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Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:37
  Old Post 03-08-2005 18:47 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Gee, I meant that culture flips were fixed in Civ3 - and yeah I meant the reworked formulas for it, and the ability to turn them off.

Nikolai is offline Nikolai
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Oct 2000
time: 06:37
  Old Post 03-08-2005 20:38
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In Civ4, there won't be any culture flips as we know them. According to what we know, a city that is envying another civ, will become more and more discontent, less and less effective, more and more expensive, untill the civ that owns it get so much trouble and so little gain from it that it trades it away.

Mace is offline Mace
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Trade Empire of the Carthaginians
Nov 2003
time: 23:37
  Old Post 04-08-2005 04:13
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my worst fear: ICS is still the best strategy

Senethro is offline Senethro
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Jul 2004
time: 05:37
  Old Post 04-08-2005 05:09
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ICS isn't just spamming up the map with cities for the fun of it. Its the best way of generating resources and turn advantage. Due to zone-of-control rules in some games its also very defensible.

While the dominating tactic in Civ4 may not necessarily be ICS, the same people that made ICS will get out their spreadsheets and calculate what the best method of terraforming is. There will be an equivalent that you'll come to hate just as much.

Dis is offline Dis
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Las Vegas, Nevada
Feb 2000
time: 21:37
  Old Post 04-08-2005 05:16 Visit Dis's homepage!
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quote:
Originally posted by Sandman
That the relaunched combat system proves to be a dull scissors-stone-paper arrangement.

Second would be a radius system which rewards uniform city placement (one city every four squares). But I've little doubt that this is in the game.


to uniform city placement.

Look at how cities are arranged in actual society. Are they uniformly arranged? Hell no. Most are arranged according to water sources and geographical features.

Xorbon is offline Xorbon
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Guelph, ON
Jul 2003
time: 00:37
  Old Post 04-08-2005 05:22
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Another fear: that the game is dumbed-down so that the drooling, pimply-faced kids with ADD will be able to play.

The_Aussie_Lurker is offline The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001
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  Old Post 04-08-2005 06:01
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Ah, now there you have it Dis. One of the key things, IMO, which will help to reduce City Spamming (ICS) is the strong link between:
Fresh Water--->Health--->Population Growth.
The second thing is that almost every bonus, luxury and strategic resource will have its own specialised tile improvement, thus meaning that not all cities will be 'created equal' (i.e. the choice is no longer between 'lots of farms' and 'lots of mines'). Hate to be positive in the negativity thread, but it does seem to me as though ICS has been given the 'Smack Down' on at least three fronts-city health, resource/improvement diversity and city maintainance costs.

Yours,
Aussie_Lurker.

Dis is offline Dis
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Feb 2000
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  Old Post 04-08-2005 08:14 Visit Dis's homepage!
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As an Aussie you should know that. At least if you are familiar with the deserts. Cities do not normally grow without water.

Granted I live in the desert. And most landscapes aren't desert in civ3, but bear with me. But speaking of desert environs, my city orginally was sustained through springs. No town in the west could survive without a spring or river. But a small spring can only do so much, we needed the Colorado river to really become large.

What I was thinking of, is limites to irrigation. This may be overly complicated and more micromanagement, but it's something to think about.

Is it reasonable that you can irrigate next to a river, and take that irrigation many, many tiles away? Perhaps limit irrigation to 1 tile away from the river. Though there will have to be more rivers in the game. As there are too few in civ3 (I had non in my last game- until I conquered a neighbor's city so I could build Hoover dam with a scientific great leader).

Other than that, I don't have any other ideas. But I would like to see population growth, and access to water more closely tied. Perhaps completely redoing the population growth model.

Even cities back east tend to be along rivers. Despite ample rainfall and being classified as grasslands on the civ3 model. Philadelphia, New York, Washington. I'm not sure about chicago, but they have a massive fresh water lake. St. Louis, Memphis, Kansas City. Denver may be an exception. I'm not sure where Denver gets it's water. I'm not that familiar with the city. But I'm sure they have some small rivers from smowmelt from the rockies.

