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Dauphin
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Caught in a tuna net
Jan 1970 time: 05:36
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quote: Americans are going to be the majority of people buying the game. As an American, I would like to see Civ IV succeed and I think it can best do that by expanding what it has to offer to its customers. |
I agree with this in principle. This is a game that needs to sell, and as the US is presumably the largest target audience, and is the country of the game developers, it is going to have americo-centric overtones. Most notably in the late game.
quote: Originally posted by orrery
Also, with the United States as dominant as it is in today's world, I feel that such additions could help the world understand those things which make the United States the greatest Union on earth. |
The American "look at us aren't we great" attitude is a turn off to most people. The statement "things which make the United States the greatest Union on Earth" alone makes me roll my eyes - not because I don't believe the US is the most powerful, richest, most [insert adjective] in the world, but because it is delivered in an peremptory tone. Unfortunately this is exactly the opposite impact of what you are wanting for the foreign markets buying the game.
The game is not a PR exercise for the US. Any game that is overly American will not sell well outside of the US, and will only serve to cement the view of arrogant America.
As the US is the target audience, aren't you preaching to the converted? Wouldn't it make sense to use the game to advertise to Americans that there is a world outside that is actually acheiving great things too. 
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OliverFA
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Leeds, UK
Sep 2002 time: 06:36
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Hey people, can you move the political discussion to the off topic forum, please? People who complain about the US being too proud are as guilty as the ones they are accusing.
Do you want to got non-US-theme wonders? Why you donīt propose them yourselves? For example, If I am right the Japaneese are developing a train working with magnetic fields. This could be a wonder that reduces polution generated by city population.
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Dominae
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I think they should make techs that are specific to certain culture groups, like in the Middle Ages Conquests scenario. This would help differentiate the civs even further, and allow for some interesting tech choices as you progress through the tech tree (as I posted somewhere else, one of my gripes about Civ3 is that tech choices mean little).
I'm not very creative, but here are some ideas:
1. European: Knights, castles, and such; ships, trade routes, colonization, and such.
2. Early american: blood sacrifices, guerilla warfare, and such.
3. North African: farming, Wonder-building, and such.
(For better examples, check out the aforementioned scenario.)
Of course, these are based on stereotypes, but then again so is much in Civ. The idea is not so much to force the player down a particular cultural group path, but give more variability between civs than a simple period-based UU (traits add variability, but IMO not enough).
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punkbass2000
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Waterloo, ON, Canada
Feb 2002 time: 00:36
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quote: Originally posted by Dominae
Of course, these are based on stereotypes, but then again so is much in Civ. The idea is not so much to force the player down a particular cultural group path, but give more variability between civs than a simple period-based UU (traits add variability, but IMO not enough). |
... as long as they don't go too far with it. Ever played Empire Earth or AoE, etc., and had NO CLUE which civ to pick? I know I have. "Let's see, do I want +10% food gathering, +5% ancient infantry attack and +20% naval movement speed OR +15% building area effect, +10% medieval mounted defense and +15% tech reasearch speed OR...". You get the idea.
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Dominae
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quote: Originally posted by punkbass2000
... as long as they don't go too far with it. |
I'm thinking some even less drastic that the Middle Ages scenario (which had a different branch for each culture group). Just a tech here and there that only some civs would have access to, complete with unique abilities and such.
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N35t0r
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( o Y o )
Jan 2000 time: 02:36
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Most of the differences you mentioned in your earlier post are direct consecuences of geographical position in the world...
Thus it could be interesting not that each civ had access to some of this 'special techs', but that the player had to choose between several branches in response to both what he sees in the terrain, and what he wants for his civ.
For example, if the land around your start location is very fertile and has hughe potential when worked fully, then perhaps you might want to have few but large cities, and would thus pick a branch in the tree that provides for expensive buildings that double production in one city rather than cheap buildings that add +5 production (which a civ with little natural resources could chose) or expensive buildings that boost production by 5% nationwide.
And i've just came up with that stuff... so far, we have only seen it in wonders, but perhaps there could be buildings that worked similarly (ie, to have a 'hoover dam' type of improvement that would cost much more maintenance than a single plant, but would be more cost-effective for the larger nations.
All in all, everything would go down to balance. It should be almost equally convenient in having large, far flung empires than small, centralised ones. But you should choose which way you want to style your nation and then go down a path, completely disregarding another one, with whichever advantages and disadvantages that brings.
If anybody has played Age of Mithology, it would be like choosing between the secondary gods every time you advance an age.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:36
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Damn! Poly ate my post. And I'd copied it... but then I forgot and copied something else to paste it. Oh well.
