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Topic: Civ III Site Updated |  |
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Cyberbugs Settler Sweden Mar 2001
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posted May 12, 2001 08:30
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Just making a brief statement about the graphics, I think the city view looks great, but I really think the scenario map needs some more work.Keep up the good work! |
SoulAssassin Chieftain Naperville, IL, USA Mar 2001
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posted May 12, 2001 10:56
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Can somebody clarify something for me? Are colonies going to be different from cities in Civ3? If so, borders should be similarly set up as in the 16th century. European nations claimed huge parcels of land while their colonies were quite small. A colony's Zone of Control was much different from the claimed land. Is this what we are discussing? [This message has been edited by SoulAssassin (edited May 12, 2001).] |
Simpson II Prince varies Jul 2000
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posted May 12, 2001 12:14
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quote:
 Originally posted by Ralf on 05-12-2001 07:11 AM I just hope that they follow this up by tweaking weaker (but still aggressive) AI-civs to concentrate much more on pillagin instead of fruitless HP citywall-banging. They can do much more damage this way.
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You didn't play Smac, did you? That's exactly what they decided to make the AI do there. It would bring up a stack of 20-30 troops, then move them around pillaging while my bases were defended solely by 1-1-1 scout infantry. Very bad idea, the AI should attack when it has massed troops. |
El hidalgo Settler
b.02-15-99
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posted May 12, 2001 12:19
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quote:
 Originally posted by Father Beast on 05-11-2001 11:35 PM The one thing that I was hoping for during those munte-and-a-half long slide loads. waiting, waiting, will they do it? DANG! Didn't happen. I was hoping they'd finish the Pyramids and see it on the map. Either they didn't finish them, or wonders don't appear on the main map. Dang...
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I would like to see that too, as well as the temple (and any other improvements). In short I'm hoping for more uniqueness in appearance among cities, especially in the modern age where in Civ2 they all look exactly the same depending on size (and it's so easy to make any city large enough to get the biggest city graphic). Even large modern cities in the real world aren't all generic skyscrapers. Look at New York vs Boston vs London vs Kuala Lumpur vs Hong Kong vs Tokyo vs Sydney... etc. Simiarity but not identity. I also hope certain wonders can be built only in certain locations... Lighthouse only in a coastal city, Hoover Dam in a city by a river, etc. I like the colonies, but I would like it better if they had the potential to develop into real cities in their own right, like New York (New Amsterdam), Carthage, etc. At least if the colony is far enough away, unlike in the example. Also, I wonder what it means to have a border that extends into the sea, as in the example of Rome? Do you control that area of the sea, too? That would be nice. Maybe you could even built a harbor/port even though the city is slightly inland, like Rome (Ostia), Athens (Piraeus), Los Angeles (Port of LA/Long Beach). Also I notice that the river is narrower in some places, wider in others. I wonder if this has anything to do with navigability of the river? I really hope so. I want deep-water river ports which ocean-going ships can access! (And canoes or something that can't go in the ocean for smaller rivers.) I want to build an inland port city like Manaus! Lastly, about foreign nationals living in your city. Their revolting or not should not depend only on culture, but on military might and perhaps other factors as well. Think of Genghis Khan -- he'd slaughter everyone in a conquered if they dared disobey (till Mongol military might started to collapse). Perhaps you should have the option of killing all natives in a city, though this would penalize your culture rating and the other civs' attitudes toward you. Anyway, thank you Dan and Firaxis for the update! Looking good!
