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Elbert is offline Elbert
Settler

Sep 2002
time: 05:17
  Old Post 07-12-2004 02:09
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Purpose of CIV4? Get a bigger avatar today!

I have played CIV2 for one year almost every day till late hours. But at the end two things started to irritate me: Settlers and the length of a game. Controlling settlers cost too much time, I prefer the solution of CTP.

Sorry to say but I find the turn-based strategy game genre a dead genre with no improvement over the last 7 years. I bought CIV3 for 10 Euro, installed it, played 5 min and uninstalled it and never played it again. Just other graphics, tech and/or units is not the solution. Also more tech and units is not the solution, I prefer even a smaller tech tree.

So what do I hope for? A new direction but to be honest I dont know in which direction. That's up to the creative minds of game designers. What I dont need is a CIV4.

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:17
  Old Post 07-12-2004 02:52
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Avatar Enlargement: We've got the solution

Well, that's your opinion, you will find lots of people disagreeing with you... (me included)

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:17
  Old Post 07-12-2004 03:10 Visit joncnunn's homepage!
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Actually Civ III Vanilla tech count was slightly smaller than Civ II.

(Civ IIs Steam Engine + Railroad techs merged into Civ III Steam Engine)

Civ III also broke up the one extremely large tech tree from Civ II into four smaller tech trees.

PTW restored many of the structures removed between Civ II and Vanilla Civ III and a few of the units.

Conquests both added and removed techs; required Radio tech was removed, but Iron Clads & Fascism optional techs added.

Both Civ II and Civ III allow moding the tech tree, and Conquests also allows a moder to make a tech untradable.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:17
  Old Post 07-12-2004 03:13 Visit Trip's homepage!
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quote:
Originally posted by Nikolai
Well, that's your opinion, you will find lots of people disagreeing with you... (me included)

And Firaxis.

So, byebye.

Trifna is offline Trifna
King
of anchovies
Jul 2001
time: 13:17
  Old Post 07-12-2004 03:48
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Turn-based strat dead... Is Firaxis' budget at zero or is it that there's some demand somewhere?


Recent innovative TBS games:
- Political Machine
- Galactic Civilization with expansion (and GC2 coming. They also announced a fantasy-based one after)
- Paradox' Crusades + Iron something (WW2 game) + Victoria
- Spartan (and Legion 2 coming, graciously made by Slitherine)
- SuperPower 2 (yet not universally appreciated...)
- SupremeRuler 2010 coming very soon
- ALFA: Antiterror coming also (strategic troops command I think)
- Is Rome: Total War some kind of half-TBS?
- Others? Is Pirates turn-based? I'm not informed


It seems like there is an acceleration of the TBS production in fact. It may be the whole video game industry, or not (I don't know).

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:17
  Old Post 07-12-2004 03:55 Visit Trip's homepage!
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quote:
Originally posted by Trifna
- Paradox' Crusades + Iron something (WW2 game) + Victoria

Real-time.

quote:
- Is Rome: Total War some kind of half-TBS?

The core of the game (the battles) is very much real-time.

quote:
- Others? Is Pirates turn-based? I'm not informed

More like a real-time adventure game than anything Civish.

MarkG is offline MarkG
Grand Lord of Apolyton, Owner of all this land as far as the eye can see

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Macedonia, Greece
Jan 1970
time: 07:17
  Old Post 07-12-2004 04:02 Visit MarkG<br><img src=/forums/images/admin-icon.gif>'s homepage!
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Atari just made some $15 mil selling a dead TBS license....

Brent is offline Brent
Prince

Dec 2000
time: 21:17
  Old Post 07-12-2004 04:16
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TBS is the genre that least deserves to be dead.

I think Culture was a good innovation.

I really think you didn't give Civ3 a fair chance if you only played it for five minutes.

I agree athat graphics are worth nothing.

We need the flagship of TBS to continue. Most of the ones out there just don't sound right to me.

The Editor is your friend.

The Political machine sounds like a great concept, but I guess it's not quite for me.

I guess I'll like GC2, although it sounds like maybe not as much as GC1.

Alex is offline Alex
Emperor
Brasil
Mar 1999
time: 02:17
  Old Post 07-12-2004 07:17 Visit Alex's homepage!
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TBS is dead, but we're still desperately trying to revive the corpse.

CyberShy is offline CyberShy

Emperor
Delft, The Netherlands
Mar 1999
time: 06:17
  Old Post 07-12-2004 12:01
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Hey Elbert, how serious should we take someone who only played civ3 for 5 minutes?

And about the settlers / workers problem: automation is a VERY VERY good innovation of civ3. It beats ctp public works every day.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:17
  Old Post 07-12-2004 12:16 Visit Maquiladora's homepage!
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quote:
And about the settlers / workers problem: automation is a VERY VERY good innovation of civ3. It beats ctp public works every day.


