Thread Tools
Old January 10, 2002, 21:48   #31
Velociryx
staff
PtWDG Gathering StormApolytoners Hall of FameC4DG Gathering StormThe Courts of Candle'Bre
Moderator
 
Velociryx's Avatar
 
Local Time: 19:10
Local Date: October 31, 2010
Join Date: Apr 1999
Location: of Candle'Bre
Posts: 8,664
Corruption
I have no problems with the aggregate corruption levels proposed, but with the execution of the model. Here's what I mean:

Right now, you have corruption in two forms (loss of shields and loss of coins) centered around twin pillars of corruption-causes. Distance and Raw Number of production centers.

The latter (number of production centers) is valid, IMO, and specifically counters (or attempts to counter) ICS. That's all well and good, but the distance factor makes no sense.

My recommendation would be to remove it from consideration entirely and replace it with a corruption factor based on government type, with distance as a remedial factor.

Examples:
Despotism: Central Control is key here, thus, for far-flung cities IN a despotism, you could expect a higher rate of corruption (which could be undone in large part with no builds at the arrival of Radio).

Monarchy: A bit more advanced. True, you still have bothersome levels of corruption, but presumdely one of the reasons you tolerate your Peers of the Realm is cos they are at least nominally loyal to you. Loyalty = Less corruption. In this case, it'd be good if there was a government-specific specialist citizen, the Justicar. Each worker promoted to Justicar decreases corruption in those cities (and obviously, the specialist is unavailable with other government types).

Republic: Similarly, a Governor's mansion/office could be built under a Republican government which would further reduce corruption.

Courthouse: Double the effectiveness, and make them Dem specific.

Communism: Labor Camp: Addresses corruption by making more productivity to counter it. Comes at the price of decreasing aggregate culture (which can be offset by using the greater productive capacity to make more cultural builds....still won't have as much as a Democracy, but you'd be a contender).

Again, none of that should be too tough to add in, and it would dramatically and decisively address the corruption problem due to distance without impacting corruption due to number of production centers to the point that the game is a walkover.

Also, each government type should come with an efficiency rating, which will further bleed productivity (borrowing from SMAC here). And, to that end, you could have some city builds that help alleviate effie problems (local precincts, lower courts, hell, perhaps even libraries could help with that!).

-Just a few more odd thoughts.

Further improving the AI
First, let me say again that Soren did a MASTERFUL job with the AI! In the ancient age, it rocks!

Trouble is, as the game advances, the AI seems to know less and less about handling the increasing flexibility of modern units. Partly, this can be addressed in the editor, by tweaking the numbers and the AI's priority flags for handling the units. Testing is currently being done with the mod proposal for that very thing.

Another thing though, that would help immensely, is to give the AI a "basic playbook" of strats to persue when fighting.

Feint, Flank, Overrun, Scortched Earth, etc.

As with a football team's playbook, the basic recepie could be spelled out for the AI, with instructions to improvise based on prevailing terrain and city layouts. As it stands now, the AI is good at massing for an attack, but it begins to fall down in terms of *executing* the attack....so the idea occurred to me, why not kinna give it a basic idea of how:

IE - The AI decides it's gonna go to war with you. It sees that it has 30 swordsmen to your 10, and 20 horsemen to your 8. Since it has the numerical edge, the decision tree points to a flank/overrun style of attack.

8 Galleys are recalled and filled to the gills with swordsmen.

These, the AI holds out of site of your units until the attack begins (with the rest of his swordsmen charging down one front, the horseman horde charging from another direction, with an eye toward laying waste to your frontier towns and pillaging roads to prevent your speedy reinforcement, and capturing workers when there's no threat from enemy troops).

Three turns after the attack begins (in order to give your own forces time to begin responding), the AI lands his flanking force of 16 swordsmen--taking advantage of the fact that most players will respond overwhelmingly to the first threat.

BOOM! The AI takes another step forward in kicking some human butt.

And playbooks like that can be devised for all the major situations the computer will be fighting in, described in broad terms to the AI so that it doesn't HAVE to cover every possible case.

-=Vel=-
__________________
The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.
Velociryx is offline  
Old January 10, 2002, 21:52   #32
Velociryx
staff
PtWDG Gathering StormApolytoners Hall of FameC4DG Gathering StormThe Courts of Candle'Bre
Moderator
 
Velociryx's Avatar
 
Local Time: 19:10
Local Date: October 31, 2010
Join Date: Apr 1999
Location: of Candle'Bre
Posts: 8,664
Hey brother JT! And not to worry....I have no illusions that even if I'm on the beta team, we'll be under serious constraints for what can and cannot be changed....but my hope is that with enough incremental changes, and with the right modding tools, we can create a standard mod for the game that will be widely used and accepted....and that such a hybridized effort (continued tweaking under the hood and modding in the spirit of Ctp) will leave us with a Civ3 that's addicting indeed.....

-=Vel=-
__________________
The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.
Velociryx is offline  
Old January 10, 2002, 22:04   #33
Capt Dizle
ACDG3 Gaians
King
 
Local Time: 14:10
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 1,657
and one more thing
to all of you who keep saying that Civ3 is a good but not great game. You are wrong and will come to realize it in time.

Civ/Civ2 was the king of games. Civ3 is Civ-like (and Civ-lite, he he). You think its good because you like to play Civ style games. Because the basic Civ idea, after all this time, is still good. But the implementation of Civ3 is awful.

Civ is Good, Civ is Great,
But Sid was afraid to put Civ3 on his plate.
Now its out and boy it's lame,
And even Sid wants to fix this awful game.

Helplessly they thrash first this way and that
Lets beta test and put on an expansion hat!
But, no luck for them as its simply too late!
This game was dead right out of the gate.

Blast the heavens O God of the Game,
For Firaxis hacks have tarnished your fame
O Sid the Mighty Meier, game developer gone bad
And wishing a better idea than dinos he had.

jt
Capt Dizle is offline  
Old January 10, 2002, 22:14   #34
Velociryx
staff
PtWDG Gathering StormApolytoners Hall of FameC4DG Gathering StormThe Courts of Candle'Bre
Moderator
 
Velociryx's Avatar
 
Local Time: 19:10
Local Date: October 31, 2010
Join Date: Apr 1999
Location: of Candle'Bre
Posts: 8,664
LOL! Good poetry JT!

