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Buck Birdseed
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Khoon Ki Pyasi Dayan (1988)
Nov 2000 time: 05:14
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Jeje2: 1. Do the vikings need a WW1-specific unit? (I know, I know, the vikings are probably out.) In the example of a Civ-specific unit given since I wrote this article three weeks ago, it says the Impi will be a spearman unit with a movement rating of two. This means the Zulus will be stronger in that time period, but it doesn't mean everyone else will be weaker! If the germans have their Panzer tank, and everyone else has a normal tank, the germans will have the advantage but the others will still be on equal footing. Different people will chose different civs based on their unique units, so them falling in different time periods is a challenge rather than a problem.
2. They do. It's been pretty much confirmed.
Grumbold: Personally I perfer the hard-coded units, for several reasons outlined in the article. Making game-beating units is nearly impossible in the first place in Civ, because what makes a game-breaking unit? One with which you can conquer your neighbours right from the start? One that can provide an ideal defense while you pursue a perfectionist strategy? One that's fast and can discover ahead early to let you pursue an exploration policy? One which is good for escorts to your colonies for your trade and resource oriented tactic? A very late game unit that allows your small, hardy civilization to convince everyone else of your military might? A special bomber unit that disrupts others' spaceship plans? There are so many ways to win a game of civ, and if your neighbours try different ways on you that's an interesting and constant challenge, whereas pick and mix units will most likely mean the one AI (I don't think there will be more than one) will build the same damn things every game. Again, look at SMAC where you could pretty much build what you liked, yet the AI always built the same damn stuff.
Krop: I tried to address both these issues in the column. I think "personality" is much more than just looks, don't you? And AI variations were tried in SMAC, with little success, IMO. Most differences were simply down to the SE variations.
Thanks to everyone who sent me e-mails regarding this column, I'd encourage you to post the contents in this thread. Some of the ideas were very good!
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cyclotron7
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Drowning in Schnitzel
Jan 2001 time: 21:14
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First off, Snapcase, I think that Civ specific units decided by the computer are a load of ****.
That being said, I will try to ignore this obvious prejudice of mine as I point out the big flaw I see in your (and Firaxis') ideas.
Your "obvious advantage" sounds like an obvious disadvantage to me. The problem is that yes, CSU do make Civs more distinctive... but, unfortunately, they also make each civ be identically distinctive. What I mean is this: You say that the Vikings will be raiding me by sea, the Germans flooding me with panzers, etc... I think that's horrible. I could care less about Civ distinctiveness... what I want is civ variety. I want the Germans to be a warlike agressive Civ one game, then a trading empire the next, then a dangerous diplomatic sabotage machine the next. I want Civs to act differently in every game according to what happens in that game. If they start on an island, I want them to be isolationist, militaristic, and a huge sea power... If they start surrounded by other nations they conduct a lot more trading and negotiations. I don't want to play every game where the Germans are somehow predestined to swamp me with panzers every year 1940 or so. I want the Germans to decide what is best for their civ, and then do it. A Zulu Civ that says "cool, now we have impis, let's become warlike and raid a bunch until they become obsolete" is not a civ. It's a sickening repetitive behavior pattern that manifests itself in every single game, throwing any kind of strategy or logic to the winds. If you want distinctiveness, play your civ distinctively... and push Firaxis to make an AI that makes distinctive judgements based on their distinctive situation. Because underneath CSU, you still have the same identival civs... just with a few different units. There's really no difference, and you should be able to see that CSUs fix nothing and make nothing distinctive.
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raingoon
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Los Angeles
Aug 1999 time: 21:14
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First of all, thanks -- I really appreciate that someone laid this argument out for me. I hadn't really followed the different sides. It would seem that Firaxis is going to offer both "hard-coded" units and "civ-specific" as a start-up option, no?
So in theory, since the whole thing can be scrapped by the end user before any game, the complaint that finally goes unanswered is the one that says Firaxis is prolonging the development of the game by implementing a feature that nobody is going to want to use.
Hmm, well I suppose somebody wants to try it out, so the final problem becomes SOME who don't look forward to this as anything but a mistake will have to wait longer than they would like for the game.
All in theory, of course, maybe the game is developed beyond where we think and that time spent on this feature is a sunk cost. Meaning, water under the bridge.
All told, thank you for an enlightening and provocative column!
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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:14
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snap says that historical accuracy has never been one of civ's strong points.
I beg leave to disagress. Civ is in fact one of the most historically accurate games there is!!!! You have simply been defining historical accuracy too narrowly.