Short version: let's try and actually discuss tech ideas here, as opposed to chest-thumping nationalism and the various responses to it.
I'd like to see the ancient age lengthened (since it's my favorite). Therefore, to stuff like carpentry (I'd call it craftsmanship and have it apply to woodworking and stoneworking).
Other ideas:
- boatbuilding. Inserted somewhere between alphabet and mapmaking. Allows curragh.
- drama. Dead-end offshoot of literature. Allows theatres (in size 6+ cities ), which help happiness and culture.
- tactics. Requires warrior code, provides hefty combat bonus vs. barbs, minor combat bonus vs. civs lacking tactics.
- maneuver. *if stacked combat is in* - dead end offshoot of tactics. Allows larger stacks.
- fortification. Dead-end, requires masonry, math and tactics. Allows city walls, fortress building, and provides a bonus to unit fortification.
Stuff like that, just to fill it out a bit.
-Arrian
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Mad Bomber
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Columbus, Ohio
Nov 2002 time: 00:36
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quote: Originally posted by Arrian
Damn! Poly ate my post. And I'd copied it... but then I forgot and copied something else to paste it. Oh well.
Short version: let's try and actually discuss tech ideas here, as opposed to chest-thumping nationalism and the various responses to it. |
I'd like that but some statements need to be countered, even if it requires a OT post to do so.
quote:
I'd like to see the ancient age lengthened (since it's my favorite). Therefore, to stuff like carpentry (I'd call it craftsmanship and have it apply to woodworking and stoneworking). |
Craftmanship deserves a 
quote:
Other ideas:
- boatbuilding. Inserted somewhere between alphabet and mapmaking. Allows curragh.
- drama. Dead-end offshoot of literature. Allows theatres (in size 6+ cities ), which help happiness and culture.
- tactics. Requires warrior code, provides hefty combat bonus vs. barbs, minor combat bonus vs. civs lacking tactics.
- maneuver. *if stacked combat is in* - dead end offshoot of tactics. Allows larger stacks. |
Again some great ideas, these would add some more depth and really flesh out the ancient age. I would like to see some more late industrial and early modern city improvements though, especially in the area of culture. Although they would be largely cosmetic (most players do not play much into the modern era) it would add some flavor to the age and give a player something to build besides wealth or a unit.
quote:
- fortification. Dead-end, requires masonry, math and tactics. Allows city walls, fortress building, and provides a bonus to unit fortification.
-Arrian |
I am not saying this is a bad idea per se, but I am not picturing where this would fit. Would this replace construction or would this be an offshoot of construction? Also what need would their be to research construction if all of the benefits are moved to fortification?
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Max Sinister
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@Arrian
About tactics: Isn't that a tech that has to be reinvented always after new weapons were developed? Maybe there should be more than just one "tactics" tech.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:36
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Well, I was thinking of an "advanced tactics" tech in the late medieval/early industrial, but tactics was just one idea. I have no problem with it being left out.
quote: Carpentry requires metal tools, though, so it needs metalworking or something like that. |
Point taken. So make "craftsmanship" come off of bronze working.
quote: What about music and dance? Even the most primitive tribes have them. |
Fine by me, I don't really care what it's called. I just think there should be a happiness/culture structure that doesn't involve religion. But that's me.
quote: I am not saying this is a bad idea per se, but I am not picturing where this would fit. Would this replace construction or would this be an offshoot of construction? Also what need would their be to research construction if all of the benefits are moved to fortification? |
Doh! I forgot to say "offshoot of construction." Construction in CivIII also enables Colosseums and Aqueducts. Removing forts doesn't really reduce its value much. One possible variation would be to leave city walls with masonry (because otherwise the only thing masonry allows is the Pyramids), and just have fortification provide a bonus to their effectiveness (say they start out as a 25% bonus, but if you have fortification, it rises to 50%).
New thought of the day: what about techs that increase the value/usefulness of luxuries?
What if people like grapes already, but then you "research" fermenting? Now you've got wine, which is even better. People might like glittery stones, but if you research "gemwork" or something with a better name than I can think of, perhaps they will like 'em even more?
Stuff like that. The incredible power of the marketplace in civIII can be toned down a bit, and some optional techs can fill the void.
Like? No like? I don't even know if I do yet... 
-Arrian
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TriMiro
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About the Federal government:
the common thing between the countries with federal government is that they have great diversity among their population.
Switzerland has 3(at least) official languages that are spoken in different parts
India has MANY official religions
USA....Russia....Canada
they are all countries with diverse population.
Federal government is just a modification on Democracy that makes it more efficient for diverse population.
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