I respectfully disagree 'bout Civ3 not being a good game tho.....true, it's got high points (Ancient Era and Middle Ages) and low points (Industrial and Modern Era), but on balance, I'm having fun playing it when I play it....so that fits my definition of a "good" game. Trouble is, I'm not playing it for days on end like some of the games that came before it (civ2, smac). In that regard, it is, sadly, a lesser game.

Still, I wouldn't be here if I didn't have hope....and I fully intend to put every brain cell I have in operation trying to figure out how to improve on what we have to make it the best it can be....

And, to that end, here are some more thoughts:

The Outdated Units Problem
Heinously easy fix here, and it's two-fold:

First (and this is doable in the editor), simply rig the game such that when a unit is out dated, it is simply no longer available for the AI to build. The AI WILL BUILD units, but if ancient ones aren't available to it, it'll build more modern ones by default. (of course, this means adding zero-resource units in all ages and eras to replace the ubiquitous swordsman, but that's easy enough--and in the mod!.

Second, automatic upgrades. When you get a new unit type (pikemen), all your older units that upgrade to it are upgraded on the turn you get the tech with no prompting from you. If you can't afford it....tough. You lose them.

This is good cos it adds another layer of planning in HOW you attack the tech tree. You can't just go balls up racing at breakneck speed....not unless you wanna rebuild your army and defense forces from scratch.

Planning then, would be needed, and that's a good thing, IMO!

-Thoughts on this, or any of the other ideas posted tonight are always welcomed and appreciated! (even if we don't agree!)



-=Vel=-

Edit: In the case of units that are at the end of their upgrade path....when THEY become obsolete, they vanish, and you get a "production credit card" usable at any number of cities in any amount(s) you want. Each unit auto-disbanded puts credits (shields) on your credit card. Spend how you like.
__________________
The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.
Velociryx is offline  
Old January 10, 2002, 22:18   #35
Velociryx
staff
PtWDG Gathering StormApolytoners Hall of FameC4DG Gathering StormThe Courts of Candle'Bre
Moderator
 
Velociryx's Avatar
 
Local Time: 19:10
Local Date: October 31, 2010
Join Date: Apr 1999
Location: of Candle'Bre
Posts: 8,664
Further thoughts on the production credit card: It occurs to me that rather than giving a one-time bonus of ten shields for deforestation, you could extend the credit card approach to cover that as well. Instead of allowing ten shields to go to the nearest city, they go on the card and you can use them whenever and wherever it suits you. The thing that keeps this from being abused then, is that IFE is no longer an option.

-=Vel=-
__________________
The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.
Velociryx is offline  
Old January 10, 2002, 22:18   #36
Comrade Tribune
Prince
 
Comrade Tribune's Avatar
 
Local Time: 20:10
Local Date: October 31, 2010
Join Date: Nov 1999
Location: Vienna, Austria
Posts: 988
Re: and one more thing
Quote:
Originally posted by jimmytrick
Civ is Good, Civ is Great,
But Sid was afraid to put Civ3 on his plate.
Now its out and boy it's lame,
And even Sid wants to fix this awful game.

Helplessly they thrash first this way and that
Lets beta test and put on an expansion hat!
But, no luck for them as its simply too late!
This game was dead right out of the gate.

Blast the heavens O God of the Game,
For Firaxis hacks have tarnished your fame
O Sid the Mighty Meier, game developer gone bad
And wishing a better idea than dinos he had.

jt
__________________
Now, if I ask myself: Who profits from a War against Iraq?, the answer is: Israel. -Prof. Rudolf Burger, Austrian Academy of Arts

Free Slobo, lock up George, learn from Kim-Jong-Il.
Comrade Tribune is offline  
Old January 10, 2002, 22:50   #37
Capt Dizle
ACDG3 Gaians
King
 
Local Time: 14:10
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 1,657
If you were going to try to fix the monstrousity...

First thing you have to do is deal with the tedium. Stacked movement. Proper movement sequencing. As is it is work not play. How we can go through 10 years of game developement and end up with MORE tedium NOW than in the begining is beyond the scope of human sanity.

Second thing is the culture problem. I would advocate just taking it out, but...

if you are going to leave it in we need specific cultural structures. The idea of research and religious structures and wonders producing culture was a poor and lazy approach. The player needs a cultural density map similar to the maps in SimCity. Overlay maps that can show where each Civ's culture is high or not . Then, the player needs to be forced to choose between building a cultural building or another type or pursuing a unit based strat instead.

This would introduce conflict which is the basis of all good stories. Games are nothing but interactive stories you know.

The player must always be conflicted as to which course to choose in a strategy game. Otherwise its not strategy, and Civ3 of course is not a strategy game cause FIRAXIS HAS INTENTIONALLY CREATED ONLY ONE WAY TO PLAY IT.

I slightly exagerate as you can play pop build rush. But basically every course is along the same river.

Every game is the same tedious walk up some toddler's alley of an idea of what a game should be. Ugh.

And for God's sake put the spies back in the game! I want my caravans! I want my crawlers. I want to build a borehole in the middle of Sid's forehead!

I can't write anymore just now I have lost control of myself.

jt
Capt Dizle is offline  
Old January 10, 2002, 23:28   #38
Jumping Choya
Chieftain
 
Local Time: 11:10
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 70
I'm not sure if this is quite along the lines of what you wanted for this thread, but I have a few suggestions. I posted two of these in a thread that disappeared with the server move, so I don't think many people got to read it. These were inspired by a recent game.

1) There should be a Hated Enemy system in place. Let me explain. In the game I played, the Japanese declared war on me something like four times (they were on another continent and had a huge country because they eliminated China some time before we made contact). Now, I was a Democracy, and the Japanese declared war on me AGAIN. There was war weariness before I even set foot on Japanese soil. Naturally, the Japanese were refusing my envoys. Anyway, my Democracy collapsed in one turn without warning; the turn before, there was unrest in only one city, and the next, most of them fell into disorder and I lost my Democracy the same turn!