No civ's combat model is not accurate - its decades behind the wargame state of the art. Its economic model is inferior to imperialisms, its model of city happiness pales next to city builders, its tech tree has numerous problems, and its govt forms are simplistic.
BUT civ gives a better view of the larger issues of history than any PC game i know of. The interaction of domestic and international politics, the conflict between terrain and strategy, the tradeoffs of war and economic and social development, are better illustrated here than in any grognard war game. Even the tech tree is magnificent, with its underlying Hegelian philosophy - things proceed dialectically from their opposites!!!! Only a successful monarchy can generate representative govt forms - a demo provides the research to reach commie and fundie. Industrialization creates pollution, but pollution ruins production - but sufficient production and tech advance can reach the environmental techs that pre-industrial society was incapable of. Capitalism generates communism - like industrialism and environmentalism, they are not opposites but different sides of the historical dialectic.
But perhaps the dialectic must be applied to the civ series itself. Civ and civ 2 were landmarks in "macro-historical" gaming. But the day of civ is over - it is being surpassed, by period specific games like EU. CSU's may be inevitable in CIv 3, but they are a sign of the decadence of the civ series - it may yet produce fun games, but it can no longer provide intellectual insights, as Civ2 did. The historical moment is passed. We can probably look forward to the application of the EU approach to other time periods - eventually someone will ask the 6000 year + historical questions again, informed this time by the playing of EU type games. It may even be done by one of the alt civ projects now in development. But it will not be done by Sid Meiers or Firaxis - they are too successful.
LOTM
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Buck Birdseed
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Khoon Ki Pyasi Dayan (1988)
Nov 2000 time: 05:14
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Cyclotron: just tick the "randomise civ-specific units" box. Surprise, Surprise, Simple. As for your second point, I heartily disagree. Any attempt made so far to make totally distinct AI personalities has failed. Civ-specific units will force them to adapt different tactics, as "you should be able to see", but which I will quantify, unlike you. The AI, which is one AI, let's not kid ourselves, will look at what's available and use it to its advantage. If the same things are always available it will do the same thing. If different things are available it will do different things.
LOTM: Thank Sid you're not in development. It's not a historical simulation, it's a game. It's supposed to be fun, not realistic. I mean only seven 6000-year empires? One, government-sponsored advance at once? No internal politics? It's not realistic at all! But it's fun. They went towards realism in Civ 2, which was a bad move. Now they're moving back towards Civ 1 and the ideals it embodied. Hooray!
Iskandar Reza: I just don't think it'd work, that's all. All units would be customised in the same way by the AI.
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cyclotron7
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Drowning in Schnitzel
Jan 2001 time: 21:14
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quote: Cyclotron: just tick the "randomise civ-specific units" box. Surprise, Surprise, Simple. |
Irrelevant. You still have the same Civs doing the same things, only now they don't have the same name. Meeting the "germans" or the "zulus" or the "french" is irrelevant, if CSUs are random. This is because my complaint is really against "the panzer civ" or "the impis civ,"
because that's not distinctive at all. The name doesn't matter; It's the fact that there will always be this recurring ability of a recurring civ that will use the same recurring tactics and you must use your same recurring tactics to deal with them.
quote: As for your second point, I heartily disagree. Any attempt made so far to make totally distinct AI personalities has failed. Civ-specific units will force them to adapt different tactics, as "you should be able to see", but which I will quantify, unlike you. |
You contradict yourself. If "all attempts" to do this have failed, that must include SMAC's specific units... but then you say that CSUs will solve this? Please explain...
quote: The AI, which is one AI, let's not kid ourselves, will look at what's available and use it to its advantage. If the same things are always available it will do the same thing. If different things are available it will do different things. |
I belive your article gave examples of how you'd like to see the Germans flooding me with Panzers, the Vikings raiding my coasts, etc... Personally, I want to have the Vikings equally adept and equally likely to attack me by land, depending on their situation. Why would the Germans ever start a sea war if their sole advantage was in the Panzer? CSUs limit strategies, because no fool would attack on an equal footing when they can always be ahead. Why even bother with a sea assault, or air attack, or even infantry support if I am the Germans?
You were right the first time, Snapcase. CSUs are the worst idea ever to be proposed for Civ3.
