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Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:32
  Old Post 24-12-2003 00:11
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Even with that, you should not have to station fifty billion destroyers along every inch of your coastline.

TheBirdMan is offline TheBirdMan
Emperor
A real Master of CTP-PBEM - together with all the others.....
Sep 1999
time: 05:32
  Old Post 24-12-2003 00:17
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quote:
Originally posted by skywalker
Even with that, you should not have to station fifty billion destroyers along every inch of your coastline.


Who would do that anyway

Kuciwalker is offline Kuciwalker
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Feb 2001
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  Old Post 24-12-2003 00:20
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If you are going to be able to "intercept" under their model, that's what you have to do.

TheBirdMan is offline TheBirdMan
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Sep 1999
time: 05:32
  Old Post 24-12-2003 00:32
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I guess I know who you think of - but my answer is NO.

You do not have do defend every inch of you coastline. I simply can't see the reason why to do that. With or without the ZOC. With or without stacked or "simple" combat....

If an enemy continuesly annoys you - kill it (him/her if we are talking about MP/PBEM games).

Agathon is offline Agathon
Prince
Leafs 4TW!! - CPA
Dec 2002
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  Old Post 25-12-2003 14:31
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quote:
Originally posted by skywalker
Naval units can't move much faster without completely destroying naval combat. It just makes it impossible to defend a coastline.


It doesn't if ZOCs are reintroduced.

ThePlagueRat is offline ThePlagueRat
King
Insert banana to play...
May 2002
time: 06:32
  Old Post 07-01-2004 23:31
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quote:
Originally posted by wrylachlan

Note that in the terrain forum, they're already talking about allowing some types of terrain to take hp from units, like deserts and swamps, so if they did that, the basic code to make this idea happen would already be in the game.


If that ever is to happen, in which I doubt it will... your idea of the supply unit is great and should be brought along.
This supply unit could have a flags too, one indicating it's supply range, and another numbers of dependants. Then, such a unit could be upgraded improving these numbers...


Kuciwalker is offline Kuciwalker
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  Old Post 08-01-2004 04:00
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quote:
Originally posted by Agathon
It doesn't if ZOCs are reintroduced.


Yes it does. You want me to station a destroyer every three tiles? Plus, it would be easy enough to destroy one of those and then move in the REST of the fleet to attack, minus a battleship.

Childeric is offline Childeric
Settler
Meudon la Foręt, France
Oct 2000
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  Old Post 08-01-2004 04:25
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railways and zero-cost movement - in my opinion this has to go, it's not realistic at all (the R word ) and makes attack/defense too easy...

Kuciwalker is offline Kuciwalker
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  Old Post 08-01-2004 05:08
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There's another thread JUST for that, actually and everyone agreed with you

Straybow is offline Straybow
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Jan 1970
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  Old Post 08-01-2004 18:52 Visit Straybow's homepage!
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Actually, supply rules can fix the to-easy-to-conquer problem while leaving RR at no movement cost.

* Straybow copies old Civ3 Movement, Supply, Etc. List
* Straybow pastes here

Agathon is offline Agathon
Prince
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Dec 2002
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  Old Post 09-01-2004 00:59
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quote:
Originally posted by skywalker


Yes it does. You want me to station a destroyer every three tiles? Plus, it would be easy enough to destroy one of those and then move in the REST of the fleet to attack, minus a battleship.


I don't think it makes much of a difference. I'd think that lengthening the LOS of naval units would help, as would a more intelligent map generator that generated more Choke Points.

Kuciwalker is offline Kuciwalker
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  Old Post 10-01-2004 01:40
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Naval choke points?

(yes, I know they exist, but they don't generally have the effect we want)

Also, increasing LOS doesn't fix the problem of ships being able to launch an attack on an enemy coastline the same turn they leave port which is what would occur if we significantly increased naval moves.

wrylachlan is offline wrylachlan
Prince

Apr 2002
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  Old Post 10-01-2004 02:15
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A couple of points about Naval Movement/Combat:

1)The realism thing isn't really about the range of Naval movement so much as it is about the range of Naval movement vis a vis ground movement. Therefore another possibility would be to simply cut down on the ground movement. The problem there is that you can only cut down ground movement so much before it becomes unfun.

