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Xorbon
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Guelph, ON
Jul 2003 time: 00:19
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quote: Originally posted by MrFun
I'm all for realism as long as its reasonably balance with playability and fun factor.
And I say that caravans, while they would add to realism, is something that takes away the fun. |
It depends on how they're implemented. In the past versions of Civ, there were three problems with caravans that I can recall.
1) Poor pathfinding when using 'goto'.
2) No stacked movement. When you wanted to send a stack of caravans to the same city, you'd have to move each one at a time.
3) The time required to check supply/demand. In Civ 2, when a caravan was built, you'd have to choose what good it carried. Then to maximize your profit, you'd have to check which cities demanded that good. From those cities you'd pick the one that would give the biggest trade-per-turn bonus. This involved a lot of micromanagement, and was a big pain.
Now, problems 1 & 2 no longer exist as of Civ 3. Problem 3 could be removed through better implementation. Hopefully, the idea of city-to-city trade will be totally revamped.
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Myrddin
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Aberystwyth
Jun 2001 time: 05:19
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I believe it will be a good game but am not sure it will be "civ":
Removing fixed governements offers a lot of opportunities BUT means that all the things that are keyed to governements now, like tile bonuses/penalties, rush-builds, military police, unit support, war weariness will have to be addressed in other ways
Combat will be completely different. Also the comments about reducing micromanagement, not using large stacks and the focus on unit promotions imply far fewer units in a civs military
Tile improvements highlighted so far which seem to link to specific resources, like wineries, imply fewer, larger improvements (and so less micromanagement)
Comments about everything being visible on the main map andless micromanagement, imply removing the city screens and how do you reassign city workers?
It looks to me as though it will have a lot of "civ" heritage, out of the box it may not feel like "civ"
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Modo44
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in western Poland
Jul 2004 time: 06:19
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quote: Originally posted by Myrddin
Removing fixed governements offers a lot of opportunities BUT means that all the things that are keyed to governements now, like tile bonuses/penalties, rush-builds, military police, unit support, war weariness will have to be addressed in other ways |
Remember that advanced Civ3 players often consider more than one government change a waste of time. And even if another change is made, some (of the already few) governments just suck, and you never use them. This makes the choices the game presents pretty boring, basically stripping it of one of its depths.
I think most people who have played SMAC will tell you the flexible choices are much more fun. They allow you to produce mixes the designers did not even imagine (like a democracy running planned economics, not free market ) while keeping the possibility for very different government forms to evolve. In SMAC, policy choices stay interesting throughout the game, and a short switch is something that does happen. This adds considerable depth to the game.
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MrFun
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of Iowa
Nov 2000 time: 23:19
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quote: Originally posted by Xorbon
It depends on how they're implemented. In the past versions of Civ, there were three problems with caravans that I can recall.
1) Poor pathfinding when using 'goto'.
2) No stacked movement. When you wanted to send a stack of caravans to the same city, you'd have to move each one at a time.
3) The time required to check supply/demand. In Civ 2, when a caravan was built, you'd have to choose what good it carried. Then to maximize your profit, you'd have to check which cities demanded that good. From those cities you'd pick the one that would give the biggest trade-per-turn bonus. This involved a lot of micromanagement, and was a big pain.
Now, problems 1 & 2 no longer exist as of Civ 3. Problem 3 could be removed through better implementation. Hopefully, the idea of city-to-city trade will be totally revamped. |
Actually, I don't think even problem three exists in Civilization III. It's not that big of a deal for me to check which civilization demands which goods, because I don't have to check city-by-city -- the information pertains more broadly to each civilization, simplifying keeping track of demand.
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SCUrfer
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Did Civ II have a trade system? Honestly, I never used caravans, aside from rushing wonders. I wouldn't mind if they bring them in with combination with the civ-wide trade network of Civ III though. Maybe you'll need caravans to link up with other civ's trade networks?
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Maquiladora
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quote: Originally posted by CyberShy
It's not civ anymore?????
Define civ. Of course it's civ. It never was civ because of the things you said.
Civ is civ because you rule and expand a nation from 4000BC to the day of today. You invent technology, build armies, talk with your neighbours, fight wars, trade and expand your nation. Not the way you do it makes civ civ, it's the fact that you can do it which makes civ civ. And of course the fact that it's turn based. |
So CtP 1 and 2 are civ by those definitions.
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Maquiladora
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quote: Originally posted by CyberShy
yes indeed. I think there's almost no-one around here why denies that. |
I do.
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