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Grim Leaper
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england
May 2001 time: 05:14
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Civ-specific units are an interesting concept. After long thought, i have decided that i dis-like them. They could either ruin (if badly implemented, which i doubt will happen) or not play much of a part in the game.
the concept of CSU are good, but i feel they should not be "civ"-specific units, and instead, units that reflect what you civilisation is good at. The zulus' impis were only better than their spearman equilievelents because they were useful to the zulus, who fought over large stretches of african savannah, with little cover - They needed to get to battle quickly. To me the european spearman was also better than the impi, given they fought over the rolling green hills, covered with trees etc. where it wasn't possible to win by running at the opposition. What i am saying here is that both teams will whip each others ass's if playing on home ground.
The trouble with this is that in civ this is very hard to implement, and will probably just confuse the game.
With the current information concerning the CSU and how they will be implemented, i know i will be turning them off for my games.
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cyclotron7
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Drowning in Schnitzel
Jan 2001 time: 21:14
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quote: I want the AI employing more than one tactic to attack me. You obviously just want one, steamlined, idealised tactic which, after you learn to defend yourself against it, means the game is over for you. |
Actually, I want that too... you are right that this is where we disagree. I think that CSUs would make for only one tactic per civ, which I do not want. Could you explain to me how a single civ would increase its tactics of attack if it had one clear advantage, on one unit, on one medium, in one age? How does that make for more than one tactic by the AI? I read that you wanted to be attacked by hordes of impis, raided by masses of longboats. You know, that's called using only one strategy, and that is what CSUs would do. Why build mech. inf. if I can clobber you with panzers every game?
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SerapisIV
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Hartford, CT, USA
Feb 2001 time: 00:14
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quote: PC-IGN
each of the game's sixteen civilizations will have a unique unit that fits in a particular era
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Does this mean that each Civ gets four unique units, one per era? This would eliminate a lot of problems with regards to Roman Legions versus German Panzers when picking which civ to play. Maybe you get a unit per era, as technologies are also divided into four eras. Why not units too? Firaxis hasn't made any definitive statement with regards to unique units other then they exist.
Last edited by SerapisIV on 31-05-2001 at 05:02
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Buck Birdseed
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Khoon Ki Pyasi Dayan (1988)
Nov 2000 time: 05:14
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quote: Originally posted by cyclotron7
Actually, I want that too... you are right that this is where we disagree. I think that CSUs would make for only one tactic per civ, which I do not want. Could you explain to me how a single civ would increase its tactics of attack if it had one clear advantage, on one unit, on one medium, in one age? How does that make for more than one tactic by the AI? I read that you wanted to be attacked by hordes of impis, raided by masses of longboats. You know, that's called using only one strategy, and that is what CSUs would do. Why build mech. inf. if I can clobber you with panzers every game? |
It wouldn't. Each civ would have one strategy against you. Sixteen tactics. compare this to Civ2, which had a maximum of two or three strategies, all basically varations on a theme.
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Bereta_Eder
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Snapcase I read your article carefully. Nothing you said changed my opinion about unics.
As for strategy, if unics are all they have then how are we going to have 16 different startegies when the only thing that will be different is knowing that the Zulus are going to break my nerves building Impis en masse?
If Firaxis had concentrated their time on improving the AI instead of balancing some stupid Impis with.... Panzers (that's a laugh) things would be much better for Civ 3.
Much better for us but maybe not much better for Firaxis.
Because when you shout on your advertismenets about unics the populace will be hooked. We will not but we are the minority of dedicated civ players.
If they shout improved Ai we would be enthousiastic but the populace will just not understand.
Last edited by Bereta_Eder on 31-05-2001 at 05:51
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Captain
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by Divine Right
May 2001 time: 00:14
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Some very good points and rebuttals in your column, Snapcase - you almost had me convinced.
But the most solid arguments so far have been Grumbold's, Kropotkin's, and Cyclotron7's.
The main sticking point is that any unique advantages should be gained by the choices you make in how you rule your empire (that is, how you play the game). It should not be predetermined, whether by hardcoding to a name or randomized, just by selecting a civ name or clicking a box. I should be able to adopt my playing style to meet the challenges of the circumstances.
Civ 2 already had a good system for this, though it can definitely be improved. For example, if I was an island player, I would not only build lots of ships, I would build port facilities to make my ships veterans. This is a deliberate strategic choice I make, to concentrate resources on producing vet ships and maintaining those ships and facilities - instead of being able to build dragoons or whatever else (opportunity cost). But that's my choice and I could adapt my style where necessary, instead of being locked into some unique unit, hardcoded or randomly preselected. If I later built up colonies on a large continent, I might cease shipbuilding, sell some port facilities, and adopt a land-based strategy. Or whatever. Keep it open-ended - restrictions should come only because of playing choices you make dynamically, not statically.
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