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Trifna
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of anchovies
Jul 2001 time: 13:32
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[STILL IN DRAFT]
Introduction
FILL IN
Thanks! -List Threadmaster Trifna
Summary
FILL IN
The Ideas
Historical part to the garbage, easily changed Civpedia by the editor
Forget the historical stuff about units. Most people never read it and it doesn't enhance gameplay. Make it easy to generate Civpedia entries IN THE EDITOR.
Kuciwalker
Keep the historical part, help by changing Civ 3's "dreadful" editor
I really enjoy reading the stuff that is "unimportant" when you only consider gameplay issues. I understand that most people creating scenarios or mods don't do it, but I definately want all the text in the Civilopedia that comes with the game.
[...]
Now this is really simple, by adding a small feature to the editor. Namely an option for the editor to automatically make empty entries in the Civilopedia and/or to take over civilopedia entries from other related things [...]. This way if I don't want to mess with those entries, I don't have to. In fact, all the required work related to adding something into the game should be done by the editor [...]. What I would get is a feature added to the game and some empty space in the text file(s), that [one] could fill if need be.
Modo44
A "?" to click on and point at elements, fan participation
I propose that somewhere at the top of the screen there would be a litte interrogation mark to click on. If you click on it, there will be a bunch of very visible interrogation marks each place on the present screen you can get a little text explaining how it works, what it is and everything that's nice to know. This would help many, without even bringing the need of a complete tutorial (though a tutorial can always be nice, and it could use the information put with this interrogation marks system).
The best of all would be if Firaxis would do exactly as they did with fans' maps and incorporate them in patches, or even from the beta to the final version. So some information would have been brang by fans and Firaxis would chose what they bring in.
Trifna
"Hovered on" information
I also think that there should be, in the options tablet, a checkbox that when clicked, will cause the mouse button (when it's hovering over an object) to describe the object in a short description
DarkCloud
Improved file save/retrieve
Would it be too much to ask to slightly improve the file save and file retrieve dialog boxes?
I feel like I'm back in Windows 3.x with the spartan [...] file operation box.
What I would like to see is a page ripped from Microsoft's book on this. First, make the box a little bit bigger. If I'm doing some file operation, go ahead and cover most of the screen. It's not like I'm playing the game while opening/closing a game.
Second, I need to see some properties information displayed regarding my file saves. A small thumbnail of my map would be nice. Also, some information like:
-when was the file created (game started)
-date last saved
-how many civs active
-current scores/perhaps a histograph?
-whether the game is SP, MP or PBEM
Speaking of PBEM. Could a seperate interface be developed for keeping MP and PBEM games organized? I create seperate folders, but I think with minimal effort, a little nicer front end could be developed to make it easy to store, organize and launch games.
One last thing...the manual makes it a point to say that it doesn't store email addresses. This is a pretty simple thing that would help the player tremendously.
Shogun Gunner
Using the standard Windows open-file box
Why not use the standard Windows open-file box, with an extra part to display some info about the actual savegame you have selected?
Kuciwalker
Mini-map, and opening a game in one click
A mini-map thumbnail is essential.
I'd also like a way to open games with one click from the main menu.
MattH
For a printed manual
The manual should be printed, not digital! I find it much nicer to be able to paw through actual paper.
MattH
Being able to pause at any time
Be able to pause the game in the middle of anything it's doing to look at settings, etc. When it's cycling through automated or AI units. Be able to change orders in the middle. Be able to more easily observe what the AI is doing before it's finished.
Brent
Rainbow bar: simple/efficient multi-factor management
Sometimes many factors sum up to affect a single aspect (such as a city's mood with positive/negative factors, economic income/outcome...).
I propose the "raibow bar" as an interface tool.
What counts is the total bar, which is composed of each factor which has its own color. What counts is the sum of each part (with its color) of the bar forming the the whole "rainbow bar" (containing each color). When it reaches a certain line, you get unrest for example. This bar coult be on the city screen and everywhere needed.
One question is how to include the negative part (since there are positive factors, but also negative ones). Possible way: the "negative" bar just under the "positive" bar starting from the right side of the positive, the left end of it being where the line of your current situation is drawn (affecting the given aspect).
Trifna
Less imperfect city management to worry about
Let's say you've got 18 food and the city produces 3/turn and you need 20 that it grows. What if they skipped the extra turn, let the population grow immediately and put the remaining 1 food in the container?
Max Sinister
Conclusion
FILL IN
Respectfully Compiled- Trifna
Last edited by Trifna on 23-01-2005 at 08:21
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DarkCloud
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of Lists
Jul 2000 time: 05:32
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quote: Forget the historical stuff about units. Most people never read it and it doesn't enhance gameplay. Make it easy to generate Civpedia entries IN THE EDITOR. |
Actually, I read it and always learn new things that I never knew before.