You can automate Public Works around each city. Besides, whats the point in having a worker system at all then if you're letting the AI do it?

Donegeal is offline Donegeal
King
Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002
time: 05:17
  Old Post 07-12-2004 19:30
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TBS dead?

Blah!

TBS is by far the best type of game for people of intelligence (did I spel that rite?).
All others are 90% clickfest graphic whores.

THEY are the dead genre.

(and thank you for the easy +1 )

CyberShy is offline CyberShy

Emperor
Delft, The Netherlands
Mar 1999
time: 06:17
  Old Post 07-12-2004 19:38
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1. you can micromanage some workers
2. it gives a new dimension, other then the "use a % of your money for public works" like you use a % of your money for science and a % for your luxerious
3. workers can be captured
4. workers cost population
5. workers can be moved, and stopped during the job they're doing. Workers can help each other to fasten the job
6. workers can be put back into cities
7. workers alter terrain that's not yours

what's public works? It's nothing but just another thing you can do. It removes depth from the game.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:17
  Old Post 07-12-2004 21:14 Visit Maquiladora's homepage!
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quote:
1. you can micromanage some workers


You can micromanage some cities Public Works, and in a lot less time.

quote:
2. it gives a new dimension, other then the "use a % of your money for public works" like you use a % of your money for science and a % for your luxerious


Using a % of a resource to spend on tile improvements is a new dimension.

quote:
3. workers can be captured


Pillaging a farm or another tile imp has been made to give PW points to the pillager in a CtP2 mod already, or you could give extra population.

quote:
4. workers cost population


Public Works Tax costs productivity (or whatever resource you choose to tax in a new PW system) in your cities.

quote:
5. workers can be moved, and stopped during the job they're doing. Workers can help each other to fasten the job


You can decrease or increase your PW tax. I dont see any advantage in being able to stop a job and certainly not in spending lots of time moving workers around.

quote:
6. workers can be put back into cities


So?

quote:
7. workers alter terrain that's not yours


Same with Public Works.

quote:
what's public works? It's nothing but just another thing you can do. It removes depth from the game.


Whats workers? Its nothing but just a thing you have to spend large amounts of game-time doing, and becomes a chore for a part of the game that should be carried out in an easy and therefore fun way. Complexity doesnt equal depth.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:17
  Old Post 07-12-2004 22:34 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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#15 Report this post to a moderator
Put an end to popups!

Hmm, I am a great Civ fan, but have not played any other TBS games. Don't want to spoil it . But maybe I should try one...

Trifna is offline Trifna
King
of anchovies
Jul 2001
time: 13:17
  Old Post 07-12-2004 23:18
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Try GalCiv, so it wont change from your civ-building habits too much

Brent is offline Brent
Prince

Dec 2000
time: 21:17
  Old Post 08-12-2004 04:40
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I agree. Try GalCiv. Maybe you'll end up even getting the Altarian Prophecy expansion before I do, with its editability.

patcon is offline patcon
Warlord

Jan 2004
time: 00:17
  Old Post 08-12-2004 08:25
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quote:
Originally posted by Maquiladora You can micromanage some cities Public Works, and in a lot less time.

Why less time?


quote:
Using a % of a resource to spend on tile improvements is a new dimension.

Why is this an improvement?


quote:
Pillaging a farm or another tile imp has been made to give PW points to the pillager in a CtP2 mod already, or you could give extra population.

What is the logic in this? Why should destroying an opponents roads, farms, or mines make it easier for you to build improvements in your area?



quote:
So? (I think referring to the ability to have workers join a city)

Allows the transfer of population from one city to another in a way that models real-life. A city has just been founded in a newly-acquired and potentially highly-productive area. I can wait forever for the pop to slowly increase on its own, or I can use a pop-stagnant city (one which has reached its cap size) to produce workers who could then travel to the new city to join that city (ala the migration of Okies to California during the Dust Bowl - OT - isn't "Grapes of Wrath" a great book/movie).


quote:
Whats workers? Its nothing but just a thing you have to spend large amounts of game-time doing, and becomes a chore for a part of the game that should be carried out in an easy and therefore fun way. Complexity doesnt equal depth.

What's PW but just a thing that you have to spend large amounts of game-time doing, and becomes a chore for a part of the game that should be carried out in an easy and therefore fun way. Complexity doesn't equal depth. Building a worker unit once, then telling him where to go and what to do, and then repeating the process once the job is done doesn't seem to be more tedious than having to set and update a PW budget and then pointing out which tiles and which improvements you want to spend this budget on.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:17
  Old Post 08-12-2004 08:34 Visit Trip's homepage!
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Actually, CTP's Public Works does greatly reduce micromanagement (instead of having 100 Workers you can just pick which tiles you want to improve and when).