2) Movement is relative to the size of the world. So you could potentially keep the ground movement the same and double the naval movement, provided the world itself was double the size.

3) When you make the world larger, you're increasing the number of cities which would lead you into a greater micro nightmare.

4) However if you changed the optimal city placement in such a way that cities are less densely packed, you could increase the world size, keep the movement speed of ground troops and increase the naval movement.
-----
So in a convoluted kind of way, I think if you could encourage cities to be placed further away from each other, it would allow you to increase naval movement without some of the associated problems...

Bleyn is offline Bleyn
Warlord

Aug 2001
time: 21:32
  Old Post 10-01-2004 04:27
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I had a thought about a way to make scout/explorer units more useful and desirable in the early game. Have a movement penelty for moving into unexplored squares for regular units.

So a civ would have the following mapsquare statuses.

Unknown: Completely black. Here be dragons. No clue at all.

Unexplored: Squares that have come into the LOS of a unit, but your people have never travelled into the square. You can see something of what's there, but it's not mapped and the first unit to move through there is gonna go slow cause they don't know the best routes, watering holes, etc.

Explored: Been there, done that, got the tshirt and the stupid bumper sticker.

Of course, Fog of War would also be overlayed on this too. And any territory inside a civ's cultural borders would be automatically explored.

So in exploring with a regular unit, movement into an unexplored square would have an extra movement cost. But a scout/explorer unit would be exempt from the penelty. An early horseman with 2 movement might only be able to move at a rate of 1 through unexplored territory. A scout would be able to move at full speed everywhere.

In the early game scouts would be more useful. This could even be extended to the seas. If variable movement rates for water were implemented a form of this could be applied to water. Perhaps a transport with a scout onboard would gain the movement benifits of the scout.

Another potential aspect of this is in map trading. It could become a lot more useful with the increased informational benifits.

I was also thinking that perhaps map resources would only be revealed in explored spaces. Ie. if nobody's ever been there, no one will know that there's gold there, or oil or saltpeter.

I'm sure there's a lot more that could be done with the idea than I've outlined here.

Agathon is offline Agathon
Prince
Leafs 4TW!! - CPA
Dec 2002
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  Old Post 10-01-2004 06:17
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quote:
Originally posted by skywalker
Naval choke points?

(yes, I know they exist, but they don't generally have the effect we want)

Also, increasing LOS doesn't fix the problem of ships being able to launch an attack on an enemy coastline the same turn they leave port which is what would occur if we significantly increased naval moves.


But this isn't such a big deal by the time that railroads exist. I've said that I believe that all units other than marines should have a 1 turn penalty to their defensive score upon landing. This would enable the defenders to throw off the invaders easily unless they use marines.

This is what happened historically. Naval movement was an advantage up to the invention of the railroad.

And as for your worries about defending against naval attacks. You are looking at it from the wrong direction. You don't defend your own coastline if you have the superior navy, you park up a stack of ships outside the other guy's ports or at choke points which close off his ports to the greater ocean.

This is exactly what Great Britain did to Germany in both World Wars and what Nelson did to the French.

Agathon is offline Agathon
Prince
Leafs 4TW!! - CPA
Dec 2002
time: 00:32
  Old Post 10-01-2004 06:24
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And another thing. Anyone who ever played the "Red Stom Rising" boardgame knows how effective air interdiction can be.

I propose that tactical aircraft be assigned an additional mission capability, the capability to interdict certain squares (or hexes if Firaxis does the decent thing).

So say I want to keep my enemy from leaving or entering a certain square (naval interdiction can be much more expansive - 9 squares). I assign a fighter or stealth fighter to the square. An enemy moving into, or attempting to move out of, the square suffers an attack. The attack is modified depending on the terrain and the unit type (mechanized units are harder to interdict and steath units are better at interdicting [smashing bridges etc.]).

Three things can then happen. (1) The interdiction fails; (2) The Interdiction fails, but the enemy unit suffers damage; or (3) The Interdiction succeeds and the enemy unit is prevented from entering the square and loses all its movement points for that turn.

wrylachlan is offline wrylachlan
Prince

Apr 2002
time: 05:32
  Old Post 10-01-2004 07:07
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Bleyn
That's a friggin great idea!

