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Jon Miller
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I like it also
better than some of the other suggestions I have seen
Jon Miller
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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Jon and skywalker, you'd both rather stick to the ON/OFF resource model of Civ 3, where one source of incense can make your 1000 people in 1000 cities happy, but not two people in one city?
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Jon Miller
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I like it better than some things I hvae seen
I like this idea, which is different than that found in Civ3, a little better, I believe
even though I reserve the right to change my mind
Jon Miller
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Jon Miller
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hmm
I missed that one, sorry
Jon Miller
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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I don't think that having one resource = x number of benefits is copllicated.
I'd like to draw a difference between complication and depth, as the term "complexity" is often used to refer to either of these things, and they are very different beasts.
A feature that is complicated is trying to hard. It's confusing the player and leading to insane levels of micromangement while providing little increase in fun for the player.
A feature that adds depth is relativly straightforward in its implementation and can add both fun and options to the player.
Comlicated is bad, deep is good.
I believe wholeheartedly that it is not asking too much of a player to make him understand that more of a good thing (resources) is a good thing.
All or nothing, as the current model is, is an abstraction that I think eliminates a potentially cool level of depth without removing any complication from the game. To me, this is an unacceptable trade off.
I won't forget a system that really strikes me as being a good one. We're here to compile a list of suggestions, and my suggestion is to do away with ON/OFF resources. I am open to listen to opinions from others and possibly changing my mind, but if and when I do change my mind it isn't because I am afraid of supporting an idea that Firaxis will leave out because they think it adds market appeal to dumb down the game.
Roman, your proposal on luxuries increasing happiness in diminishing returns is a very good middle ground between what I want, and what is currently there. I'd be very happy with that for luxuries, in fact. It's the similar treatment to strategic resources which I feel is leaving out lot of potential in the resource system.
If we don't suggest or support ideas that we would like because we think that they already won't get in, then that's a defeatist attitude and a bit silly, in my opinion, seeing as we're talking about a game that probably doesn't even have a design document yet, and won't hit shelves until 2006 at least.
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MrBaggins
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However, "deep" is bad when the AI is at a strategic disadvantage...
AI's have never gotten "deep"... and they never will in this decade.
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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Regarding AI not getting "deep." You're absolutely right.
However, I am a firm believer in having the program simply telling the AI what to do with good solid heuristics.
For example: People will say that the AI will be bad at organizing units into armies, or keeping stockpiles of resources, etc. I say, create a database for the AI of 50 to 100 unit-type ratios for armies, and a set of instructions about when it is good to stockpile and when it isn't.
The AI will never be as good as we are, but we can at least teach it to use some tried and true approaches.
For instance... nobody expects an AI to be able to "think up" clever flanking attacks. But we all get upset when the programmers don't provide code that simply says, "Attack on two fronts, with considerable force!" (in computer terms, of course ) Such simple code (which seems to have been added to C3C, though I have yet to play it) gets rid of the endless trickle of units that the AI "figures out" on its own.
I agree that it's a poor idea to have crippled AI because a game is too tough for the programmed AI. But I think that the mistake lies in the poor AI, and not the good game model.
Roman... Totally. If we can get one or two great new ideas into the game then we'll have a great victory. But if we don't provide dozens and dozens of such ideas, then we might not hit on ones Firaxis likes...
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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A new poll takes the question of how to handle resources to task.
Hopefully it will help us guide our discussion.
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MrBaggins
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The Civ3 designers saw the possibility for castastrophy with strategic resources, and fudged that by giving the AI knowledge of these resources beforehand... if they didn't then the AI would most likely not see the later ones, the human being predisposed in planning to deny them.
The situation we are talking about... "Extra strategic resources" giving significant production bonuses isn't a heuristic problem, except at the grossest level. The solutions aren't hard and fast... since there are competing solutions. You might go with a genetic algorithm over the top of heuristics, and then develop that to a point where it was smart... but thats not been done in an empire game... (except maybe Evo, but thats a bit of a backwater,) or use a fuzzy system, but again, implementation is on the tough side, and you still have to define the operators appropriately, which means you need to understand how the system works beforehand, then defuzzify.
The Civ3 team have done very well, in general on the AI, but its proficiency is largely its due to a brute force method of resources and strategems... like tons of bonus resources, rabid expansion, forethought and lack of ZOC's.
One of the biggest problems is that "point defence" isn't easy to implement, or actually, just that humans are so much better at "point attack".
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