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Old July 3, 2001, 17:14   #1
ancient
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the option to controlll all citys at once must be able to be chosen!
i generally play peacefull/expansive in civ2, but ocasionally i get in wars, and it is very annoying tohave to go through your citys and make them make military units, so i think you should have a button to change all citys to what ever unit you want it to make, also you should be able to choose either domestic adviser or military adviser or both, ino more spending unnecisary time changing building unless you want to..
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Old July 3, 2001, 17:15   #2
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Hmmm...city management by remote control? Not a bad idea. Maybe you should be able to choose any group of cities and switch them to building anything you want, not just units.
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Old July 3, 2001, 17:19   #3
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i think the CTP production windows handles this really good.
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Old July 3, 2001, 17:23   #4
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how about you can divide you citys into states (or provinces), and then controll any number of states ..
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Old July 3, 2001, 17:26   #5
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Quote:
Originally posted by ancient
how about you can divide you citys into states (or provinces), and then controll any number of states ..
Why? I like my idea more because it gives you more options. Just because I want a certain group of cities producing the same thing right now doesn't mean that I'll want them producing the same thing five turns from now.
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Old July 3, 2001, 17:34   #6
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my ideas easier to use.. and you could make a cool map of america..
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Old July 3, 2001, 17:40   #7
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Why is it easier to use? What I want a city to produce has very little to do with its geographic region. I just want something which will carry out my decisions faster, not something which will reduce my ability to make decisions.
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Old July 3, 2001, 17:45   #8
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lets say you make a state out of 6 citys bordering the russians, then the russians declare war on you..mkae all them build amour and it would take less time..if you make a huge civilization with 100+ citys then it would save you alot of time..
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Old July 3, 2001, 17:51   #9
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if the "city advisor" window had a dropbox or something it'd be easier.
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Old July 3, 2001, 18:27   #10
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I think Krazyhorse's idea is better.
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Old July 3, 2001, 19:11   #11
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the sizing and changing of states wouldn't be hard either.

but it could only lead to MORE micromanagement that is SAVES, meticulously slicing up your empire into little sections.

and with kh's idea you could effectively do that, even if it wasnt a fully controlled province.
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Old July 3, 2001, 21:05   #12
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my system is better because it could be tied in with revolutions, ect. making it possible to make a some really cool civil war scenerios..
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Old July 4, 2001, 00:06   #13
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This should be an option without question. if firaxis cant figure this one out on there own (reads: i mearly assumed that this would be implimented in one way or another) then i question there ability to help reduce micromanagement.

there are many ways to impliment this both options being argued are valid. Personally, I always thought os something like this:
in civ II if you hit F2 (i think) it brought up the cities, what they were building, their resource count, etc. In ctp they had a similar screen, but with units/buildings/wonders list on the right side. I always wished that you could hi-light the cities using common window shortcuts. so if i want cities 1, 3, 5, and 8-12 to build a cannon (for example) i would use the shift and/or the ctrl key in conjunction with the mouse button to select more than one city in the list. then designate them to build the cannon which is shown in the list on the side of the screen.

but thats just me
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Old July 4, 2001, 12:10   #14
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Quote:
Originally posted by ancient
my system is better because it could be tied in with revolutions, ect. making it possible to make a some really cool civil war scenerios..
This is absolute nonsense. This means that I'm better off not drawing any lines, because if I do, those regions might develop a troubling sense of indepenence. I was all for this idea when it was just a method of obviating the need to individually change production in every city. If we follow your suggestion, then to preserve consistency we're going to have to make it necessary to make it impossible to individually control cities' production. You've taken Civ and turned it into Europa Universalis. The base unit of Civ games has always been the city.
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Old July 4, 2001, 12:37   #15
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and rembering in essence the city porbably just repsents the centre of a region or state or province ...
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Old July 4, 2001, 13:05   #16
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States have been discussed before and I have always liked the concept in many of the possible facets. I agree with ancient on this one.

CTP box was also a good addition to the civ series I would like to see a combination of the two if possible.



edited: due to word choice
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Old July 4, 2001, 13:11   #17
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i liked the build queue avaialble in ctp .. makes it much easier to control ...
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Old July 4, 2001, 13:12   #18
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Quote:
Originally posted by tniem
CTP box was also a good addition to the civ series I would like to see a combination of the two if possible.
Heretic!
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Old July 4, 2001, 13:18   #19
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hehehe i actualy have found that some one installed CTP on my spare computr at work, boss would get mad if he knew that..
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Old July 4, 2001, 13:56   #20
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I don't know if I like the idea of states as anything more than a cool graphical feature. If we think about it in Civ terms, a state would be comprised of 1,2 or perhaps 3 cities depending on the size of the state. For instance, if we want New York state, it would be comprised of New York City. California would probably be Los Angeles, San Francisco, and possibly San Diego.

How could it be implemented? Maybe if two point system is used: 1. the city is within x squares of another city and
2. a one time random number generator comes up positive (chance halves if the close city is already part of a state)

Alternatively, you could just have the player organize states by selecting which cities would be in which states, (the distance rule applies) or none at all

In terms of game use, perhaps cities within states can help each other slightly in some way, but gain a penalty when doing the same with cities outside of the state. Trade would be an obvious choice, but others exist. Or unhappiness caused by the military is negated when in the state, but is increased when out of the state.
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