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Sirotnikov King Israel Feb 2000
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posted May 12, 2001 12:27
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Colonies must be connected with road to one's city. So does it means no colonies overseas?? And how about resources that are found in the sea (like whales)?  Also, you still haven't explained how do unique civs work...  Good updates after all. Still seems ineresting. |
java4me Chieftain California May 2001
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posted May 12, 2001 13:03
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I think that you could connect the colonies overseas by a harbor!!! But that is only a guess! And I also had the same question on what you do with resources in the sea that are out of your city limits!  Either way Firaxis is working hard on the game, and the game is looking very good!!!  |
Pedrun Chieftain Natal, RN, Brazil May 2001
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posted May 12, 2001 13:24
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I really hope not Sirotnikov. No overseas colonies are going to be a major mistake in this concept. |
Pedrun Chieftain Natal, RN, Brazil May 2001
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posted May 12, 2001 13:58
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Unless they are considering that to make overseas cololonies we need to have a city around from where the roads spread. That makes sense because european colonies used to have a Capital where there was habors that sent the products to the colonizers. |
Theben Emperor BK Heaven b.02-15-99
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posted May 12, 2001 15:39
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quote:
 Originally posted by Sirotnikov on 05-12-2001 12:27 PM Colonies must be connected with road to one's city. So does it means no colonies overseas?? And how about resources that are found in the sea (like whales)?
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I assume overseas colonies will require a port in the receiving city, and that the colony is assumed to have a port. Inland colonies will require a road connected to the port colony. Now all they need to do is specify what they're doing with espionage, let us know how customizable the game is (including # of civs), and go into detail about how combat will work- especially aerial combat & stacking. |
Bell Prince ME, US May 99
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posted May 12, 2001 15:57
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Hmm.Dan: If a colony requires a road to work, can you build your own road to a foreign colony, destroy their road, and steal the resource? Also, they said that overseas colonies will work with harbors. Oh, and to whichever Firaxian was responsible for getting the Pyramids right (white walled and gold capped) thank you! [This message has been edited by Bell (edited May 12, 2001).] |
Krypter Settler Toronto, Canada May 2001
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posted May 12, 2001 16:35
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I noticed that most of the flat land types had green and grey marks on them (to delineate production, ala civ2). But they don't look that great. Wouldn't it be better to simply say (in the manual) that plains produce I 1 shield, grassland 1shield+1food, and then have a special fertile (black earth?) symbol for those especially rich grasslands that produce 2 food?It would make the map look nicer, cleaner, and less obviously tiled. The shield/food marks really throw the symmetry in your face. I know, this is probably "test" landscape and the final will look much better. Just general griping. |
Comrade Tribune Chieftain Vienna, Austria Nov 1999
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posted May 12, 2001 16:54
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The city view looks fine, but the map view... hmmm... I wonder how to put it. How about this: The map view does look a bit, err, weirdish, especially the greens and blues are slightly, err, disturbing, I mean, is this really, err, *OUR* world? Or is this slightly scifi-ish, fantasy-ish look intended to prepare us for the fact that the Greys will be included as a nation?Just joking, but I really think the map colours should undergo some change toward the natural. |
Imran Siddiqui ACS News Editor Deity b.02-15-99
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posted May 12, 2001 17:03
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You know, one of the best things in the shot was the iron that popped up when you discoved iron working. This will be cooler than I first imagined. Think, what you think is a worthless city, suddenly becomes the most powerful city in the world after oil is discovered there.The resource system looks amazing! And did anyone yet comment on the Legion? Special Unit of the Romans? I thought that was going to raise an uproar?  |
Comrade Tribune Chieftain Vienna, Austria Nov 1999
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posted May 12, 2001 17:16
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quote:
 Originally posted by Imran Siddiqui on 05-12-2001 05:03 PM You know, one of the best things in the shot was the iron that popped up when you discoved iron working. ... And did anyone yet comment on the Legion? Special Unit of the Romans? I thought that was going to raise an uproar? 
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Not only an uproar, it might also raise gameplay issues. Will we find out that in every second game the Romans won´t have access to iron, so they won´t be able to build legions unless a kindly soul supplies them with iron to help them conquer the world? |
Myronides Warlord and poet. Jan 2000
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posted May 12, 2001 17:28
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Quote: As for colonies, the resources go to whoever builds a colony and connects it with a road first. Consequently, colonies become key while your borders are expanding, and if you leave them unguarded or weakly guarded, you will pay the price. Also, since colonies need to be connected to a city with roads, an enemy can destroy your roads and sever the connection to that resource.These colonides look like a nice idea, the hole game does anyway. I didn't get it though: How does one build a colony? With a worker? With colonist? Wouldn't that be too expencive? Why should I build just a colony were I could build a city? Dan? Anyone? |
Krypter Settler Toronto, Canada May 2001
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posted May 12, 2001 17:37
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quote:
 These colonides look like a nice idea, the hole game does anyway. I didn't get it though: How does one build a colony? With a worker? With colonist? Wouldn't that be too expencive? Why should I build just a colony were I could build a city? Dan? Anyone?
