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F_Smith
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Austin, Tx 78728
May 1999 time: 05:13
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Was just playing around with some new enhancements last night (*very* early stages, haven't uploaded them yet), but it got me thinking about this topic (trade between civs lead to general thinking about mapsize).
Should the basic gamemap include the entire world? For 90% of the game, civs won't be able to cross an ocean. So unconnected continents will be completely unused, and processing time will be used to compute values for a civ/civs that no one will see until the very end.
That seems like such a waste.
I think the basic game should be just one connected landmass. We can have an 'extended' game that could include other continents, for players that want to run thru 5,500 game turns/years before exploring the 'new world'.
Or, alternatetly, unconnected landmasses could have some routine that generates pop/civ/etc info when they are first 'discovered' -- would that suit?
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F_Smith
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Austin, Tx 78728
May 1999 time: 05:13
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Lordy:
But the technology to cross an ocean will not likely come about until at *minimum* 5000+ years into the game. Just thought ya'll might consider that, since it will be wasted cpu time until the tech to cross the ocean is developed by someone.
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F_Smith
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Austin, Tx 78728
May 1999 time: 05:13
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Lordy:
Columbus would have been 1492, about 5,500 years into the game. Ericson was what, about a hundred years earlier? (I may be wrong, someone help me there?). I'll even give you back to 1000 a.d./c.e.. But certainly no earlier, at least in an organized, deliberate voyage.
The Romans, Egyptians, Phoenecians, whomever, may all have had individual ships *accidentally* cross the ocean once or twice. I've seen supposed evidence of all these (Thor Hyerdall, the Kontiki, all that stuff, not to mention the 'Quetzacoatl' stories).
But there was not a single recorded attempt to seriously try this by any govt that I am aware of. In no way could they maintain communications. It would have been a one-off deal, almost certainly by mistake.
And most imporantly, how often in playing this game will the technology be available to cross the ocean before about 1000 a.d.? And 1000 is being *v e r y* generous, agreed?
Oh, well, just a thought.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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I don't think we should limit the game to one landmass, but it is a good idea to ignore things until the player sees them (whatever time that may happen to be).
This is something of a wild idea, but it might be possible and if it works it could help the game detail:
Could we start with a smaller square size and rescale the map after the civ gets big? Perhaps the game could start with 25 km squares and have the map cover one sixteenth of the world. This would mean that young, small civs could be covered in a lot of detail.
When the civ learns about areas beyond the map boundaries, the map is resized. The area that was previously four squares would become one square. The squares would have side lengths of 50 km and one fourth of the world would be covered.
When the civ outgrows thus map, the process is repeated so the map has 100 km squares and shows all of the world.
Is something like that feasable?
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F_Smith
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Austin, Tx 78728
May 1999 time: 05:13
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I love the idea.
Yes, it's very do-able. The OO design is already laid out to allow the player scale up or down, and play at a variety of levels.
Did you ever play the old KOEI game 'Ghengis Khan'? You first played the 'Mongolia' game, in which you had to unite (conquer) all the provinces of one country. Then, when you finished, you went to the 'world' map and played that country and try to conquer the world.
I love this idea. The scale of the map can be tied to the size of the 'known world'.
Good thinking.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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I thought we had already planned on routines that would generate a world at any starting time. (If you wanted to jump in at 1500 AD, the game would generate a world/scenario for you.)
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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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What I am seeing here is that the scaling idea can be done without too much trouble, but people don't want it for the default game. I understand why it might not be good for it to be the default setting, but I still think it should be an option if implementing it won't be too much work. I would love the high precision available at the start of the game.
By the way, it would be possible to include outside influences. The scaling process could automatically activate at a certain time if the player was not advancing fast enough. Then the newly created civs could be more advanced than the player's.
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alms66
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Louisiana
Oct 1999 time: 23:13
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Not really getting into the game aspect of this, but there is considerable evidence that many cultures crossed the oceans in ancient times. There are too many sources to name, but as one example, the Olmecs stand out...to the extreme! If you look at all Olmec sculptures they are all obviously African in origin..., but all Olmec sculptures are on the western half of South America, before the Panama Canal made crossing the Americas easy! Just something to consider when deciding whether or not to model the whole world from the start or just a part of it.
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