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Ralf
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Sweden
Mar 2000 time: 06:14
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quote: Originally posted by Ecthelion
No Social Engineering (stop it, SE rocks!!)
No Public Work (why moving that thing around all the time?)
No Unit Workshop (fellas, premade units aresooo boring!!)
grr... why don't we even get the chance to switch those things on/off ? eh? customisability, where is it?
I could really live without colonies, if I only had SE, PW and a workshop 
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I for one is really glad that both Public works, the Unit workshop and the Social Engineering screen has been...

Public Works simply wasnt Civ. The S.E. screen is only feasible with SMAC-style "test-tube societys". The Unit workshop is so hopelessly unfeasible in Civ-3 with a historic to modern era timeline, that i am rather surprised that anyone actually believe it could work.
Its worth to notice that NOT ONE single historically based strategy-game to this date, have had anything remotely like the "unit workshop" implemented. Why, do you think? The ONLY ones who had it, is SciFi-strategy games.
The reason for this is not that difficult to understand, because when it comes to Sci-Fi stuff, the game-designers are completely free to design totally made-up parts - which is obviously much easier. In a historic-based game like Civ-3 they would have felt constantly very restricted - not least when i comes to the problems with working with such fundamentally different time- and technology-eras.
Last edited by Ralf on 28-05-2001 at 02:08
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Eli
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Israel
Jul 2000 time: 07:14
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PW are great, they make the game much less boring. The unit workshop sucks, and the SE is more for games like SMAC, but fits less in history based games like Civ3.
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Ralf
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Sweden
Mar 2000 time: 06:14
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quote: Originally posted by Grumbold
There have been several. Braveheart immediately springs to mind as one of the more recent. Equip your troops with whatever weapons and armour you have made or bought to field troops of any type. You can even change their equipment when different stuff is available. |
Firstly; its a big difference between unit-workshop and army-workshop. I was not refering to "troops" here.
I personally have enjoyed playing games like "Lord of the realms II" for example. In that game you recruited generic farmers and equipped them with swords, maces, pikes, rows, crossbows or whatever. Its not the same thing.
Secondly; then I made that remark I had historical PC-games that stretches over several different cultures, and over several hundreds years in my mind. In Civ-3 we are talking about 6000 years of culturally and technologically different historical eras. Its a huge difference if the game-designers are limited to one specific culture and/or one specific war-technological era.
Besides: talking about variety. Why are there so few (if any) mod-packs available in SMAC that completely replaces the existing unit workshop-graphics and ADM-data?
Because it would be a pain in the neck to re-design all these different parts, and at the end of the day: it would have felt rather meaningless, because you still have attach the exact same incremental ADM-data on each part, as in the default parts anyway. Everything is pre-made with "unit workshop", and you basically stuck with it.
By comparision; standalone Civ-style units are both much more modpack-friendly and more flexible. Both Firaxis and indevidual scenario-designers can add, subract, replace and tweak the unit-graphics & data exactly to their liking.
I bet we will se new units and other things added to the main game, in some beefed-up Civ-3 scenario-addon. Civ-players can download unique modpacks and tweak the ADM-data as they vishes. Flexibility is the word.
In SMAC with its unit workshop, all of above has already been taken care of once and for all - and one is basically stuck with it.
Last edited by Ralf on 28-05-2001 at 03:33
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El hidalgo
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quote: Originally posted by Grumbold
Unfortunately they tie unique units to your choice of player name in 4000 BC. That is in no way the same thing as linking them to culture. It seems the English will be getting the "Man'o'War" even if their culture turns out to be one of land based military might and they never build a single port.
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True, though it works out on the earth map (as long as you don't randomize starting locations). If, as I hope, unique status is a flag you can toggle on and off in rules.txt, then there is much more flexibility as to which units you can make unique, so the problem you describe can solved (either toggle uniques off, or give everone a land-based unique). Unique units thus wouldn't derive from culture (culture as a new game concept), but they would contribute to perception of each civ having a unique culture. In other words, you can view the unique unit as being based in a civ's culture even though it doesn't develop spontaneously from culture rating or something like that. Plus, what a boon for scenario makers. In all I think the unique unit does more good than harm.
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bagdar
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Turkey
Jan 2001 time: 07:14
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quote: Originally posted by Ecthelion
No Social Engineering (stop it, SE rocks!!)
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Un-Civ, unneccesarily complex. And why do you assume that the Civ III govts are going to work exacly as in Civ II, maybe they're enhanced!!!
quote:
No Public Work (why moving that thing around all the time?)
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Great decision. Stay away from ctp for any reason, anyway. Also, How are the workers going to work? Maybe we have advanced automation, further facilities?
quote:
No Unit Workshop (fellas, premade units aresooo boring!!)
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several reasons... Including customization, new combat model, etc. etc. UnCiv anyway
You can't customize a good ol' civ between two games, so let's see what enhancements there are before complaining about backward steps.
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