What I propose is a Hated Enemy clause, which works like this: if a certain country (in my case Japan) has attacked you multiple times, or committed atrocities, war weariness will take longer to set it, and in some cases, the people will even approve of military action against the said country. It makes no sense why the people should get sick of the war when we're being attacked by a merciless country that attacked us before, and probably would in the future. They should have hated Japan.

2) A "Just Does Not Happen" clause and a "Highly Unlikely to Happen" clause. In my game, I amassed some Panzers to invade the Japanese mainland. I had eight infantry and 16 Panzers. The Japanese descended upon my force with scads of obsolete units. They had surprising success, and they eventually wore my infantry down enough so the Panzers came up to defend. Longbowmen ended up destroying a Panzer that had retreated after taking damage from another longbowmen attack. Now, this is what the Just Does Not Happen clause does: it specifically states to the game that a units like a longbowman and those dreaded spearmen will not ever inflict one point of damage against something like a tank. The Highly Unlikely Clause would work by adjusting the percentages in favor of the unit that would be more likely to win in the real world. For example, cavalry would have trouble against the Panzer, and longbowmen would have trouble against infantry.

3) There should be a "Build Canal" ability for workers. I don't know how many times I see a dumb little strait that blocks my ships, and the location is not worth putting a city on. As you might have guessed, the Build Canal ability would connect those two bodies of water (this could also be useful if you have a city on an inland lake). It should work kind of like the Build Road to (ctrl+R), and would work only for three squares or less between the water bodies (although this is not a must). It would function like roads, in that anybody can use canals in neutrual territory, and only you and ROP civs can use canals within your territory.

So, that raps up my ideas for now. What does everybody think?
__________________
The fact that no one understands you doesn't mean you're an artist.
Jumping Choya is offline  
Old January 10, 2002, 23:37   #39
Velociryx
staff
PtWDG Gathering StormApolytoners Hall of FameC4DG Gathering StormThe Courts of Candle'Bre
Moderator
 
Velociryx's Avatar
 
Local Time: 19:10
Local Date: October 31, 2010
Join Date: Apr 1999
Location: of Candle'Bre
Posts: 8,664
Oh! I LOVE the canal option! And the hated enemy thing too! As to the combat results....we're workin' on that via the mod....should have something out for everybody to playtest soon!

-=Vel=-
__________________
The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.
Velociryx is offline  
Old January 11, 2002, 00:19   #40
Capt Dizle
ACDG3 Gaians
King
 
Local Time: 14:10
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 1,657
Well..
I sent them a copy of my poem with my application for the beta team. Vel, maybe they will pick me to beta the PBEM. We can partner up again!

LMAO!

I wonder if the current development team has ever heard of PBEM?



Yin and Vel and Lt. Col jtrick vs three of the Firaxis choirboys!!!

Now that would be the ultimate beta test indeed.
Capt Dizle is offline  
Old January 11, 2002, 00:40   #41
yin26
inmate
Apolytoners Hall of Fame
Born Again Optimist
 
yin26's Avatar
 
Local Time: 15:10
Local Date: October 31, 2010
Join Date: Apr 1999
Location: This space reserved for Darkstar.
Posts: 5,667
Better make it a 3 v 5, at least. We'll get bored otherwise!

"Hey, wait. Those 3 guys can't do that, can they? We didn't program that, did we?"

Vel: One thing that would make me try Civ3 again in a heartbeat: SIMULTANEOUS MOVES! This is in Risk 2, and even in that simple form adds sooo much more to the speed and strategy of the game.
__________________
I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

"Yin": Your friendly, neighborhood negative cosmic force.
yin26 is offline  
Old January 11, 2002, 01:53   #42
Alexander's Horse
Civilization II MultiplayerApolytoners Hall of Fame
Deity
 
Alexander's Horse's Avatar
 
Local Time: 05:10
Local Date: November 1, 2010
Join Date: Dec 1969
Location: In a tunnel under the DMZ
Posts: 12,273
I've had Civ III since shortly after it came out and I'm only just finishing my third game. That says it all.

Actually once I've absolutely convinced myself that isn't just that I don't understand the game yet, I'm probably going back to Civ II.

The tragedy is that with even just a few tweaks it could be a great game:

. Turn corruption down - or make the ways to manage it reasonable.

. Turn culture down - so cities don't defect unless your doing something major wrong.

. Stacked movement/ make armies easier to build.
__________________
Any views I may express here are personal and certainly do not in any way reflect the views of my employer.

Look, I just don't anymore, okay?
Alexander's Horse is offline  
Old January 11, 2002, 08:57   #43
moomin
Alpha Centauri Democracy GameACDG Planet University of TechnologyACDG The Cybernetic Consciousness
King
 
moomin's Avatar
 
Local Time: 20:10
Local Date: October 31, 2010
Join Date: Jul 2000
Location: Moo Like In Moomin
Posts: 1,579
Quote:
Originally posted by Velociryx

2) Wheat stalks do NOT start off appearing on the map! In fact, they do not appear until the middle ages (Crop Rotation....Jethro Tull...LOL). Cows do not appear on the map at game start. You want 'em....gotta research Animal Husbandry (Ancient tech). Hills can be irrigated, mountains produce one more shield when mined, plains cannot be mined (but so far, grassland still can).
Just make sure that AH comes early. If, for instance, it comes turn 40 I'll already will have plonked down three cities, and on a tiny map there's just room for one or two more. That would be a disincentive to reaserach AH at all early - wouldn't you rather go for iron working if you're cities were allready "fixed" anyway? Also, if it means AI cities are even worse placed, there's _another_ reason for razing... do we really need that? In the same line of reasoning, I think that the middle ages for wheat is way too late.