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Workers can build colonies as an action. It won't cost you population. Cheaper and faster than building a city.
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Ralf Prince Sweden Mar 2000
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posted May 12, 2001 18:33
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quote:
 Originally posted by Simpson II on 05-12-2001 12:14 PM You didn't play Smac, did you? That's exactly what they decided to make the AI do there. It would bring up a stack of 20-30 troops, then move them around pillaging while my bases were defended solely by 1-1-1 scout infantry. Very bad idea, the AI should attack when it has massed troops.
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Well, obviously the AI must do reoccuring checkups on what types & quantitys of fortified units the HP-empire have, before it decides what strategy to follow. That goes without saying, dont you think. Call it "AI cheating" or whatever, I dont care - the burden of inferior tactical overview still lays heavily on the AI anyway. Infact, I see it as an re-balancing 100% fair AI-benefit to at least give it free info-access about city-guarding HP-units (without spy-unit - only HP must use spy) - all in the name of overal better gameplay and AI-resistance Besides; If the problem in Civ-2 spelled "blind" (fruitless) HP citywall-bashing, and the problem in SMAC spelled "blind" HP terrain-pillaging (still better) - wouldnt it then be a step forward to promote a suggestion that make the AI more "seeing" and "informed" in this respect?
[This message has been edited by Ralf (edited May 12, 2001).] |
The diplomat Prince muncie,IN USA Sep 1999
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posted May 12, 2001 19:09
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As I understand it, colonies are a new tile improvement that allows the player to access a resource outside the borders. So, colonies do not require pop, they are simply tile improvements.------------------ No permanent enemies, no permanent friends. |
Myronides Warlord and poet. Jan 2000
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posted May 12, 2001 19:46
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OK! Makes sence. |
MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted May 12, 2001 20:04
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quote:
 Originally posted by Mike Breitkreutz on 05-11-2001 07:43 PM Programmer art, baby!-MB
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Roman Prince Bratislava, Slovakia Sep 2000
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posted May 12, 2001 20:05
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quote:
 Originally posted by Imran Siddiqui on 05-12-2001 05:03 PM You know, one of the best things in the shot was the iron that popped up when you discoved iron working. This will be cooler than I first imagined. Think, what you think is a worthless city, suddenly becomes the most powerful city in the world after oil is discovered there.The resource system looks amazing!
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I echo your sentiments.  |
Roman Prince Bratislava, Slovakia Sep 2000
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posted May 12, 2001 20:07
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quote:
 Originally posted by Ralf on 05-12-2001 06:33 PM If the problem in Civ-2 spelled "blind" (fruitless) HP citywall-bashing, and the problem in SMAC spelled "blind" HP terrain-pillaging (still better) - wouldnt it then be a step forward to promote a suggestion that make the AI more "seeing" and "informed" in this respect? [This message has been edited by Ralf (edited May 12, 2001).]
