 |
|
Matthevv
|
|
Crawley, W.Sussex, England
Mar 1999 time: 05:14
|
|
A nice idea.
|
|
|  |
 |
|
Sergeant Sheets
|
|
of every inner Fantasy you have.
Jan 1970 time: 05:14
|
|
Who the hell wants to dinker with a cultural victory? NUKE'em!
Seriously, though, the idea is interesting, but I've always thought that a good balance of everything is necessary for a successful Civ game. The problem with cultural victories is that they'd materialize out of no where [indeed, America developed for 150 years to become the power it is today, but its culture overnight took hold of many countries (and visa versa)].
Perhaps the government must slowly convince its people that a war is necessary, and the larger the population support, the more powerful the units are in battle.
|
|
|  |
 |
|
RyanR
|
|
We got some good ideas here.
Actually, for Civ3 all I want is some very simple things. I don't want governers or any of that crap. I LIKE micromanagement and thats why the civs were such a great game!
|
|
|  |
 |
|
|
Korn469 to answer your first question:
I believe the civ series strives toward a more complex simulation of the real world, so its only a matter of time, if not civ3 then civ6 but, I dont believe for one second they can code a realistic virtual population in civ 3. What I personally want though is a much more complex model for population. The greatest strenght would naturally be more realism and the greatest weakness would be realism killing gameplay.
And please dont make so much of the agenda-desires-needs its merely something that popped out when Raingoon wanted a better explaination.
While I believe agendas and desires might be too hard to model, I think Needs are easier..
The needs are something needed for the survival (right?) so I guess they would be: Food, Employment (with religion, peace and freedom hiding in the background, maybe as desires)
What i personally want is:
-a rural population
-an new population growth model, which involves more then food
-immigration to cities to depend on, Food surplus and employment(and what else they can think on), and I also want inter-city migration and city-to-rural migration
-religion and disease models
-the population to 'mould' after you gameplay..if you are warlike the people will become more warlike after time >which would show up in the game as warfare bonus, willingness to go to war
same goes for peace, trade, agriculture and so on...
ah, thats all I can think of right now..
|
|
|  |
 |
|
|
I don't think it is remotely possible that we'll see the "agendas/needs/desires" of population "units." On the programming side that would be a nightmare. But we might see some sort of ethnicity and religion. That is feasable.
I don't want my civ shaped too much by how I'm forced to react to my beligerant, cheating Artificial Idiot neighbors.
|
|
|  |
 |
|
Youngsun
|
|
Darwin,NT,Australia
Jan 2000 time: 05:14
|
|
Doberman
I like the idea of having rural pop. as a separate entity whithin the civ. Sometimes the ratio between rural and urban pop. decides what kind of charactersitc the nation has.
But how you going to simulate rural and urban pop. into the game? I guess we have to have separate settlement like city and village(or farm)first. People living in rural area should act differently from that of citizens when they are faced with events like war.
|
|
|  |
 |
|
|
Youngsun
Rural pop, well to tell you the truth I cant really remember all the technical stuff, its been months since i gave it serious thought, but there is alot of info on the radical ideas thread..so cause im feeling lazy Ill just cut&paste a bit...
Radical ideas Thread
Http://apolyton.net/forums/Forum28/HTML/000155.html
My very first thread on civ3 forum was about just this, cities and migration...scroll down to m@niacs quote...it gives a nice summary
BTW I still love my idea of getting rid of the settler unit
http://apolyton.net/forums/Forum6/HTML/000914.html
>People living in rural area should act differently from that of citizens when they are faced with events like war.
Let me see now.. Claiming land..that its
For a square to become a part of your civ u have to claim it. (Move a unit to a square and claim it)
So an enemy moves a unit to 'your square' and claims it. It takes three turns. First turn the sq has 1000 loyal citizens to you, second turn 500 loyal to you..200 have fled to neighboring squares and 300 loyal to the enemy, third turn 700 loyal to the enemy and 100 more have fled.
The very very basic idea...that can be complicated infinitly..say with continious reappearence of partisans..bla bla
/dobbis
[edit]:links
[edit2]:links grr
<font size=1 face=Arial color=444444>[This message has been edited by Dobermann (edited March 05, 2000).]</font>
<font size=1 face=Arial color=444444>[This message has been edited by Dobermann (edited March 05, 2000).]</font>
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|