Kuciwalker is offline Kuciwalker
Emperor
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Feb 2001
time: 00:32
  Old Post 10-01-2004 07:13
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quote:
So in a convoluted kind of way, I think if you could encourage cities to be placed further away from each other, it would allow you to increase naval movement without some of the associated problems...


You forgot one

5) Ensure continents are (usually) placed far enough apart that it takes at least two turns to launch from port and attack the enemy coastline.

Kuciwalker is offline Kuciwalker
Emperor
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Feb 2001
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  Old Post 10-01-2004 07:21
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quote:
Originally posted by Agathon


But this isn't such a big deal by the time that railroads exist. I've said that I believe that all units other than marines should have a 1 turn penalty to their defensive score upon landing. This would enable the defenders to throw off the invaders easily unless they use marines.

This is what happened historically. Naval movement was an advantage up to the invention of the railroad.

And as for your worries about defending against naval attacks. You are looking at it from the wrong direction. You don't defend your own coastline if you have the superior navy, you park up a stack of ships outside the other guy's ports or at choke points which close off his ports to the greater ocean.

This is exactly what Great Britain did to Germany in both World Wars and what Nelson did to the French.


What if your navies are about equal? What if you want to prevent a surprise attack? Are you saying I should make a pre-emptive strike?

Oh, and the thing about Marine defense - if you haven't noticed, in C3 at least they have a defense of six. By the time they come around the other side will have Tanks, attack 16. And giving Marines sufficient defense to withstand an attack unfortified in open terrain would make them possibly the most powerful unit in the game. Plus, as they are now, even -1 defense Infantry are better defenders

Oh, and finally, you're never going to attack an empty coastline with Marines - the whole point of them is to attack units directly from a transport, which most of the time means cities (the basic unit of territory in civ, so it works out).

Agathon is offline Agathon
Prince
Leafs 4TW!! - CPA
Dec 2002
time: 00:32
  Old Post 10-01-2004 07:31
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quote:
Originally posted by skywalker

What if your navies are about equal? What if you want to prevent a surprise attack? Are you saying I should make a pre-emptive strike?


Well then, you take your chances and blockade. This is just like the real world - so what's your point?

If you want to prevent landings, use naval bombers to interdict (my other suggestion).

quote:
Oh, and the thing about Marine defense - if you haven't noticed, in C3 at least they have a defense of six. By the time they come around the other side will have Tanks, attack 16. And giving Marines sufficient defense to withstand an attack unfortified in open terrain would make them possibly the most powerful unit in the game. Plus, as they are now, even -1 defense Infantry are better defenders


I'm suggesting they be changed and that the penalty be much more than -1. A naval landing ensures that your troops are vulnerable, the game should recognize that.

quote:
Oh, and finally, you're never going to attack an empty coastline with Marines - the whole point of them is to attack units directly from a transport, which most of the time means cities (the basic unit of territory in civ, so it works out).


That's why I favour morphing them into a general naval assault unit. They gain a bonus for naval assaults and a defensive bonus for holding beachheads. The aim is to make naval invasions more realistic.

Kuciwalker is offline Kuciwalker
Emperor
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Feb 2001
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  Old Post 10-01-2004 07:44
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quote:
Well then, you take your chances and blockade. This is just like the real world - so what's your point?

If you want to prevent landings, use naval bombers to interdict (my other suggestion).


How would you do this exactly? If they can launch and attack in the same turn, you CAN'T interdict without declaring war.

quote:
I'm suggesting they be changed and that the penalty be much more than -1. A naval landing ensures that your troops are vulnerable, the game should recognize that.


Not vulnerable to the extent that Marines are - given their defense, if they are your best bet for holding a beachhead, the cost in shields will be so high as to make it pointless in the first place. OTOH, giving them the defense to make this worthwhile would make them unbalancingly powerful.

quote:
That's why I favour morphing them into a general naval assault unit. They gain a bonus for naval assaults and a defensive bonus for holding beachheads. The aim is to make naval invasions more realistic.


Then you'll have to change the entire focus of civ. The basic unit of territory in civ is the city. All other attacks are focused on taking cities (or taking out resources); so should attacks with Marines.

Agathon is offline Agathon
Prince
Leafs 4TW!! - CPA
Dec 2002
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  Old Post 10-01-2004 07:56
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quote:
Originally posted by skywalker
quote:
Well then, you take your chances and blockade. This is just like the real world - so what's your point?