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I agree, I have always said that the AI needs to cheat in these kinds of ways. |
Jeffrey Morris FIRAXIS Firaxis
Dec 1999
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posted May 12, 2001 21:37
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Workers are increasingly becoming mobile "population points", and building colonies is one of their more spectacular abilities. Unlike terrain improvements, colonies consume the worker, much like a city consumes the settler. You don't get the worker back if your territory merges with the colony (the editors will probably allow this to be customized). Workers can also be merged with cities, captured if unattended, and even traded with your neighbors. In this game you need to defend your TERRITORY, not just your cities, or you will be swiftly punished. I find myself building hillside fortresses more in this game than Civ2/SMAC et al. One advanage of this terrain improvement is the zone of control it gives units normally without one (read: most ancient and middle ages units). But it's their ability to protect vital trade roads, colonies, and goods that makes them invaluable.Jeff |
Father Beast Prince My head stuck permanently in my civ Feb 2000
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posted May 12, 2001 21:42
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Just thinking over the resource system again. does this mean that if your culture doesn't extend to a resource within your city limits, that you would have to build a colony WITHIN YOUR CITY RADIUS to take advantage of it?Just thinking... |
Father Beast Prince My head stuck permanently in my civ Feb 2000
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posted May 12, 2001 21:49
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Hey, Jeff posted just before I did!!Thanks for your answers, and yet another previously unrevealed part about gameplay (fortresses and ZOC) I can't help but wonder if you have to have a citizen working the square with the special resource, or you get it either way. and can pillaging units from a civ at war cut me off from the resource by sitting on it, like they can keep me from producing tiles in civ2? |
java4me Chieftain California May 2001
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posted May 12, 2001 23:22
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Is the limit on how far your cities borders can go the same as it was in Civ2 or are they bigger in Civ3? |
joseph1944 Warlord Napa, Ca. USA Jul 2000
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posted May 13, 2001 00:52
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In the screen shot we see a border 3 tiles away from city center, however all screen shots of a city screen only show 2 tiles from city center. Maybe they will tell us later. After looking at most of the threads tonight, not bad. Still a few people unhappy, but most of the people are happy. I’m very please with everything that I saw in the Firaxis update. One thing is very clear, we will have to produce a lot of military units before we can start upgrading cities with improvements. In Civ 2, I always build two defender per city and then started to build improvements one after another. Have most of you notice that the screen shots are a lot better each time they show us new one?
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bagdar Warlord Turkey Jan 2001
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posted May 13, 2001 01:58
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That means the unhappiness/units-out-of-the-city relation in Democracy has changed, has it not? |
Theben Emperor BK Heaven b.02-15-99
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posted May 13, 2001 03:53
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quote:
 Originally posted by Imran Siddiqui on 05-12-2001 05:03 PM You know, one of the best things in the shot was the iron that popped up when you discoved iron working. This will be cooler than I first imagined. Think, what you think is a worthless city, suddenly becomes the most powerful city in the world after oil is discovered there.
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Erk...I agree with Imran...*Theben has stroke* |
Theben Emperor BK Heaven b.02-15-99
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posted May 13, 2001 04:13
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I keep forgetting I have questions for Firaxis:1) Can the colony be upgraded to a city? Can it grow into one (I know, already asked)? Will placing a settler (likely) or another worker (maybe) upgrade it? 2) Can colonies generate borders? What about fortresses? Are there different levels or types of fortresses? 3) You mentioned that borders are separate from "workable tiles", but does terrain have to be within your city's border in order to work it? 4) What does that peace flag represent? Is it an on-screen indicator of a city in We Love the...Day? Will it only turn on when the city is celebrating or will it (or something else) appear when current indicators (growth, etc) will cause the city to celebrate the following turn? Is there one for civil disturbance? 5) With all the possible luxury resources, it seems that keeping a city happy should be easy. Cn you hint to what are some of the balancing factors? 6) I assume that there is a "patrol" or "guard" command for units. Will it be possible to assign a unit to "patrol" along an entire given trade route (i.e., be the "escort", either overseas or within the your borders on land)? Any & all answers greatly appreciated! |
Russian King Chieftain
Apr 2001
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posted May 13, 2001 04:32
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quote:
 Originally posted by Ralf on 05-11-2001 08:43 PM Below Firaxis-answer really feels reassuring: "Alexander,Have no fear! You will indeed be able to decide which tiles within your city border your citizens "work"."

