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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:33
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I hate eras.
There's no reason to tie one discovery in one area to another totally unrelated one.
Incas had Astronomy without having iron working. A landbound civ should be unable to develop sailing techs but be able to progress in other areas. Why should they have to research navigation when they live in a desert? Just so they can research gunpowder? What's the rationale there?
As far as graphics are concerned, civ2ToT changed graphics when certain techs were discovered (invention for instance), so you don't need eras to change graphics.
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Spiffor
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CPA - Evil Clone brigade
Nov 2001 time: 06:33
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LDiCesare and Paddy:
I think we should not ditch the era system too quickly. In Civ3, the idea hasn't been used at full potential, as it only served to change graphics and dumb down the tech tree. But there could be good things from having Eras, if the main problem (lack of technological flexibility) is adressed.
The obvious idea that comes to mind is for the setup of quick games. Since Firaxis is now trying to make it possible to play 2-hours long games, more elements from Age of Empires-like games could be used for the fast player. With eras, it makes it possible from the setup of the game on what techs will be immediately available (let's say I want fast action with Tanks, I'll start a game from "modern era" on).
Don't get me wrong, I'm no saying I like fast games, I way prefer the epic ones. But a part of the audience does like short games, so eras are valuable to them.
Another idea could be to tie some gameplay features with an era. Maybe "enslave" units could only work during ancient times, or maybe you get a small production bonus from being in the modern era... I don't have any precise ideas, those are just (lousy) examples of how an "era" could have a real impact.
Your hate of the era system comes from the fact it was badly used, it was purely tech-related, and it forbade you to research techs as you wanted. If this limitation can be lifted, then I think the era system can do more good than harm.
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Fosse
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U.S.A.
Mar 2002 time: 23:33
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The era system was bad because it was poorly used, purely tech related, and forbade you from researching as you wanted, true. However, it was also a bad idea.
Everything that you suggest the era system could do, Spiffor, can be done without it. Does Firaxis want to make starting in the modern age an option? They can just select the techs that everyone has during "Modern Start." "Enslave" can work not depending on the era, but on whether or not certain techs have been researched, or milestones reached.
With eras we will always face the problem of one tech per age leading to all or none of the first techs of the next age. History has never ever sliced itself into neat little categories for us, so that the people can say, "Alright, now it's the industrial age... guess we should go about researching industrialization, huh?"
A well designed tech tree is the way to go; eras should place in a good Civ.
One vote, No.
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Fosse
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U.S.A.
Mar 2002 time: 23:33
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Commrade Tass has a good point.
But even if we agree that anacrhonisms are bad... eras are a terrible way to keep things "right." Especially seeing as this can be done with a carefully crafted technology tree. Certain beelines should probably be impossible, I'll grant you that, but the way to do that is to build a tech tree that naturally prevents certain techs from coming about at the "wrong" time.
There is some discussion in the List - Technology thread about enabling techs, which would be researched independantly of the player control (or not) and allow access to the appropriate advanced technologies.
Even sticking with a Civ 2 style tree though, a well made tree will be better than the artificial slicings of the Era system.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:33
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quote: With eras, it makes it possible from the setup of the game on what techs will be immediately available (let's say I want fast action with Tanks, I'll start a game from "modern era" on). |
You could have a setup "start with how many techs?" (pick a number between 2 and many) and let each civ pick their techs as they would have done had they researched them in-game.
quote: to tie some gameplay features with an era |
It's easier to tie this to a tech. CtP2 ties slavery to 2 techs and a wonder for instance. After the wonder is built, noone can use slaves anymore for instance. Techs are simply more versatile than eras. In fact you could have eras in a civ2 tech tree: Just make this era tech require all techs before it (civ2 limits this to 2 requirements but adding intermediary sub-era techs would allow to have more), and is a prereq for all the following techs. Thus eras are not a new feature but a limitation of the existing system.
quote: they kept you at a pretty unanachronistic level of tech |
That's wrong. They kept you at an unachrnonistic (eek, what a word!) level of tech from a European point of view. As I said, from an American point of view (Inca) it didn't necessarily make sense. Incas knowledge of mathematics was superior to European Middle Age equivalent. Yet Astronomy is a middle age tech that Incas who didn't have iron working (antiquity) couldn't purchase in civ3. Eras cause anachronisms.
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Harrier UK
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I voted yes.
For mod makers the ability to have extra eras is a must have.
We need at least two more, or three if we want a futuristic era.
The first two ages could easily be split into two extra eras.
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Fosse
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U.S.A.
Mar 2002 time: 23:33
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The problem I have with eras is that every single argument for having eras can be implemented without them, and they cause their own problems.