That having been said, I haven't professed like or dislike for either, so I'm not biased.

lajzar is offline lajzar
Prince
Japan
Jun 2003
time: 14:17
  Old Post 08-12-2004 15:51 Visit lajzar's homepage!
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The worker joining a city is one of the great exploits of civ. With it, you can instantly grow any city to a metropolis. Which, while certainly convenient for would-be empire builders, isn't really that realistic. Unless of course you can point me to real world cities that grew to a million in a the space of a year or ten.

lord of the mark is offline lord of the mark
Emperor
FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000
time: 00:17
  Old Post 08-12-2004 20:29
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quote:
Originally posted by lajzar
The worker joining a city is one of the great exploits of civ. With it, you can instantly grow any city to a metropolis. Which, while certainly convenient for would-be empire builders, isn't really that realistic. Unless of course you can point me to real world cities that grew to a million in a the space of a year or ten.


San Fransisco, CA, during the Gold Rush.

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:17
  Old Post 08-12-2004 20:35 Visit curtsibling's homepage!
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quote:
....What I dont need is a CIV4.


Sorry, your highness, but the game is going to happen.
Hey! But no-one will think any less of you if you do not buy it.

But, if the new game is just another no-brainer for the arcade tadpoles;

....Then it is CIV2 in all eternity for me too!

Let's wait and see.

hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:17
  Old Post 08-12-2004 21:40 Visit hexagonian's homepage!
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quote:
Originally posted by patcon
What's PW but just a thing that you have to spend large amounts of game-time doing, and becomes a chore for a part of the game that should be carried out in an easy and therefore fun way. Complexity doesn't equal depth. Building a worker unit once, then telling him where to go and what to do, and then repeating the process once the job is done doesn't seem to be more tedious than having to set and update a PW budget and then pointing out which tiles and which improvements you want to spend this budget on.

This usually indicates a lack of understanding of the PW process, as compared to the worker system. So let's settle this, once and for all AND objectively, regarding the tedium factor of the two systems.

The simple fact is, the current civ3 system, as it stands now is grossly more tedious than the PW setup used in the CTP series. Not so much in the early game, but once you get to the mid-game, the tedium factor is much greater in civ3.

Taking the example of a normal mid-game civ3 setup with 75 workers, this is what you have to do (each turn).

1. Scan the map to determine where you want the improvements.
2. Scan the map to locate workers currently not doing anything. We will use the number of these type of workers at 35. A reasonable assumption...
3. Determine which workers go to which location - send each of them to their destination. The group command sometimes saves a little time, but oftentimes if you have multiple tasks, you may need to send workers on the same tile in different directions. So it may end up that you have to mouse click and drag most of the workers to their destination.
4. Since you cannot issue a command to build a mine/farm until that worker gets to that tile, you have to issue another command once that unit gets to that tile. (That's another mouse click) Plus you cannot issue a group command to all of the worker that occupy a tile - you have to give a command to each worker. That's even more clicking...
5. Repeat process, ad nauseaum.

To top it off, when you have so many workers going to so many different locations, it becomes a little dizzying to keep track of where each unit is heading to. civ3 has it structured that when you select a unit, it automatically wipes out the autopath you may have set up for that unit. That is frustrating.

To describe the PW setup, here is what you have to do.
1. Scan the map to determine where you want the improvements.
2. Click on an icon to select what type of improvement you want to build.
3. Click on the map to build it. The cost is deducted from your fund. Build until your fund is depleted.
4. Set your fund via slider.

This process handles all issue in one turn - the determination of what needs to be built and the command to build it. It greatly cuts down on the 'click' factor. In civ3 you may have to click 4 times per worker to get your final product (select unit, move it, select unit when it gets to its location, and then issue a build command) and you may have to click multiple times per tile improvement if you use multiple units to build it. In a PW setup, you have a max of 2 clicks per improvement.

The end result is the same - the creation of a tile improvement. The path to get that tile improvement is what makes the difference. Both system allow pillaging. The only difference between the two systems is that workers can be captured and you can determine the speed with which the tile improvement can be constructed by the amount of workers you use for a task in a worker setup, but I can argue a that a PW-based setup can be established that would give a PW bonus to a civ that destroys a tile improvement that is in-process of being built, and that you can determine the time that you want to build a tile improvement in a PW-based setup, based on a cost factor of PW used.

MrFun is offline MrFun
King
of Iowa
Nov 2000
time: 23:17
  Old Post 11-12-2004 08:53 Visit MrFun's homepage!
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quote:
Originally posted by Trifna
- SupremeRuler 2010 coming very soon



What a bad, cheesy title.

Trifna is offline Trifna
King
of anchovies
Jul 2001
time: 13:17
  Old Post 15-12-2004 00:59
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Ah? How come? It pretty much seems to say what the game may be in very little space.

I'm looking more at the game than its marketting title anyway

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