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Sean
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Auckland, New Zealand.
Jan 2001 time: 05:14
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Steve,
I too enjoyed the surprises of the Jules Verne sceniro, and CNW. It helps keep things interesting and replayable.
Two points to consider though.
1) Explore bonuses may provide a too bigger advantage...(though you should be rewarded for exploring...)
2) As some resources won't be revealed untill certain techs are discovered, we should have pleasant surprises (or frightening shocks).
On the whole, I am undecided on the matter.
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me_irate
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I believe the huts represented the benefits of exploring. i would however like to be able to find natural wonders then be able to name them. also i think if you built a city near them you would get a trade bonus or something. i believe that finding victoria falls, or grand canyon or possibly ancient ruins such as ankor wat(sp) we add a lot of character to the game, and make it more injoyable.
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Steve Clark
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Colorado Springs, CO
Oct 1999 time: 22:14
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Sorry for the acronym. CNW is Interplay's Conquest of the New World, a superb combination of exploration, city-building, resource management and tactical conquests. When the first edition came out in 1997?, it got rave reviews (4.5-5 stars in many places) and was declared the best 4X game to date (far, far better than Colonization imo). When the Deluxe version came out, they added additional resources and special ones like the War Temple which gave a bonus to your forts and military units. I think one of the best thing about the game was its chessboard-like combat resolution, the best model I've seen to resolve combat of stacked units. However, for some reason, this game didn't take off market-wise.
As far as its applicability to Civ3, the scale is a little different. You are building only a handful of cities in a limited area. But its exploration mechanisms and bonus/exploration points can be similar to a Civ-like game. Also, CNW's method of resolving combat between stacked units was brought up when we were putting The List together. But because of its scale, it would not be appropriate to include something like this in Civ3 because it would make the game last too long. In all, we were exploring the possibility of making Civ combat more robust than Civ2 but not to the extent of CNW. So...there you go.
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How about a Feat of Wonder like in CTP 2 for the first Civs to explore a continent where you get a bonus for 25 turns.
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Captain
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by Divine Right
May 2001 time: 00:14
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I think exploring the map is its own reward. You discover what's around you, the important resources(for the tech level you're at), find out about enemies, where to expand to, ideal city spots, key choke points, differentiate inland lake from open ocean, etc... Information is power, and the info garnered from exploring is enough of a bonus if a player uses that info to plan their strategy. If the entire map was revealed to one player, all else being equal, that player would dominate completely, even without any other bonuses.
Thus, I don't favour any expanded bonuses. In the game, the major civs like you the human player are much further ahead of other civs and as such, the benefit derived from contact with the minor tribes around you should be almost negligible at the start. But as building roads boosts trade, that represents increasing your contact and trade with these minor peoples that invisibly populate the areas around your cities. If you want the trade (hence econ and research) bonus, you should have to build roads (representing trade routes, infrastructure, law&order, etc). Exploring in itself isn't enough for trade, you must develop. As above, exploring already has plenty of bonuses without trade bonuses.
One more thing, the huts tend to be too powerful as well. I played a nomad game recently and the huge army & cash & tech I amassed from huts ALONE completely demolished the opposition. This is really only useful in the early game when that extra archer doubles your army size and lets you wipe out a fledgling rival. Later on, an extra mech inf doesn't make too much difference when I've got 60 others. Huts should either be toned down, or a lot harder to find.
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To_Serve_Man
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Albany, NY, USA
Apr 1999 time: 00:14
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I feel that with the new trade and resource system that is being planned for Civ3, will make exploration its own reward like Captian said. A player will need to explore to find new resources, like more coal, silk, wine(grapes), coffee beans, ect. Thus, the need for colonies. And if a player finds another civilization, exploration opens trade.
So by exploring, you gain more resources. By gaining more resources, you can produce more and in the case of 'Luxuary' resources, your culture/border will increase.
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Pilfur
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I think having natural wonders on the map would be a great idea. Picture a niagra falls exploitable for its power generation or a mount everest or grand canyon just for the eye candy alone.
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Geoff the Medio
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In my opinion, one thing that needs to be changed from SMAC is the frequency at which other Civs/Factions offer to trade you maps of the other Civ's/Faction's territory. I don't remember if or how often this happened in Civ II, but it seems like something that might be included in Civ III with the goal of expanding the diplomacy sytem. I mention this because, especially in my most recent game, I explored my own continent, then contacted another faction when they landed near one of my bases, and from that one contact, I was able to fairly quickly trade for all the other factions' comm frequencies and territory maps. No actual exploration was required, and in retrospect, I missed it.
I realize I could simply not trade for the maps, but that seems somewhat artificial/silly while actually playing... and it doesn't really make sense strategically.
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