Part of why Civ 3 research is the same most times is the era system... you can't try out a new beeline or go for a vastly different strategy. Want to avoid military altogether and focus on infrastructure? Too bad, finish your era first. Want to research monotheism? Hope you know Construction. How much sense does that make?
Every good thing eras could give you - different graphical looks, mod possibilities, ANYTHING - can be provided more elegantly wihtout eras.
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Jaguar
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Montgomery County, MD
Apr 2000 time: 00:33
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We could make a pretty cool hybrid system. How does this sound?
1. The science advisor looks the same, but instead of 4 screens, you can scroll horizontally to reveal more of the tech tree.
2. Dotted lines are drawn where the new eras come. However, the techs from one age are regular prerequisites for the techs from the next. For example, Flight is required for Rocketry, but not Ecology.
3. Once you have as many techs from the next age as you are missing from your current age, you advance to the next era, city art changes, leaderheads get new outfits, etc. For example, a civ missing three ancient techs that knows three medieval techs will be in the medieval era. However, a civ missing two ancient techs that only knows one medieval tech will still be in the ancient era.
What do you guys think of this?
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:33
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But what does your hybrid system provide?
Different graphics? Civ 2 ToT has that.
What else? There's been no proposal. The only thing I can think of is RoN-like: If you qualify for an area, you can research it, and it will let you build new units or reduce the research cost of the associated techs. This could make sense, but you would have to research the era the way you research techs.
About anachronims:
Let me point it again:
ERAS CAUSE ANACHRONISMS
Examples:
-India has never developped Monotheism. Are they stuck in the Middle Ages?
-Incas had better than Middle Ages Astronomy and no iron age. There's no way civ3 can model this.
Anachronisms can be avoided by a good tech tree. The era system is just a way to hold the tech leader down and let other civs catch up a bit, to prevent the player from choosing the tech they want. In one word, it limits the player's options without providing anything.
Ditch it.
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Fosse
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U.S.A.
Mar 2002 time: 23:33
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quote: Originally posted by Spiffor
You are stuck in believing that eras are doomed to be the rigid frame they were in Civ3. Well, we're talking about Civ4, and we can hope they'll learn from Civ3's mistakes. |
I agree with this statement, but the idea of eras is a poor one to Laurent and me. Unless it is shown that people mean something besides "a system that forbids you to research early techs in one age until you've finished all of the 'requierd' ones in the previous," I will be against them. This hasn't been done yet on this forum.
They bludgeon any finesse out of the technology game, giving us several inferior tech trees in the place of one better one.
The "hybrid" system that's been mentioned seems to be simply some graphics on the tech tree, which I can hardly oppose as it really isn't "eras." It keeps the concept of different eras to be strictly a mood, and leaves them out of tech requirements entirely. This means a good tech tree with reasonable prerequesites is still needed, so it's fine by me.
Because a good tech tree can be made without eras, putting them in will only serve to dumb down the tech tree.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:33
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Noone has explained what an hybrid system was.
In Clash, when you advance in tech, the graphics of a unit can change (e.g. the Siege Engine unit will turn from a ballista graphics to a trebuchet and then a mangonel as siege tech increases). In Civ(1) when you research certain tech, your advisor graphics and city view graphics change. So you don't need eras to change graphics. If you call a tech 'Middle Age', you can have all the effects you want.
So what should be the effect of eras?
-Preventing people from researching techs (civ3): I think it's bad.
-Changing graphics: Techs can do the same.
-What else?
If you want to promote a hybrid system, please fill in the 'what else' clause. Please suggest things that can't be done by a civ2/ctp2-like tech system. I'd like to see how an era can do things a tech can't. You could very well represent Renaissance as a tech. Middle Ages doesn't make as much sense, though.
Here's a suggestion (again): Use eras as Meta techs. Discovering an era would let you have lower costs in the corresponding era tech. This would show the 'synergy' between techs that are not related, thus penalising beelining without hardly preventing them.
What else couldn't be accomplished through techs?
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:33
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I forgot one role for the eras:
To show a nicer tech tree.
This can be achieved by organising the techs into groups (eras) wihtout requiring the same 'get all techs before you can continue' thing.
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Fosse
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U.S.A.
Mar 2002 time: 23:33
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Not completely related... Having the whole tech tree available to look at as part of the game always was jolting to me. It never sat well.
Thinking about it in a role-play or realism point of view... you would research what is available to you now, rather than in order to get something 1000 years from now.
I know, I know... we would all plan ahead in previous games, and someone would make an Excel file with the tree, etc. Besides, I'm a little off topic. *sigh*
Happy New Year's.
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mrmitchell
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I'm sorry, but I had not choice but to vote "Yes", because my little puny mind cannot simply take so many techs as a whole. I'm sure that most of the purchasing population is the same.
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