We could of course, allow irrigation after electricity as civ3 normally does, however. As this allows for pumping of underground aquifers. But perhaps that might even be restricted.

The_Aussie_Lurker is offline The_Aussie_Lurker
Prince
Adelaide, South Australia, Australia
May 2001
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  Old Post 04-08-2005 09:24
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Well, if it helps Dis, we do know that the population growth model has been reworked for Civ4. Though the details are still vague, there does seem to be a direct connection between Health and population growth. Though quantity andvariety of food plays a role in city health, it is no longer the sole determinant of population growth. Fresh water access-within your city radius-also apparently boosts city health. What I think this will mean is that picking sites close to fresh water and/or abundant food sources (bonus resources) will be a key to future city growth-especially before aqueducts. This would seem to put paid to the tactic of 'City Spamming', especially when combined with city maintainance costs. i.e. If you want a city to be self-sufficient, in the long term, then you will need to ensure that its population will grow large enough to work the surrounding tiles (which are now the direct source of income). The only way to get cities to grow will be to site them close to food and/or fresh water-thus severely restricting the 'cities, cities everywhere' approach.
Oops , now I am being much too positive for this negativity thread.

Yours,
Aussie_Lurker.

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:37
  Old Post 04-08-2005 09:31
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Dis: I read that access to fresh water (which I assume includes rivers and lakes) increases the health of a city in Civ 4. And health affects city growth. So, this should encourage players to build their cities next to rivers just like in real life! (Hopefully anyway...)

Edit: Aussie was replying at the same time as me, though with a longer-winded response. Aussie: Good point! We need to be more negative for this thread!

Dis is offline Dis
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  Old Post 04-08-2005 09:34 Visit Dis's homepage!
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that's cool. maybe civ4 will be a great game. Again, too positive. .
I've never really been accused of that.

They might not get it perfectly right in civ4. But I do think they are taking steps to improve things.

As long as the franchise is heading in the right direction, I will be happy. As for how many sequals this game can spawn, who really knows.

Senethro is offline Senethro
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Jul 2004
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  Old Post 04-08-2005 15:50
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Point of information: When ICSing I site bases beside resources and rivers first, then go and fill in the gaps later when the terraforming technology improves.

M. le Comte is offline M. le Comte
Warlord
Last Aristocrat in Paris
Aug 2001
time: 06:37
  Old Post 04-08-2005 17:10
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What I fear most is the inability of civilization developers to figure and implement the difference between strategic and tactic elements.
Think about all those inconsistencies:
- in fifty years, at the begining, your unit of warriors cannot walk farther than one tile. I understand they are primitives, but its still a nonsense.
- in one year, using roads, your armors cannot reach the other end of the continent.
- in one year, your motorised battleships cannot cross the Atlantic ocean (ten days of sailing for a middle-class ferryboat).
...
- the representation, on your strategic maps, of specialized unites, such as "marines" or "parachutists", although these units stand for whole armies (having a warrior on your map does not mean you have one warrior, but a group of)

Just before Civ3 was released, there where talks on this site to fix these inconsistencies:
- while not changing anything in the game: implementation of the concept of "logistic support" to figure the progress of "troops projection" through the ages, or adding special abilities to standards troops (for example, after the discovery of "amphibian warfare", the possibility to buy this special hability for existing armies"...
- with some changes on the game, setting up two levels of game, the strategic one would be the standard civ game, while the tactic one would be the possibility for the player to command operations, on the theatre, when he wants to.

I know some will answer that civ is just a game. But the reason why it has been my favourite strategy game for 13 years is that it is realistic.

Long life Civ !

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:37
  Old Post 04-08-2005 17:38 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Civ is realistic only to a degree. It is not, however, a wargame. There are plenty of wargames out there that have more realistic war than Civ does, complete with supplies, logistics, etc. I absolutely do not see how supplies can work in a Civ game, and the inconsistencies in tile distances, etc., are something I am simply very much used to.