If you want to prevent landings, use naval bombers to interdict (my other suggestion).


How would you do this exactly? If they can launch and attack in the same turn, you CAN'T interdict without declaring war.


Of course you can't interdict when you aren't at war. Generally surprise attacks are just that. One remedy is to prevent an opponent from moving troops into coastal squares without declaring war and have aircraft on overwatch protecting your coasts.

quote:
quote:
I'm suggesting they be changed and that the penalty be much more than -1. A naval landing ensures that your troops are vulnerable, the game should recognize that.


Not vulnerable to the extent that Marines are - given their defense, if they are your best bet for holding a beachhead, the cost in shields will be so high as to make it pointless in the first place. OTOH, giving them the defense to make this worthwhile would make them unbalancingly powerful.


Not if the defence bonus only occurs for that one turn. Think about it. You unload a stack of marines who hold the beachhead. Any units that land on that beachhead in subsequent turns do not suffer a penalty as long as you have units there. The troops holding the beachhead effectively hold open the supply route.

quote:
quote:
That's why I favour morphing them into a general naval assault unit. They gain a bonus for naval assaults and a defensive bonus for holding beachheads. The aim is to make naval invasions more realistic.


Then you'll have to change the entire focus of civ. The basic unit of territory in civ is the city. All other attacks are focused on taking cities (or taking out resources); so should attacks with Marines.


But the way it works now it is easier to dump a huge stack of heavy armour onto an adjacent tile and then motor into the city on the next turn. That's why no one uses marines - it's easier to attack a city from land (since armour has a higher attack rating).

As it stands you can mass a huge invasion force on someone else's territory with no penalty. But historically there is a penalty to pay for a naval assault, whereever that assault takes place. After all D Day did not take place against a city, yet it was a militarily precarious operation.

Kuciwalker is offline Kuciwalker
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  Old Post 10-01-2004 08:38
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quote:
Not if the defence bonus only occurs for that one turn. Think about it. You unload a stack of marines who hold the beachhead. Any units that land on that beachhead in subsequent turns do not suffer a penalty as long as you have units there. The troops holding the beachhead effectively hold open the supply route.


You never mentioned a defense bonus, just a penalty for non-Marine units.

quote:
But the way it works now it is easier to dump a huge stack of heavy armour onto an adjacent tile and then motor into the city on the next turn. That's why no one uses marines - it's easier to attack a city from land (since armour has a higher attack rating).


Many, many people in the C3 forums beg to differ especially Theseus.

quote:
As it stands you can mass a huge invasion force on someone else's territory with no penalty. But historically there is a penalty to pay for a naval assault, whereever that assault takes place. After all D Day did not take place against a city, yet it was a militarily precarious operation.


They were also attacking enemy troops. They didn't land on an empty beach. If they had, they would be vulnerable, because unfortified defenders, especially in the late industrial and modern eras, are MUCH more vulnerable. Thus, the stack is vulnerable.

wrylachlan is offline wrylachlan
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  Old Post 10-01-2004 21:50
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What about making Marines super-troopers but upping their cost so that it just isn't economically viable to build more than you need to take a certain beach head?

Also, the more I think of it, the more I like the idea of a "shoals" type water tile that makes it so you can't land there. That would allow the defender to concentrate its forces on the "likely" landing spots.

Another posibility - we've talked in other threads about giving certain tiles a percentage chance of taking hp. What if ocean tiles have a percentage chance of using up an extra movement point. This wouldn't be too agrivating on a single ship, but when you are trying to move a whole invasion fleet, it would tend to string them out. That would force you to regroup before you actually launch the attack. To add to that, there could be a smaller percentage chance that you are"blown off course": if you want to go due E, there is a percentage chance that you go SE or NE.

Why would I want to force them to regroup? Because it allows you to increase there overall movement rate without runnning into as much of the leave port and attack on the same turn issues.

Kuciwalker is offline Kuciwalker
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Feb 2001
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  Old Post 11-01-2004 07:14
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quote:
Another posibility - we've talked in other threads about giving certain tiles a percentage chance of taking hp. What if ocean tiles have a percentage chance of using up an extra movement point. This wouldn't be too agrivating on a single ship, but when you are trying to move a whole invasion fleet, it would tend to string them out. That would force you to regroup before you actually launch the attack. To add to that, there could be a smaller percentage chance that you are"blown off course": if you want to go due E, there is a percentage chance that you go SE or NE.


