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Jimmy
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Madison, IN, USA
Jun 1999 time: 05:14
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Brain: love your idea.
I think it should be the same aliens from SMACX. SMAC comes after Civ3, so what better story lead in, than to have mysterious aliens come to Earth, Mankind barely escaping to Alpha Centauri only to find that Planet was home to the same aliens that almost destroyed them. The final chapter being SMACX and the third game of the "Sweep of Time" trilogy. WOW, what a plot Firaxis could have. My heart is already racing just at the anticipation.
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NotLikeTea
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HRM, NS, Canada
Apr 1999 time: 05:14
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Nooooooo! 
As I've said in other forums, Civ is an historical game, while SMAC is an SF game. Games that try to combine the two usually ruin both.
If Civ has aliens, I will not buy it.
PS: I also read the Worldwar series (well, second book). I'm a great fan of Alternate Histories, but I felt that the aliens spoiled it for me. Couldn't some other kind of more realistic occurance have cropped up, with equally dramatic effects? In soc.history.what-if, we refer to anything occurance that is unexplainable for the sake of an interesting situation a result of "Alien Space Bats", invoked by vigerous arm waving.
ie: In 1932, after vigerous arm waving, Alien Space Bats replace Russia with a wilderness of dinosaurs. Now what?
<font size=1 face=Arial color=444444>[This message has been edited by NotLikeTea (edited July 06, 1999).]</font>
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EnochF
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Seattle, WA
Jan 1970 time: 21:14
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Oh, oh, and one more thing. This is about "minor" civs. I just bought Birth of the Federation and it took up most of my Fourth of July weekend.
And I've got to say that, as much as I enjoyed the system of meeting minor alien civilizations and slowly convincing them to join my Federation, I don't think this style of play would suit Civilization. Human history has only rarely proceeded in this fashion. Alexander the Great, the Roman Empire, maybe the Hapsburgs, and eventually the European powers in the Eighteenth Century. And the didn't so much assimilate as they did conquer. And really, when it comes right down to it, when the European powers were colonizing the various islands of the Americas and meeting minor tribes... let's face it, they were finding goodie huts, not minor civs.
So, my vote: minor civs, nay!
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Flavor Dave
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double post
<font size=1 face=Arial color=444444>[This message has been edited by Flavor Dave (edited July 06, 1999).]</font>
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Flavor Dave
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About the Brain's idea--any aliens capable of interstellar travel, esp. in a period so short as the time between the discovery of atomic energy and 2020, would make short work of the Earth.
If you want aliens, why not just ask Firaxis to increase the barb/religious fanatic threat late in the game? Accomplishes the same thing without having ridiculously under-powered aliens.
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Flavor Dave
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actually, triple post
<font size=1 face=Arial color=444444>[This message has been edited by Flavor Dave (edited July 06, 1999).]</font>
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I agree, the aliens probably wouldn't be a good idea - too much like the ending of Call to Power anyway.
However, to make the end game more interesting, why not add a late game force of super humans like the Star Trek Eugenics Wars that replace the barbarians and start to try and take over your cities. These units would be stronger than any other unit.
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Aliens should be optional, in the optional continuation of the game after 2050.
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Andy B
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Gothenburg,Sweden
May 1999 time: 05:14
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Maby the alien tribes can be like godie huts in space.
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Ecce Homo
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Stockholm, Sweden
Apr 1999 time: 06:14
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This has turned from the Viking thread to the Alien thread. IMO, these threads should be used for new suggestions rather than continuous discussions.
Please use this thread http://apolyton.net/forums/Forum6/HTML/000703.html
for more opinions about aliens.
<font size=1 face=Arial color=444444>[This message has been edited by Ecce Homo (edited July 07, 1999).]</font>
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The Brain
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Of The Huggy Fish-People!
Jul 1999 time: 05:14
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I was saying that the aliens should come at a certain time in the late 20th century. Maybe sometime in the fifties a strange explosion happens and maybe destorys an improvement. You would get all freaked out and wonder what it was and send out units to see what it was, but it's gone by the time you get there. You may blame someone else for it even though they didn't do it. Later when space flight comes around even more of these units pop up and leave to fast for you to find them. They could fly over your cities and startle the people making a few unhappy. You then start searching for them and start SETI to find them but don't. Wait a second! This sounds a whole lot like what really has happened in history. So whoever said that Civilization is a historical game is right, it *IS* a historical game but aliens are part of our history.