Russian_King is offline Russian_King
Chieftain
Australia, Perth
Dec 2002
time: 13:37
  Old Post 04-08-2005 20:44
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quote:
Originally posted by The_Aussie_Lurker


You're kidding right??? I hope that Micromanagement is a complete waste of time-as I felt that was always a major failing of past games: that the difference between winning and losing came down to how prepared you were to MM, rather than deal with big picture issues.



NO!! ure just like my firend, hes an aussie too :P well not really but hes got some blood in him.
anyway micromanagement has to still be strong in any Civ game thats a CIV!! FOREVER!
no micromanagement means that u can just win the game just by moving units! thats ridiculous! the one thing i enjoyed in civ the most is determining which building i should build next if not a unit!

Russian_King is offline Russian_King
Chieftain
Australia, Perth
Dec 2002
time: 13:37
  Old Post 04-08-2005 20:54
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quote:
Originally posted by Senethro
ICS isn't just spamming up the map with cities for the fun of it. Its the best way of generating resources and turn advantage. Due to zone-of-control rules in some games its also very defensible.

While the dominating tactic in Civ4 may not necessarily be ICS, the same people that made ICS will get out their spreadsheets and calculate what the best method of terraforming is. There will be an equivalent that you'll come to hate just as much.


haah thats so true! i think better ICS than anything else! because ICS is the ultimate fundamental strategy for anything (build resource gather as far as u can)

but i would in fact like to see some civ growth between settler builds.

Russian_King is offline Russian_King
Chieftain
Australia, Perth
Dec 2002
time: 13:37
  Old Post 04-08-2005 20:58
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quote:
Originally posted by Xorbon
Another fear: that the game is dumbed-down so that the drooling, pimply-faced kids with ADD will be able to play.


hahahahaha oh that one almost made me cry!
and totally agree! although i did start civ2 when i was 13! but then i didnt know how to play too well .. least i still played it

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:37
  Old Post 04-08-2005 20:59
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quote:
Originally posted by Mace
my worst fear: ICS is still the best strategy


Agreed-- although its probably my second worst fear

My worst fear is that 4 will be more like 3 than it is 2 or Smax.

Aro is offline Aro
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Ipanema
Jul 2002
time: 02:37
  Old Post 04-08-2005 21:18 Visit Aro's homepage!
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quote:
Originally posted by Xorbon
Another fear: that the game is dumbed-down so that the drooling, pimply-faced kids with ADD will be able to play.


quote:
Originally posted by Russian_King


hahahahaha oh that one almost made me cry!
and totally agree! although i did start civ2 when i was 13! but then i didnt know how to play too well .. least i still played it


My son has 12, and he's playing Civ III since the game was released and I bought it. I helped a little in his first steps, no more than that, and today he's a reasonable player. But what he really likes is real time strategy, like Age of Empires and sequels. However, he’s very excited about Civ IV…

Edited: grammar

Last edited by Aro on 04-08-2005 at 21:31

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:37
  Old Post 05-08-2005 03:00
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quote:
Originally posted by Aro
My son has 12, and he's playing Civ III since the game was released and I bought it. I helped a little in his first steps, no more than that, and today he's a reasonable player. But what he really likes is real time strategy, like Age of Empires and sequels. However, he’s very excited about Civ IV…


Not all kids drool, have pimples, or have ADD.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
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  Old Post 05-08-2005 03:43 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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And when he grows up more he'll realise that Civ is much superior to Age of Empires .

Nikolai is offline Nikolai
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Bergen, Norway
Oct 2000
time: 06:37
  Old Post 05-08-2005 03:46
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Nearly anything is superior to Age of Empires.

Aro is offline Aro
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  Old Post 05-08-2005 06:46 Visit Aro's homepage!
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quote:
Originally posted by Solver
And when he grows up more he'll realise that Civ is much superior to Age of Empires .




I know that.