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YES-thank you firaxis for listening!!!!!(:kiss-hug  I love what i read and most of what I see. But the rivers and roads are still a little confusing. So are some terrain tiles-just cant figure where everything really is. I guess you'll fix that and THE GODDAMN CITY NAMES in the future, but everything else looks good.By the way: are you doing the other ages yet? i wanna see the NUKE!
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Ralf Prince Sweden Mar 2000
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posted May 13, 2001 07:23
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quote:
 Originally posted by Jeffrey Morris FIRAXIS on 05-12-2001 09:37 PM Workers are increasingly becoming mobile "population points", and building colonies is one of their more spectacular abilities.
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I see that you guys have killed several birds with one stone here. Workers and settlers can therefore acts as optional war-refugees (or deliberate peacetime pop-transferrings, for that matter). Then any of your border-cities is likely to be irretrievable conquered; you rush-build a worker/settler and move it away somewhat just in case (replacing them perhaps with incoming defenders from other cities) - and if that border-city nevertheless gets conquered, you continue moving these refugees over to a safe city, thus strengthening that city in the process. quote:
 Unlike terrain improvements, colonies consume the worker, much like a city consumes the settler. You don't get the worker back if your territory merges with the colony
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Good! I dont want to regain that worker, because that would mean one step backwards appeasing ICS. quote:
 In this game you need to defend your TERRITORY, not just your cities, or you will be swiftly punished. I find myself building hillside fortresses more in this game than Civ2/SMAC et al. One advanage of this terrain improvement is the zone of control it gives units normally without one (read: most ancient and middle ages units). But it's their ability to protect vital trade roads, colonies, and goods that makes them invaluable.
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Well, what can one say? Thumbs up! Those fortresses should be put in better use then they where in Civ-2. [This message has been edited by Ralf (edited May 13, 2001).] |
Myronides Warlord and poet. Jan 2000
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posted May 13, 2001 08:52
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quote:
 Originally posted by Jeffrey Morris FIRAXIS on 05-12-2001 09:37 PM Workers are increasingly becoming mobile "population points", and building colonies is one of their more spectacular abilities. Unlike terrain improvements, colonies consume the worker, much like a city consumes the settler. You don't get the worker back if your territory merges with the colony (the editors will probably allow this to be customized). ... Jeff
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Then I hope they are cheap to build and maintain. |
JosefGiven Warlord Okehampton,Devon,UK Jan 2001
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posted May 13, 2001 10:32
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First off, almost all the features of Civ III so far displayed are looking splendid. Thanks to Dan and the Firaxians (possible name for a band?) for keeping the Civ III website updated in sterling fashion, too. quote:
 I noticed that most of the flat land types had green and grey marks on them (to delineate production, ala civ2). But they don't look that great. Wouldn't it be better to simply say (in the manual) that plains produce I 1 shield, grassland 1shield+1food, and then have a special fertile (black earth?) symbol for those especially rich grasslands that produce 2 food? It would make the map look nicer, cleaner, and less obviously tiled. The shield/food marks really throw the symmetry in your face.
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A good point by Krypter. It really is not necessary to include those shield-denoting blobs...perhaps you could go down the Civ II road, and include shield blobs only on terrain where they are 'optional', like Grassland/Grassland shield. Will a zoom function be included, like in Civ II? I found I needed to use a zoom level different to the default view, so it'd be nice to see the feature available in Civ III. I must add my whinge to the general cacophony of complaint about unique civs and civ-specific units. PLEASE KEEP THEM OUT! Would America have produced the F-15 if they had started off in central Asia under a Parliamentary Monarchy? No! Still, credit where it's due...I think you're basically on the right track, Firaxis Bless you! |
Ralf Prince Sweden Mar 2000
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posted May 13, 2001 15:41
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quote:
 Originally posted by Myronides on 05-13-2001 08:52 AM Then I hope they are cheap to build and maintain.
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Civ-3 settlers should be just as expensive to build and maintain as they where in Civ-2. Workers on the other hand should be proportionally cheaper, of course. They should however definitelty NOT be as cheap as Civ-2 warriors or even phalanxes - workers must cost a little more then those.