Quote:

6) Barbarians are MEAN! Default units have been changed (tentatively) to: Swordsmen, Knight, Privateer (beefed up!)
Umm, I've taken to playing with barbs at as low a setting as I can get it on the higher levels, because it hampers the AI _way_ worse than the HP. Load a map on monarch (where you can still set barb levels) and try for a hundered turns of "roaming" and "raging", respectively. Save and compare mini-map AI spread - the AI simply cannot handle the beefed up barbs, while your development will probably be quite similar.
__________________
"The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
"I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.
moomin is offline  
Old January 11, 2002, 10:46   #44
Velociryx
staff
PtWDG Gathering StormApolytoners Hall of FameC4DG Gathering StormThe Courts of Candle'Bre
Moderator
 
Velociryx's Avatar
 
Local Time: 19:10
Local Date: October 31, 2010
Join Date: Apr 1999
Location: of Candle'Bre
Posts: 8,664
Good observations on the delay in food bonus tiles and Barbs!

In truth, I had not given the impacts of these proposals much thought on small/tiny maps (yep...LOL...I guess I'm biased toward the bigger maps)

Here's a bit of the thinking behind those two proposals in particular:

Barbarians: Tribes like the Huns, Vandals, Hittites....these guys were *terrifying!* Barbarians as they stand right now....signiciantly LESS than terrifying. Not even really in the nuisance category, and that's too bad. In the early game, a barbarian horde can be a LOT more threatening to a human player's hearth and home than whatever piddling invasion force the AI could mount (the only drawback here is that the barbs can't raze or capture towns, which, IMO is a huge step back from Civ2). By bulking them up, at least on standard and larger maps, not only does it give the player pause with regards to popping goody huts and exploration, but I've not seen on the larger maps that it hinders the AI particularly, AND it has a side benefit of strengthening the Expansionist trait somewhat.

With regards to food production bonuses, I thought Crop Rotation coming at the start of the middle ages put it just about perfectly....consider:

In the Ancient Age, you're running Despotism (actually a food negative...sorta). Research Animal Husbandry and some of your cities get a food boost (a quite welcomed one, too!).--side note: The AI has an *uncanny* ability to plant cities where resources will show up in the future (making me think they know about them before we do), so I don't think this will result in higher percentages of badly placed AI cities in need of razing). Once you research Monarchy/Republic (late Ancient Era), you get another food bonus when the restrictions of Despotism come off/Republic boost.

And finally, if you're looking for a further boost (if early high growth is part of your overall plan), you can research crop rotation to get it. IMO, the reason people balk at the moving of wheat stalks is cos they're used to seeing them/having the benefit from game start, but it's been my experience that Granaries are seldom necessary, cos my cities grow faster than I can control them if I build granaries. With the proposed changes, I think it'll be much more of a strategic choice.

Or...no?

-=Vel=-
__________________
The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.
Velociryx is offline  
Old January 11, 2002, 11:02   #45
Akka
Prince
 
Akka's Avatar
 
Local Time: 20:10
Local Date: October 31, 2010
Join Date: Nov 2001
Location: In front of my computer.
Posts: 512
Quote:
1) There should be a Hated Enemy system in place.
There should be a human dimension in diplomacy, period. Actually, I do not have the feeling to struggle against civilization leaded by people, I have the feeling to struggle against an AI whose only purpose is to win a game. What lack in this game (and to be honest, in most games) is a real relationship between different civilizations : love, hate, confidence, defiance...
Having a all-time enemy would induce defiance, reduce or even suppress war weariness, and it would even put unhappiness in population as long as you're NOT at war with this civ (warmonger wings). It would reduce the commercial relations between the civs.
Being a 1500-years ally should bring confidence, goodwill and privilegied trade. Staying at peace should progressively give bonuses to commerce between two civ, made bargaining easier and would tend to make the civ more eager to help you when you're in need. Similarly, your population would react with lots of anger if you come to attack this friendly civ.
I know it's the door open to many forms of abuse. Well, so what ? I would prefer to have an abuse possibility but have a better immersion in the game. It would just need for me to roleplay my leader position to not abuse the system, and it would improve my enjoyment of the game. Being always on the defensive and waiting backstab from anyone is fun sometimes, but having civ reacting in more of a human fashion would be a big improvement.

Quote:
The Highly Unlikely Clause would work by adjusting the percentages in favor of the unit that would be more likely to win in the real world.
At the risk of sounding like a broken record, this solution already exist in the form of HP/FP, that were stupidly removed from the game. Give them us back !!!
__________________
Science without conscience is the doom of the soul.
Akka is offline  
Old January 11, 2002, 11:24   #46
Velociryx
staff
PtWDG Gathering StormApolytoners Hall of FameC4DG Gathering StormThe Courts of Candle'Bre
Moderator
 
Velociryx's Avatar
 
Local Time: 19:10
Local Date: October 31, 2010
Join Date: Apr 1999
Location: of Candle'Bre
Posts: 8,664
The Human Element of Diplomacy

The game's designers could do MUCH worse than studying the sliding relationship scale used in EU and EU2. -200 (hatred) to +200 (adoration), and every interaction you have with them (and their allies) modifies that number. You want to turn them into a friend, then you've got to WORK at it....not just give them your world map (which you gave them two turns ago anyway) to turn them from cautious to friendly.

And, once you HAVE worked at it, I agree, there should be tangible benefits....the fruits of your labor, expressed in trade subsidies, more willingness to leap to your defense if you're attacked, settlement agreements ("okay, I'll agree not to settle in the fertile plains north of you if you agree to keep hands off the area around the Mundago River, reserving that for me.")

Other stuff: How about providing natural benefits to civs that go beyond their starting Civ-traits. Give the Germans a bonus when it comes to cranking out, say, artillery type units. Indians and Chinese could have a bonus where production of infantry based units are concerned (reflecting their real-world advantage in having a massive population)....stuff like that. This would reflect itself into the diplomatic mix if/when unit trading becomes available with neighboring civs.

If I had more patience for that sort of thing, I'd be sorely tempted to take up programming....the ideas presented over the past few days on this thread, and since Civ's release on a variety of threads here, would make for the beginnings of a GRAND game, even if they aren't implemented in Civ....

-=Vel=-
__________________
The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.
Velociryx is offline  
Old January 11, 2002, 11:42   #47
moomin
Alpha Centauri Democracy GameACDG Planet University of TechnologyACDG The Cybernetic Consciousness
King
 
moomin's Avatar
 
Local Time: 20:10
Local Date: October 31, 2010
Join Date: Jul 2000
Location: Moo Like In Moomin
Posts: 1,579
Quote:
Originally posted by Velociryx
Good observations on the delay in food bonus tiles and Barbs!

