors totally unrelated to programming or AI?

IIRC, the idea of seven or eight civilisations was one of the cornerstones of Toynbee's History of the World, and if I'm not mistaken, Spengler had somewhat similar ideas in his 'Untergang des Abendlandes'. It's been years since I read them, so I maybe confusing them with some other ones (maybe Nehru's History of the World?). So, perhaps this is a deliberate decision by Sid Meier to create a certain feel for the game?

Z

If I remember correctly Toynbee had aprox. 40 civilizations and Spengler only a few. Huntington had only 7 or 8, though.

Anyway, I think by far the majority of players haven't read any of those authors' works and even if they have the civilizations in the game are completely different than the ones they presented (eg. Huntington says there is only one western civilization encompasing Europe, US and possibly Latin America). Civilizations in Civ are more like nations, so this wouldn't be a reason for restricting their number in the game.

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