BTW, my Alien friend is very mad by everyone's comments. Have to go, here come the men in white coats!
------------------
Acctually I'm a genetically altered lab mouse plotting to take over the world!
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The Brain
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Of The Huggy Fish-People!
Jul 1999 time: 05:14
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I think there should be an option to turn it off the aliens even though *I* wouldn't. Also it should happen like 1 in 20 because then you'd be ready for it. You would have everything ready after you make the atomic bomb to find them. Maybe when you discover Space Flight the chances increase, then they increase more after you make The Apollo Program, then even more after you make SETI, and so on...
Now my alien friend is happy! Uh oh here come the men in white coats again! NO! AH! !@#$%^!&!...
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Acctually I'm a genetically altered lab mouse plotting to take over the world!
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Ecce Homo
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Stockholm, Sweden
Apr 1999 time: 06:14
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I believe it is about time for som new ideas...
If barbarians captured a city, they could create a new civ.
_________________________________________
The best ideas are those that can be improved.
<font size=1 face=Arial color=444444>[This message has been edited by Ecce Homo (edited July 09, 1999).]</font>
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mhistbuff
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Not sure if this belongs in this thread or another....
For the most part "barbarians" were no long a threat by the 1500s or so, and many of the cultures which Europe (sorry about the western bias here) consider "barbaric" should be civs in the game (turks, mongels, etc.). In civ2 they replace barbarians with religious fanatics and peasant rebellions, but it seriously bothered me when my advanced, democratic civ had a "peasant rebellion" which I had to devert tanks to crush. Once a civ reaches a "modern" stage be it year or technology, the outcroping of barbarians should be replace by terrorist attacks. So essentially, the threat to civs change over time (or technology). Barbarians to peasant rebellions to religious fanatics and terrorists.
On a slightly different note, if barbarians or revolting peasants or whatever stay too long with out being attacked, then they should found thier own cities and become a small city-state.
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Diodorus Sicilus
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Steilacoom, WA, USA
May 1999 time: 05:14
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I posted most of this some time ago and some in other threads, but it's time again, and anything is better than more postings about Alien Vikings...
Early-game Barbarians should be a generic for all the 'minor civs' folk talk about: they should have more options than just attack anything that moves- provide trading partners, info about other civs they contact, middle-men for tech transfers (tech diffusion should be part of the game, but that's another Thread)
Many early civilizations would start without agriculture, as nomadic civs. I've posted (in City Improvements) a list of Improvements to the Tribe, a mobile form of 'city' that would be their population base. Barbarians could turn into either these, or by conquest into a settled 'city' civ.
Civilizations should be able to split off from the starting civs. If you've got cities on a distant island or continent, the Unhappiness/Inefficiency points from distance should translate into Rebellion after a time unless you take serious Social and Political steps to avoid it. Resulting Civ could be shown by a shield divided in half: a new color and the original civ's color.
This is all part of providing more Variety in the game: civs with variable starting positions (Nomadic Herders, Settled Farmers), Barbaians that can turn into Civs, Civs that can start from another civ. It all makes for more challenging games, and a more realistic historical model.
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Diodorus Sicilus
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Steilacoom, WA, USA
May 1999 time: 05:14
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I posted most of this some time ago and some in other threads, but it's time again, and anything is better than more postings about Alien Vikings...
Early-game Barbarians should be a generic for all the 'minor civs' folk talk about: they should have more options than just attack anything that moves- provide trading partners, info about other civs they contact, middle-men for tech transfers (tech diffusion should be part of the game, but that's another Thread)
Many early civilizations would start without agriculture, as nomadic civs. I've posted (in City Improvements) a list of Improvements to the Tribe, a mobile form of 'city' that would be their population base. Barbarians could turn into either these, or by conquest into a settled 'city' civ.
Civilizations should be able to split off from the starting civs. If you've got cities on a distant island or continent, the Unhappiness/Inefficiency points from distance should translate into Rebellion after a time unless you take serious Social and Political steps to avoid it. Resulting Civ could be shown by a shield divided in half: a new color and the original civ's color.
This is all part of providing more Variety in the game: civs with variable starting positions (Nomadic Herders, Settled Farmers), Barbaians that can turn into Civs, Civs that can start from another civ. It all makes for more challenging games, and a more realistic historical model.
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