In truth, I had not given the impacts of these proposals much thought on small/tiny maps (yep...LOL...I guess I'm biased toward the bigger maps)
I was a huge map player back in SMAC, but I find Civ3 unplayable on map sizes larger than standard, and fun at tiny only. I usually play tiny/16 civs. There simply isn't that much room for failure in that kind of setup. And you'll be _lucky_ to set down four cities of your own.

Quote:
Here's a bit of the thinking behind those two proposals in particular:

Barbarians: Tribes like the Huns, Vandals, Hittites....these guys were *terrifying!*
Which may be true and important to the recreate-history crowd, but doesn't fly with me - I care for gameplay only. I guess there's more vocal "historians" on these forums than there are playing for the sake of it players, though. I'm not so sure beefing up the barbs will accomplish much... the HP will adapt by having more military escort for settlers (once the cities are down the barbs are irrelevant - who cares about money in despotism anyway?), the AI will have their settler/spearman combos crushed, and never adopt. I don't think it's a good idea.

Quote:
By bulking them up, at least on standard and larger maps, not only does it give the player pause with regards to popping goody huts and exploration, but I've not seen on the larger maps that it hinders the AI particularly, AND it has a side benefit of strengthening the Expansionist trait somewhat.
Expansionist sure need all help it can get - especially on tiny... but my prefered solution would be to pop more barbs from huts, not stronger barbs. It's a sad fact that barbs aren't a threat to cities (there is usually no "barb" territory left in my games by the time I switch to republic, and loss of gold is nothing under despotism). Perhaps all barbs should be two-movement units.

Quote:
With regards to food production bonuses, I thought Crop Rotation coming at the start of the middle ages put it just about perfectly....consider:

In the Ancient Age, you're running Despotism (actually a food negative...sorta). Research Animal Husbandry and some of your cities get a food boost (a quite welcomed one, too!).--side note: The AI has an *uncanny* ability to plant cities where resources will show up in the future (making me think they know about them before we do), so I don't think this will result in higher percentages of badly placed AI cities in need of razing).
If the AI can still "see" them even before they have the tech, then it's probably fine. I see an mega-exploit combining the no-capital corruption and the AI resource-detection coming up, though... And it does kind of reduce the power of despotic pop rush. Or not. If I know I'll _probably_ be moving my cities to exploit wheats/cattle later on, I'd even more prone to use the massive pop rush/disband city strategy early on. And it's already way too powerful. In fact, if every early city grows pop at a slower rate, the successful player has to dedicate _more_ of them to pop rush and disband.

Quote:
Once you research Monarchy/Republic (late Ancient Era), you get another food bonus when the restrictions of Despotism come off/Republic boost.

And finally, if you're looking for a further boost (if early high growth is part of your overall plan), you can research crop rotation to get it. IMO, the reason people balk at the moving of wheat stalks is cos they're used to seeing them/having the benefit from game start, but it's been my experience that Granaries are seldom necessary, cos my cities grow faster than I can control them if I build granaries. With the proposed changes, I think it'll be much more of a strategic choice.

Or...no?
I'm not sure. Will you take the risk of starting building infrastructure in your early cities, given that they may turn out to be _one_ tile off that wheat, or will you build a massive army instead and wait for the bonuses to show up. At that instant, you disband your early cities, plonk down new ones, and go to war while you build in the new cities. If this turns out to be as successful as it seems to me, it'd rather narrow down the options for early game successful strategy, wouldn't it?
__________________
"The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
"I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.
moomin is offline  
Old January 11, 2002, 11:42   #48
Heliodorus
Chieftain
 
Local Time: 12:10
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Colorado
Posts: 72
The canal idea has great merit. But when thinking about our world, the Suez and Panama canals are 20th century doohickies that required a vast amount of money and technology (the Panama Canal, IMO, is basically the Civ equivalent of a Great Wonder).

The concept of "Most Hated Enemy" is very good, too. I think I would like to see that extended to not just one nation. I think democracies and republics ought to have the war wariness penalties waved when fighting on foreign soil against an enemy that attacked the democracy/republic on the dem/rep's soil (or water). In this game as it stands, it is impossible for a rep/dem to fight world wars abroad under any circumstances, and that's sad.

Vel, I think your corruption ideas have tremendous potential, too, and hope some form of it can be included in the future. One of the things from CTP/CTP2 that isn't in this which ought to be is the warning system that informs the player that you're about to exceed the efficiency limit in cities. I don't open the editor, I don't know how many is too many, and the computer should tell me.

On the upgrading idea, I think to disband units because a new technology is available offers more negative than positive. It's great if you can afford it, but a variety of circumstances might mean that you can't. Imagine buying from a neighbor the tech needed to change musketmen to riflemen because you're in a war and need the defending tech units - then you realize that your purchase of that tech means half your musketman will be disbanded because you can't afford to upgrade. ANd your borders collapse. D'OH.

Also, that idea seems complicated given the nature of UUs. I have only played the Romans, and I leave legions hanging around into the modern era because they can't be upgraded, and they have some decent benefits (and mostly because I don't have the heart to disband my LOYAL LEGIONS - it's the Romanophile in me). But you'll have Iriquois horse warriors, Impi, Immortals, Legionary, etc. that have usefullness well beyond their main era of production - so now automatically disbanding them weakens that civ, or NOT disbanding them when they're for all intents and purposes obsolete but aren't the "generic" unit strengthens them even more (Iriquois being the one that comes to mind because those horse warriors are the bane of the world until modern cavalry).

Sticking to military matters - I just don't care that bowman can hurt or kill tanks. I don't. I'm so much happier with it this way because the AI's GROSS lack of tactical finesse is counterbalanced by an admittedly one-dimensional combat system. I accept that as a strength of this game.

UNLESS you can convince me that you can program the computer to impliment combined arms attacks in which it can both manage force protection and economy of force in pursuit of objectives, then you tinker with the combat system at your peril, I believe.