In addition, it creates extra appeal for the game since people can always pass civ off as an 'educational game' 
***
However, I do agree with users being allowed to manually edit the civlopedia! In essence we could craft our own scenarios and own histories if we wanted to completely remod the game (remember the star wars mod for civ II and teh complete redesigns where someone went into the source and messed with the civlopedias...) well this way, the civlopedia could be more easily edited ushering in a renaissance of mod development 
***
I also think that there should be, in the options tablet, a checkbox that when clicked, will cause the mouse button (when it's hovering over an object) to describe the object in a short description
(IE: if it's over plains- it says "Plains +1 Food" and if the player double right clicks, then (s)he can discover more information about the terrain, or city...) In addition, the highlighting can be quite helpful if the interface uses strange images instead of words (like CTP) for its icons.
And there should be additional options for the "Help" boxes-
The player could turn off the Interface Help (telling the player what plains is, etc) or he could turn off the City Screen Help (turning off the descriptions of what a rioting man is) or he could turn off the Game Help (which would turn off the highlighting on strange icons that represent "Top 10 Civs" etc.)
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Shogun Gunner

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Potomac Falls, Virginia
Oct 2000 time: 00:32
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Something that has bugged me a little recently.
Would it be too much to ask to slightly improve the file save and file retrieve dialog boxes?
I feel like I'm back in Windows 3.x with the spartan (see I worked a Civ term into a Windows issue, aren't I clever ) file operation box.
What I would like to see is a page ripped from Microsoft's book on this. First, make the box a little bit bigger. If I'm doing some file operation, go ahead and cover most of the screen. It's not like I'm playing the game while opening/closing a game.
Second, I need to see some properties information displayed regarding my file saves. A small thumbnail of my map would be nice. Also, some information like:
-when was the file created (game started)
-date last saved
-how many civs active
-current scores/perhaps a histograph?
-whether the game is SP, MP or PBEM
Speaking of PBEM. Could a seperate interface be developed for keeping MP and PBEM games organized? I create seperate folders, but I think with minimal effort, a little nicer front end could be developed to make it easy to store, organize and launch games.
One last thing...the manual makes it a point to say that it doesn't store email addresses. This is a pretty simple thing that would help the player tremendously. My Kodak digital camera software allows me to send files right from the software picture viewer. I should be able to send saved games just as easily. If Kodak can do it, so can Atari/Infogames/Sid Meier/Breakaway Games... or whoever is making the game now. 
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Brent
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I strongly agree with Shogun Gunner and MattH. I agree and disagree with Kuci. I don't want to be able to easily lose the prepackaged pedia, but I want to be able to turn it off, or portions of it, and/ or easily make entries in the Editor. I want a complete tutorial. I want the pedia to be educational, even though I never use it that way, and it would be nice if you could learn more of value from actual gameplay.
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Brent
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Pausing Anytime
Be able to pause the game in the middle of anything it's doing tolook at settings, etc. When it's cycling through automated or AI units. Be able to change orders in the middle. Be able to more easily observe what the AI is doing before it's finished.
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Trifna
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of anchovies
Jul 2001 time: 13:32
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Most Civ3 players would not look at every single factor, except if they are streamlined and can easily be seen somehow.
Sometimes many factors sum up to affect a single aspect (such as a city's mood with positive/negative factors, economic income/outcome, corruption with positive/negative factors, diplomatic situation...).
For that, I propose the "raibow bar" as an interface tool.
What counts is the total bar, which is composed of each factor which has its own color. What counts is the sum of each part (with its color) of the bar forming the the whole "rainbow bar" (containing each color). When it reaches a certain line, you get unrest for example. This bar coult be on the city screen and everywhere needed.
One aspect that needs to be looked at is how to include the negative part (since there are positive factors, but also negative ones). Possible way: the "negative" bar just under the "positive" bar starting from the right side of the positive, the left end of it being where the line of your current situation is drawn (affecting the given aspect).
This seems like the "simple and efficient" that can be included, while permitting to incorporate some multi-elementary composed effects.
Last edited by Trifna on 04-12-2004 at 07:18
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civroman
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This isn't really a reply to what is being talked about, but I feel it fits the thread well.
When I play civ I always check what tiles are being worked in every city on every turn. A little redundant (but neccesary imo) in civ1 for SNES. Then civ2 comes along with the greatest thing since sliced bread...you can click on the city in the city management screen and it resests all you citizens to the most productive tiles!!! Pure genius.
Well, along comes civ3 and I'm expecting it too contain an invaluable tool... Lets say you got three citizens in a city and when you click on the city to let the computer decide what tiles to work. Well it just so happens there are two wheated floodplains in the cities radius. So the computer desides to make two citizens work the wheated floodplains, and of course the third citizen works the city square(let's assume that no other tiles are in the city radius that computer thinks is better than the two wheated floods). Well, a couple of turns pass and you only need one more food to increase in population. I think when you click on the city in the city management screen the computer should know that you only need one food to grow and drop one of the flood plains for a tile that is either production or commerce heavy. In other words the computer should know how much more food or shields are need to either increase population or complete the next project, whatever the case maybe. This is one of my biggest pet peaves.
If anyone can offer there opinion on this it would be much appreacitated. Thanks!
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Max Sinister
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Couldn't that problem easily be solved if they just did it this way: Let's say you've got 18 food and the city produces 3/turn and you need 20 that it grows. What if they skipped the extra turn, let the population grow immediately and put the remaining 1 food in the container? By this way, you don't have to worry about imperfect city management and have less work.
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