Can you say "pain in the @ss"?

Bleyn is offline Bleyn
Warlord

Aug 2001
time: 21:32
  Old Post 11-01-2004 07:46
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One thought on the Marine vs. Armor question re. naval assault.

How about disallowing certain unit types from even landing outside harbored cities where they can unload. It would be realistic for mounted, wheeled and mechanized units to be limited this way.

Basically allow only foot units to land on beaches at all. The Marine amphib assault ability could also be made more worthwhile by giving them an attack bonus when attacking that way. So maybe they are an 8 in a regular attack, but a 12 in an amphib attack to represent their extra training and focus on this sort of warfare.

One effect of this in the modern era is that if one fully upgraded all of ones ground combat units, the Marine or the Paratrooper would be also be the only combat units able to hit the beaches. Mech. Inf. and Modern Armor would both be mechanized and not able to land that way. The only other option would be to not upgrade some of ones Infantry to Mech Infantry.

Something else that could also be included in this is a modern terrain improvement that acts like a harbor for unit landing purposes. With this an invader would have two options.

1. Land amphib/foot units and attempt to take a city that could then be used to land the heavy hitters.

2. Land amphib/foot units to secure a beachhead while workers/engineers build harborages to allow further landings.

This would also be somewhat realistic as those are exactly the options the D-Day invasion planners had. And ultimately they ended up going with option 2 and the brilliantly concieved Mulberries. The D-Day invasion troops were for the most part acting as Marines, and the majority of the armor did not land until the Mulberries were completed a few days later.

This simple restriction would also make the Paratrooper more appealing in certain variations of this situation also. Which would be nice.

POTUS is offline POTUS
Prince
How could I possibly not have a Mozambican flag, I mean, what other country has an AK-47 on their flag?
Jul 2003
time: 21:32
  Old Post 11-01-2004 09:44
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But, many tanks and APCs are amphibious.

rendelnep is offline rendelnep
Prince
out in the boonies
Jun 2002
time: 17:32
  Old Post 11-01-2004 17:25
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How about changing the storms system so that your ships won't destroyed instantly but damaged minorly say 1-2 hp. Enough to destroy an inexperienced ship or one that has been weakened from previous battles. More spanish armadas and less othello with the anticlimax where the turkish fleet got destroyed by the storm

Kuciwalker is offline Kuciwalker
Emperor
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Feb 2001
time: 00:32
  Old Post 12-01-2004 00:43
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quote:
Basically allow only foot units to land on beaches at all. The Marine amphib assault ability could also be made more worthwhile by giving them an attack bonus when attacking that way. So maybe they are an 8 in a regular attack, but a 12 in an amphib attack to represent their extra training and focus on this sort of warfare.


This was added in C3C a 25% attack bonus when attacking amphibiously

quote:
But, many tanks and APCs are amphibious.


Yes, the ones used by the Marines. Those amphibious tanks and APC's are part of the Marine unit. The units represented by Mech. Infantry and Modern Armor are not amphibious.

Last edited by Kuciwalker on 12-01-2004 at 06:13

TheBirdMan is offline TheBirdMan
Emperor
A real Master of CTP-PBEM - together with all the others.....
Sep 1999
time: 05:32
  Old Post 12-01-2004 01:13
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Ohh "dear" Skywalker.

I might have misunderstood the whole idea with this forum.

I had written a long mail, arguing, making things clear, telling you something. - well, now I have deleted it, even before I made it public...

You are an Ironhead - a Cato - A "BonI". You will and do not accept changes to what you think know is the best.

I thought, that this should be the place to come with ideas, suggestions... anything.... for an open discussion.

But you returns with arguments like:
It is not what a CIV-game should be
I like railroad all-over the map
Sid Maier didn't want it what way
CIV2 did it just the right way
CTP sucks
CTP2 sucks even more
...

I do not write, that I am pulling away from this forum just because - I am not - but I will just tell you, that you are more conservative than even the most concrete-communist from the old SovietUnion......

 
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