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TFC3H ARCHIVE
TECHNOLOGIES: Science concepts
Anssi Tillonen:
- One unhappy aspect should also to be added in Civ III. That is SLAVERY.
I mean citicens that are turned into slaves as you conquer enemy cities.
That has been after all very important part of history.
Johan Groth:
- How come you can trade with any other civilization when you discover
"TRADE" even though your trade-partner still hasn't discovered it ?
Isn't that just a tad strange?
Mike Liff:
- In real life most discoveries were made by privately funded scientists.
I think that once in a long while you should just randomly get a
advance.
Tomek Piorkowski:
- More realistic flight research, for example Flight will give you
biplane fighters and biplane bombers, Advanced flight will give you
Spitfires and B-52, Jets will give you Jet Fighters and Jet Bombers, and
then Stealth will give you Stealth Fighters and Stealth Bombers.
Sean M. Punch:
- New technology rules: Future tech. Future tech is worth points --
great. That really helps during the game. Having Future Tech 15 when
your foe doesn't even have Automobile should give some kind of real
advantage in play. Perhaps the effects could be dealt with abstractly,
every third Future Tech adding +1 trade, +1 production and +1 food per
city in turn; e.g. Future Tech 15 would add +5 of each per city. This
would reflect things like hydroponics, cloning, nanomachines, et cetera.
Gustavo Elias Sallum:
- Telephone and TV should be created and I suggest
that this should help reduce unhappiness, maybe in 10% for upper class
citizens, some more for more poor people. Eg. Soap operas in real life
make the citizens talk about them instead of cursing the government...
- Why not substitute "Genetic Engeneering" by "BioTechnology", which could
lead to Genetic Engeneering, and the development of bacteria that wold help
cleaning up pollution (settlers take 1 turn only to clean up), the
development of better species of vegetables, thus increasing the amount of
food produced by friendly city's squares, allowing the breeding of
ecconomically important animals (boosts trade and life expectancy).
Erik Törnquist:
- Sub-technologies (like: television, phone etc).
This option should be aviable after discovering Invention.
Murray Robinson:
- To maintain technological gaps civ's should not be allowed to gain a new
technology from diplomacy or conquest unless they already have the prerequisites.
By D. Credé:
- If a civilization steals/aquire a technology it should
be always at most the next possible kind of technologies. E.g.:
A primitive civilization which do not have e.g. industrialization should not
be able to steal/aquire e.g. mobile warfare (I think that CIVNET uses this "principle")
Cor Smal:
- In the CIVnewsgroup are a lot of CIV3wishes for more future techs, to fight
Star Wars I suppose. I like the historical aspects of CIV, and would prefer
an extension in the past instead of the future.
So START at 5 million years ago with a group of nomadic hominids. Turns at
first during 1 million years.
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| Primitive Prehistoric Advances (for instance)
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| Language |
The club (to hunt and defend) |
The knife |
The spear (kill animals) |
The boomerang |
| Fire |
The lantern |
The bag (carry food) |
Clothing |
Shelter/hut building |
| Animism |
Spiritism |
Art |
Agriculture |
Storytelling |
| The dog |
Animal domestication |
Bow and arrow |
The sledge |
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and also the original advances of CIV have to be discovered roadbuilding, irrigation, mining.
And so we (as I already do) play against the Australopithecus, The H. erectus,
The Peking Man and Java Man, the Neanderthals and the Cro-magnons.
THE FIRST CIVILIZATION 3 HOMEPAGE
© 1996-8 by Dorian Credé
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