The classic example of the computer's inept offense occurs at sea.
The computer can have a numerical advantage at sea, but as the player you can outthink them with bombardment and a nearby port. You damage units, they withdraw, and you destroy isolated ships each turn before you return safely to port. The same principle applies on land, especially with the advent of the howitzer and the bomber. The computer does not know how to use those kinds of units advantageously. It only knows how to bombard terrain and in defense of cities. At best, on offense (outside of the ancient, early Medieval era) the computer can sustain a 20-turn offensive, and is capable of very few flanking maneuvers (if you practice the concept of reserve forces, which all good humans should against this new AI by now).

Most importanly, no matter how much smarter you make the computer, the human flexibility will always find a way to trap the computer in its own thinking.

In combat, the only card not stacked in the human player's favor is production (on harder difficulty settings). Just as the movement changes in enemy territory counterbalance that advantage, so too does the basic combat model. I really worry that you're going to screw that up, and then combat will be like the old Civ2 games where blitzkrieg doesn't even describe the success of the human offensive efforts. Has Firaxis ever explained why they chose the simple method?
__________________
I long to accomplish a great and noble task, but it is my chief duty to accomplish small tasks as if they were great and noble. - Helen Keller
Heliodorus is offline  
Old January 11, 2002, 11:59   #49
Velociryx
staff
PtWDG Gathering StormApolytoners Hall of FameC4DG Gathering StormThe Courts of Candle'Bre
Moderator
 
Velociryx's Avatar
 
Local Time: 19:10
Local Date: October 31, 2010
Join Date: Apr 1999
Location: of Candle'Bre
Posts: 8,664
Hmmm....That's an interesting though bout making ALL barb units 2-moves. Might have to experiment with that this evening when I get home!

I dunno....in the testing I've done with the resources, it's made the game a much more strategic affair....your arguments have been excellent ones, but I'm still inclined to leave it in (the delays, that is) for the time being and see what an open betatest of the mod reveals....hey, if lots of people wind up hating it, it's back out....the goal is to increase the strategy aspects and fun factor....so if it proves to not work so well, it'll vanish in the end!

Don't worry toooooo much about the no-capitol exploit and pop-rushing/disbanding....I've read a lot of posts in the strat section that seem to indicate a strong belief that both will vanish shortly as viable possibilities (makes sense, given that Jeff outright said that Soren surfs the Strat section looking for exploits and closing them). That's no guarantee, it's true, but based on the current game design and the trends we've seen so far (closing of the palace bounce exploit and IFE), it seems a pretty safe bet.

Now....what'd really be cool is if you could "plant" wheat stalks on your own with the aquisition of a certain tech.....that'd really kick. If it was up to me, I'd add in a whole new list of "level two" terraforming options, and do away with the rail bonuses altogether. In that way, your terrain wouldn't look HORRIBLE by the end of the game (rails everywhere), and you'd have more to do with your workers/more control over the exact layout of your resources.

-=Vel=-
__________________
The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.
Velociryx is offline  
Old January 11, 2002, 12:01   #50
Velociryx
staff
PtWDG Gathering StormApolytoners Hall of FameC4DG Gathering StormThe Courts of Candle'Bre
Moderator
 
Velociryx's Avatar
 
Local Time: 19:10
Local Date: October 31, 2010
Join Date: Apr 1999
Location: of Candle'Bre
Posts: 8,664
Excellent points about UU's....perhaps they should have an exemption to the autodisbanding rule? (on the thinking that the civ that spawned them may have some cultural attachment to keeping them around, or somesuch...besides, as you say, Jags are really useful for the whole game!)

-=Vel=-
__________________
The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.
Velociryx is offline  
Old January 11, 2002, 12:20   #51
moomin
Alpha Centauri Democracy GameACDG Planet University of TechnologyACDG The Cybernetic Consciousness
King
 
moomin's Avatar
 
Local Time: 20:10
Local Date: October 31, 2010
Join Date: Jul 2000
Location: Moo Like In Moomin
Posts: 1,579
Quote:
Originally posted by Velociryx

Now....what'd really be cool is if you could "plant" wheat stalks on your own with the aquisition of a certain tech.....that'd really kick. If it was up to me, I'd add in a whole new list of "level two" terraforming options, and do away with the rail bonuses altogether. In that way, your terrain wouldn't look HORRIBLE by the end of the game (rails everywhere), and you'd have more to do with your workers/more control over the exact layout of your resources.
It goes without saying that that would really be great. But I don't think its in the cards as far as patching goes. Maybe in an expansion.

Overall, the thing that irks me the most with Civ3 - UI issuess aside - is that there really is no viable strategy of vertical, as opposed to horizontal, growth. If I could dream I'd have lots and lots of effects that'd kick in as cities reached a certain number of people and built certain buildings. I'd have interesting choises for building stuff on my land. But as is, if you don't spread like cancer early, you are out of the game no matter how well you build up, since you'll be out of strategics.

How I loved my litte 10-base Zak empires back in SMAC! Building forests, farms and boreholes, building infrastructure, getting the exploitation of territory _just right_. Fighting defensivly only... that kind of strategy is simply not viable in Civ3.

Your mod undertaking is inspired and I wish you best of luck with it, but frankly, barring a serious rethink by Firaxis and a major patch resulting from that rethink, I personally believe that Civ3's long term playablity won't improve to the point where it's actaully worthwile to consider it.

And I would be overjoyed if the result of the "public beta" would have me eat those words.
__________________
"The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
"I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.
moomin is offline  
Old January 11, 2002, 12:36   #52
Velociryx
staff
PtWDG Gathering StormApolytoners Hall of FameC4DG Gathering StormThe Courts of Candle'Bre
Moderator
 
Velociryx's Avatar
 
Local Time: 19:10
Local Date: October 31, 2010
Join Date: Apr 1999
Location: of Candle'Bre
Posts: 8,664
Hmmm....I kinda agree/kinda disagree about your vertical investment statement....here's why:

Under the corruption model the game currently uses, you are *actively punished* for expanding beyond the number of cities considered optimal by the game's designers. Get too big, and none of your cities will have much in the way of production, in spite of the fact that you build courthouses everywhere (well, not quite everywhere, as they seem to have no effect on your cities 8-tiles or closer to the capitol/FP). --side question....what exactly/how exactly do courthouses resolve corruption? Is it a fixed percentage (that's what the manual says), or does it calculate your cities "closer to the capitol" than they really are, giving you a break on production because of it???

