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Brent
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Re: StefanJ
You can send settlers beyond communication range but you lose control over them. They find a place to build a city, which goes completely on Governor. Maybe it can build settlers to establish more cities or maybe not. When communication range reaches them you regain control, at first at least. You need skill to keep them. You can send settlers beyond communication range on ships too. Maybe it's a big risk whether they survive the voyage, but there can be big rewards if they do and you can regain control.
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Brent
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Tailoring the Game
Be able to enter in the desired game length and have the game make suggestions for pregame options. The game can take into account game lengths and options for games you've previously played. It can also scale research and build times for you, and movement rates.
Have the game make suggestions during setup based on the options you've chosen so far, like which civs would be good rivals for the one you're playing as based on history and game characteristics. Let it make suggestions concerning number of civs and terrain.
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$TaLuHgPad
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ex-USSR
Jul 2004 time: 07:36
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But how could be this trade's conception made in game ?
Every respected Diethy conqueror wages war with everyone. So you wouldn't be able to get resources ?
Well, the ansewer is based on my 5th advanced trade subjects idea.First , as I plan another idea of multi-state's system (100 or more) , all those states (big and small) would be trade subjects (those , who with you can trade). As well as ... traders ! There wouldn't be caravans and supply trucks anymore - there would be independent traders (well, how much they are "independent" depends from your government system).So , if you want to buy or sell some resource , you go to the Global Market , where all offers and demands are displayed (excluding those , who come to those countries, who you are in war with).
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$TaLuHgPad
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ex-USSR
Jul 2004 time: 07:36
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As our population is not a cosmopolitan robot-head , but is personalized , it has it's own demands. For example , to make it's own nationalist state or to make a democratical revolt against "cruel monarchy".Or to make a communist revolt in "capitalist empire". That is how my 7th political idea was born !
The idea is based on some sub-ideas :
1.Multistates idea.You start on a POPULATED world with 50-100 tribes.But you will choose only 7-8 main nations (like in "European Universalis"), who will actively develope.All others are just tribes whose business is only protect their home.
Every tribe has it's own special units , techs (CONNECTED to global tech tree) and buildings.
2.Demand system. As every society developes , it has some demands ,depending on a row of factors .In case you do not satisfy all their demands , some of them become unlucky (in case of X% of unluck , city revolt happens, in case of Y% of unluck, revolution happens).If you satisfyu them , than Patriots ("happy" citizens) occure (if you make from them units , they gain Veteran status , if they become traders , they trade in your interests).
3.Developed government system. You can choose between row of government types (fundametalism, commnunism , etc) , between administrative types (federalism of unitarism) , and you can write constitution.
Depending from your government type , you would have some rights (like resettlement under nazism and communism or jihad proclomation under fundametalism). To support your system and crash enemy's , PROPAGANDA is required.
NOTE ! For every tribe suits and doesn't suits some governments (e.g. 4 Europeans - Social-Democracy is good , for Russia - absolute monarcy or communism is good, for Arabs - fundametalism).
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Brent
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Idea 5: 100ish civs would be good, but I would like to have Caravans again.
Idea 6: For the purposes of this game, I think we should be in control of things like the professions of our citizens. I do like the idea of each citizen having a nationality, a religion, and a profession, and more.
Idea 8.1: I'd like to be able to build more than one temple in the same city, but would there still be cathedrals or would their effect change?
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$TaLuHgPad
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ex-USSR
Jul 2004 time: 07:36
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Brent ,
1.Well, in reality STATES didn't make Caravans - caravans made free traders like Marko Polo. Of coure , it is much harder to release this idea in game , but there is no light ways ! Per Aspera ad Astra ! 
2.Our control of the professions should be depended from the government type. E.g. HOW can you FORCE someone to have some profession under modern democracy ? And how you would be able to make a hi-tech scientist in poor 3rd World states ? I think it is better to make a "population AI" , who will generate more or less useful professions , so you wouldn't have worry about that.
8.1. I think that every propagandical building (like cathedrals) should make a "propaganda points" - kinda resource , like electricity in Red Alert (you can't use it but from it's size depends something). Of course , the more cathedrals\temples\colloseums you build, the more propaganda points (and ,as a result ,less unhappy and more happy citizens) you have.
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Brent
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Re: Professions: fair enough.
Re: City Patterns: could be good.
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Max Sinister
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Hey, I've got ideas too! So they should hire me too!
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Elephant
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Phila PA
Aug 2002 time: 00:36
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How about a "historical replay" function where once you have quit or won you can watch the game replay from the beginning (without black areas) with stop and zoom abilities? It could become a way to show others what you accomplished, and watch the AI reactions to your moves.
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Max Sinister
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? How do you mean that? I mean, we have it in Civ3 already... (BTW, I liked it too)
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centimetre
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Not sure if this has been mentioned
When a City is managed by the Governer there should be an option to switch to building a Worker if the city will lose a Citizen due to low food. There should be 3 options, Automatically Switch, Prompt or No Action.
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Brent
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looks like a good idea.
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