[This message has been edited by Ralf (edited May 13, 2001).] |
Yosoce Settler
May 2001
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posted May 13, 2001 16:03
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one question, one it-would-be-cool-if...question: What happens if your city swallows up the colony like rome did to the iron colony, and then something happens like sabatoge or nuclear weapons or famine or whatever, and the city borders become smaller. Is the colony lost? it doesnt seem like it should be it would be cool if you could kick out natives, and then the natives go to the leader of the civilization they originally belonged to and ask to be let settle in one of their cities. For instance, in the middle ages england kicked out all of the jews in london, and all those jews ended up settling in spain. or a more modern example, israel |
Ilkuul Warlord of Thame (UK) Mar 2000
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posted May 13, 2001 16:06
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quote:
 Originally posted by Grumbold on 05-11-2001 06:15 PM If cities are going to have that huge fixed wall size, please fill the inside with tightly packed hovels until the improvement buildings displace them. It looks more like a lightly populated scout camp with all that green space inside the walls than a bustling hive of commerce 
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I agree: There should be some empty spaces (greens, market squares, etc.), but if the city was big enough to have the wall enclose that large an area, it should be a lot 'fuller' inside. But everything I read in the Firaxis site update is VERY encouraging - and I especially liked the 'mini-slideshow' illustrating how the resources system will work. You're doing a great job, Firaxis - keep it up!  |
java4me Chieftain California May 2001
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posted May 13, 2001 17:42
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quote:
 Originally posted by Theben on 05-13-2001 04:13 AM I keep forgetting I have questions for Firaxis:1) Can the colony be upgraded to a city? Can it grow into one (I know, already asked)? Will placing a settler (likely) or another worker (maybe) upgrade it? 2) Can colonies generate borders? What about fortresses? Are there different levels or types of fortresses? 3) You mentioned that borders are separate from "workable tiles", but does terrain have to be within your city's border in order to work it? 4) What does that peace flag represent? Is it an on-screen indicator of a city in We Love the...Day? Will it only turn on when the city is celebrating or will it (or something else) appear when current indicators (growth, etc) will cause the city to celebrate the following turn? Is there one for civil disturbance? 5) With all the possible luxury resources, it seems that keeping a city happy should be easy. Cn you hint to what are some of the balancing factors? 6) I assume that there is a "patrol" or "guard" command for units. Will it be possible to assign a unit to "patrol" along an entire given trade route (i.e., be the "escort", either overseas or within the your borders on land)? Any & all answers greatly appreciated!
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This what I know to help answer your questions!!! 1) The answer is no, a colony can't be upgraded to a city. It is a colony forever until it get engulfed by the city borders. 2) Colonies can't generate borders, they are just a colony so there is no culture in that colony at all. Fortresses can't generate borders either, they are just there to have fortified units! 3) Yes, the terrain needs to be in your cities borders to work it, otherwise you would have to build a colony to trade or use that resource. 4) All that Firaxis mentioned was that that was programmer art, and that they would explain the meaning of it at a later time. 5) Again, Firaxis will go in depth with that at a later time, but they did say that the more of that luxury that you have the happier your city will be. It will also influence your culure that will help expand your borders! 6) I don't think that they ever said anything about that, but I think that that would be cool if you could do that! We will just have to wait! I have a question though leading off number 6, is if you can see the luxuries or resources move over the trade routes to there destination, just like in CTP. I am just curious if that would happen. Otherwise, I hope that I answered some of your questions!!! Firaxis mentioned this information over the whole forum, I just gathered this from all of those places!!! 
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java4me Chieftain California May 2001
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posted May 13, 2001 22:29
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Sorry about the long reply, but at least it answers the questions asked!!!  |
Russell Chieftain Christchurch, New Zealand Apr 99
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posted May 14, 2001 00:26
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As a side-issue to this borders business, I'm wondering about the unhappiness caused by soldiers away from home. Can someone confirm that as long as your units are anywhere within the culture borders, they won't cause unhappiness?"If you post something often enough, people will start to read it" |