So...depending on map size and optimal number of cities, you're pretty hemmed in with regards to how big you can grow and remain decently productive.

Nonetheless, you're dead on with regards to the need to REACH that stage by spreading like a bunny on viagra. If you don't, you're toast. Simple as that, which makes for a pretty linear early game, it's true.

More builds and more TYPES of builds would partially strengthen the vert. strategy, but you're right in that, at the end of the day, I do not regard the vertical strat in Civ3 to be as strong as it was in SMAC, regardless of the corruption model.



-=Vel=-
PS: Thanks for the kind words on the Mod! We should have something testable soon, if you're interested.....
-V
__________________
The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.
Velociryx is offline  
Old January 11, 2002, 12:46   #53
Akka
Prince
 
Akka's Avatar
 
Local Time: 20:10
Local Date: October 31, 2010
Join Date: Nov 2001
Location: In front of my computer.
Posts: 512
About the upgrading units...
With each unit comes a support cost. This cost represent the salary of warriors, but also the equipment they need, ammunition, replacement for broken weapons, etc...
For me, the upgrading cost of an unit is the instant buy of enough supply to rearm completely the entire unit, and the cost of paying training with these new weapons.
I can hardly imagine a 20th century country that send M-16 ammo to one units and iron sword to another, just because it never paid the money to give in one time the stuff necessary to equip this unit. I rather imagine that slowly, over time, the old weapons are replaced by new ones, and that replacement is part of the support cost. As the new weapons are slowly integrated in units, soldiers learn how to use them.

What I mean is that units should upgrade automatically, while this should take some times. Let's say, for each turn or each 2, 3 or 4 turn, the unit would gain 1 point in Attack or Defense or movement rating, until the unit reach the A/D/M rating of the unit it's supposed to upgrade to. This to reflect the slow introduction of new materials, tactics and so on in the unit.

This can't be actually made in the game, but it would prevent the ridiculous swordman+modern armor combination in the same army.

Also, the cost of each unit should be independant, as I don't think a milicia is as costly to keep on the field as a full armored division.
__________________
Science without conscience is the doom of the soul.
Akka is offline  
Old January 11, 2002, 13:02   #54
moomin
Alpha Centauri Democracy GameACDG Planet University of TechnologyACDG The Cybernetic Consciousness
King
 
moomin's Avatar
 
Local Time: 20:10
Local Date: October 31, 2010
Join Date: Jul 2000
Location: Moo Like In Moomin
Posts: 1,579
Quote:
Originally posted by Velociryx
So...depending on map size and optimal number of cities, you're pretty hemmed in with regards to how big you can grow and remain decently productive.
It's actually worse for small maps. On large/huge maps, you can always hope to be able to trade for strategics, even if you don't have them yourself. On tiny maps, where there will be _one_ of the late strategic resources on the map, there is no hope to trade for it. You got it or you don't. And since the transcend victory equivalent requires three of these, you have to expand or war just as much as if you were going for a domination victory.

Quote:
More builds and more TYPES of builds would partially strengthen the vert. strategy, but you're right in that, at the end of the day, I do not regard the vertical strat in Civ3 to be as strong as it was in SMAC, regardless of the corruption model.
The vertical strategy wasn't exactly strong back in SMAC either, if you compare it ta an all-out Yang ICS for exemple, but at least is was viable and satisfying. It's not even close to being viable in Civ3. I've read here that reducing warmongering was a stated goal of the Firaxian design effort for Civ3 and I can't say I think they delivered that.

Quote:
PS: Thanks for the kind words on the Mod! We should have something testable soon, if you're interested.....
You are welcome. I don't have Civ3 on my drive anymore and have all the fun I could ask for playing AoW2 at the moment, but if people with opinions I respect rave about it here once it's released I might just give it a spinn
__________________
"The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
"I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.
moomin is offline  
Old January 11, 2002, 14:30   #55
SirOsis
Civilization III PBEMC3C IDG: Apolyton TeamCivilization IV: Multiplayer
King
 
SirOsis's Avatar
 
Local Time: 20:10
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Stockholm
Posts: 1,452
I think this is one of the better threads to come around in awhile and it has me thinking about some potential changes that would make gameplay better in my opinion.

I really do enjoy Civ3 in the beginning eras. I have yet to finish a game because it just becomes tedious and has very little excitement for me when I have to move workers all over the place.

What I would like to see is a different way of handling cities, food and shields. Food and shields should be like commodities that you can transport to different cities. Let's say you have a city that is in an agricultural region. You should be able to take some of this excess food and transport it to another city. This would allow frontier cities to obtain more food. Corruption could be related to the distance travelled. If you're concerned with losing some of this food to corruption you could send a guard with it to prevent theft or barbarians from taking it.

The same could be done with shields. Production of units and buildings should not be limited within the production sphere of an individual city. You should be able to draw from all the resources in your empire to construct whatever you wish.

If this sort of production is adopted then you should have to build certain structures or equipment (that come available due to civ advances) before you can build a more complicated structure.

Take building the pyramids for example. These were not built by one city alone but required Egypt to call upon all it's resources to build. It would take engineers, laborers, politicians, tax collectors, scientists, food, resources, etc. to construct such a wonder. All of these would come from the entire empire not just in the area surrounding the city.

Therefore, it should be possible to share with other cities if you wish them to grow. Washington DC isn't limited in size due to the fact it doesn't have fields next to it. It can import the food required to maintain it's size. As it can import "shields" to build monuments and civic buildings.