Russian_King is offline Russian_King
Chieftain
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Dec 2002
time: 13:37
  Old Post 05-08-2005 11:15
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lol, yes civ is superior to AOE, however NOT everything else is superior to it! AOE is still one of the best strategy games out there, i play a mode called tool wars
where u have fundamental units: melee (axemen) ranged (archer) a ranged counterpart (slinger) and boats and towers. the ultimate papwe scissors rock

axe=rock, archer=paper, slinger=scissors

but u have to back ur armies up. the ultimate goal is to outproduce ur opponent by building masses of vilagers and running ur entire continent dry fo resources! thats what i call Ultimate fundamental RTS gameplay!

but civ is a lot more interesting in terms of politics etc. :P


oh someone mentioned that paper scissors rock was boring: WRONG PSR is the best ever! but it only suits RTS, a civ game shud have defence and attack values! because of its setup where some points u defend and some u attack, u cant just use the same unit for both thats silly. i really do hope PSR does not ship with civ4 itll spoil the war forever! also: i say group combat! like in CTP!!!

Platypus Rex is offline Platypus Rex

King
Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002
time: 21:37
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quote:
Originally posted by Solver
And if infinite rail movement is gone, maybe we should have Yin add some shredded EULA to his food ?


for dessert the manual?

I will pay for printing and shipping

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:37
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my worst fear.... that the game will need repeated patches

leading to a patch that is far from complete, and the company then give up on as they have moved on to Pirates 6 and then Civ 5... just like civ III

Dis is offline Dis
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naw, they'll move onto Sim Golf 2 first.

Speaking of, I think it was Yin's posts which convinced me to buy Sim Golf. Worst $30 I ever spent. Okay that's not true, but it's pretty close.

Alex is offline Alex
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Brasil
Mar 1999
time: 02:37
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come on, simgolf is not a game THAT bad... it is mildly fun and entertaining for a while... i'd say for five minutes... or ten.

Odin is offline Odin
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Biology Nerd at Minnesota State University Moorhead
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time: 23:37
  Old Post 06-08-2005 03:41
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My worst fears:

1. too much micromanagement (like having to move aroung 100 workers individually becaise the auto-worker AI is idiotic)

2. ICS

3. the AI civs marching through MY territory again, and again, and again

4. not enough diplomatic options

Darkstar is offline Darkstar
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  Old Post 06-08-2005 04:22
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Adm.Naismith, I think you missed my point. If you seperate out the production to units creator from the city, then players will be able to create all the unit makers that they can support. That won't be ICS... that will be driven by their strategic concerns.

Now, repeat that for each layer...
Commerce centers to create trade/production to money

Food centers to distribute food or ship food to commerce centers (for further conversion to money)

Religion centers to create culture and or national identity.

A city is then what? it is just a GOVERNMENT CENTER. That's right. It's purely an administrative center. For game purposes, I'd let it create only 1 unit... worker. The worker then builds everything else.

That's it. Now, your Government center would end up being transportation hubs. Population centers would grow up around that, as any place you have a used crossroads, you will get people.

Now, you have a natural system. Players would try to ICS at first, but they'd gravitate to:
Making as many workers as they think they need:
* to road everything in site (the "Road To" would keep down MM of this)
* to make new centers of other layers (military, commerce, food, etc)

Think about it. Then, we no longer have ICS, because just adding new Government Centers isn't what you want. As Civ players, we want units, money, and research. We could build all the unit creators we could supply... but we could only maximize that construction at the cost of our other interest. If all our empire/national production is going to make units, we won't have anything left to turn into research. If all our production is going to fuel research, we cannot be cranking out the vandal hordes to roll over our opponents.

It's trivial to stop ICS. It's trivial to turn Civ into a game about using your resource to make the kind of empire you want to play or what you need to survive. There would never be a focus on "cities". Building 4 new government centers will not also improve your resource harversting by 4 more collection centers. It will not immediately grant you 4 more tile->Unit makers. It will not immediately grant you 4 more tile->Money or tile->Research total.

That's how you stop ICS. Players will still want to expand, as fast as they can. They will still want to get all their resources on their land harvested as fast as possible, and to turn those harvested resources into what they want (units, money, and research). But they'll have to do it all while balancing what they spend their resources on, by protecting their transportation infrastructure, and by prioritizing whether they should build more unit producers or more research creators. Or even, both of those at once (shorting something else).

A game of strategic decisions and plans, from the very ground up.

 
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