I do have some other ideas unfortunately I've run out of time and will have to convey them at a later date.
SirOsis is offline  
Old January 11, 2002, 14:35   #56
Libertarian
King
 
Local Time: 14:10
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 1,267
Why?
__________________
"Entia non sunt multiplicanda praeter necessitatum." — William of Ockham
Libertarian is offline  
Old January 11, 2002, 19:50   #57
Spaced Cowboy
Emperor
 
Spaced Cowboy's Avatar
 
Local Time: 14:10
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Dallas TX
Posts: 6,939
All of you guys need to apply for the playtesters. It is the only way that we are going to see any improvements made. The fact the FA is requesting them means that something is up (and it is not the continued sales of their game which is quickly dropping off the charts).
__________________
We're sorry, the voices in my head are not available at this time. Please try back again soon.
Spaced Cowboy is offline  
Old January 11, 2002, 20:47   #58
Comrade Tribune
Prince
 
Comrade Tribune's Avatar
 
Local Time: 20:10
Local Date: October 31, 2010
Join Date: Nov 1999
Location: Vienna, Austria
Posts: 988
Quote:
Originally posted by RPMisCOOL
...which is quickly dropping off the charts.
And Thank Heaven!

They should really not be making a bundle with CivIII. Life is unfair enough without this.
__________________
Now, if I ask myself: Who profits from a War against Iraq?, the answer is: Israel. -Prof. Rudolf Burger, Austrian Academy of Arts

Free Slobo, lock up George, learn from Kim-Jong-Il.
Comrade Tribune is offline  
Old January 11, 2002, 21:52   #59
Mark_Everson
 
Mark_Everson's Avatar
 
Local Time: 15:10
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Canton, MI
Posts: 3,442
Quote:
Originally posted by moominparatrooper
Overall, the thing that irks me the most with Civ3 - UI issuess aside - is that there really is no viable strategy of vertical, as opposed to horizontal, growth. If I could dream I'd have lots and lots of effects that'd kick in as cities reached a certain number of people and built certain buildings. I'd have interesting choises for building stuff on my land. But as is, if you don't spread like cancer early, you are out of the game no matter how well you build up, since you'll be out of strategics.
Yes! The game should clearly allow a "Great Britain" strategy where you slowly and carefully build a compact civ, and can capitalize on a technological lead to 'break out' to controlling a good chunk of the world before they catch up. But the friggin' ancient units beats tanks kinda screws that .
__________________
Project Lead for The Clash of Civilizations
A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
Check it out at the Clash Web Site and Forum right here at Apolyton!
Mark_Everson is offline  
Old January 12, 2002, 05:17   #60
Captain
King
 
Captain's Avatar
 
Local Time: 14:10
Local Date: October 31, 2010
Join Date: May 2001
Location: by Divine Right
Posts: 1,014
humanitarian victory
wow.

I wish I had found this thread and read it before writing my own post about my disenchantment.

this went slightly off focus though.
back to your original analysis - it was the lack of options in the late game. it's war or boredom, and even war is boring.

I think the real key here is to find some way of making the decisions in the late game a case of impending doom vs glorious achievement, as it is in the earlier game. make the wrong move and set yourself back a century.

the protectorate idea is good, but how advancing that to something more. civ is too internally stable. the big threats of today's leaders aren't just external, in fact, they're mostly internal! in the late game, we should really be fighting for popularity too!

or how about a great goal to achieve - not just a wonder or world conquest - but something "good"!
- you know like today, the great achievements aren't just buildings or conquering, it's also making peace accords amongst blood enemies. maybe there could be some thrill in seeing if you can "persuade/negotiate/enforce" world peace for say fifty years?

Or to achieve X points in humanitarianism!

Say the Japanese are massacring a Chinese city or the Zulus are commiting genocide (both have happened in the past), you can intervene to prevent this and place it under your protection - if you succede in preventing the atrocity - you get Y points. (this will involve delicate diplomatic manoeuvring and a financial and military cost, it's a tradeoff for the Y humanitarian points - maybe you will also get bonus culture points)

Or say, that a natural disaster strikes - you can send help for Y points. Or you can use your advanced tech and your money to help a foreign nation develop - right now it benefits you nothing, but with this, you could get Y points (eg. if the nation's average education goes up 25%, it's GNP increase 25%, and it's productivity goes up 50%, all in a certain time frame - you'd get credit, though no direct benefit and it actually cost you your hard-earned cash and maybe some of your workers).
This is a hard choice, since though a strong neighbour is a better trading partner, it may not remember your help and may even resent it. They could have a revolution, and a hostile government in place. So your help could boost a future threat. You have to decide if helping them is worthwhile - especially if you can barely afford your own stuff or if someone else is attacking you on the other border!

If you get so many humanitarian points, you are elected supreme world ruler because everyone sees you as the BEST one for the job, you are the one who looks out for everyone else.
OR, if you don't want to be supreme ruler, you can still win by maintaining your efforts for X number of turns (but events will take place making it tough to do so).

The world recognizes you as a World Hero and awards you the People's Medal of Honour for Lifelong Achievement in Bringing Peace and Hope to the People of the World.

(of course, you must not have commited any atrocities during the game such as nuking or razing cities, well... maybe with some exceptions. Or atrocities just give you negative humanitarian points.)

If you go the world ruler route, if your culture is not high enough either, some rival jealous leader may refuse to submit and will declare war on you, thus you must play the benevolent leader and crush him/her while avoiding petty squabbling amongst your allies. Though you don't have to take enemy cities - you could give them to the collective authority of the UN - thus no corruption for your civ, or split them amongst your allies, or you could take them as your own since you're pretty much world ruler anyways)

the real challenges for today's leader do include external threats (i.e. war on terrorism thing) but also things like education, global peace, cure for diseases, social justice, eradicating racism, building affordable housing, taking care of the environment, and so on... if there was some way of coding these things...

those that don't find these things exciting enough should just go conquer the world i guess.

dang! 4 am... I'm so addicted to these forums...
__________________
Proud Citizen of the Civ 3 Demo Game
Retired Justice of the Court, Staff member of the War Academy, Staff member of the Machiavelli Institute
Join the Civ 3 Demo Game $Mini-Game! ~ Play the Civ 3 Demo Game $Mini-Game!
Voici mon secret. Il est très simple: on ne voit bien qu'avec le coeur. L'essentiel est invisible pour les yeux.
Captain is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 15:10.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team