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polypheus
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United Nations of Earth
Jun 2001 time: 21:14
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In order to increase gameplay and replayability, many of the announced Civ aspects should have options to randomize them. Here are two that come to mind:
1) Randomize assignment of Civ-specific units
Instead of Civ-specific units being pre-destined for a certain Civ, it could be randomly assigned. Thus instead of the Romans being pre-destined to build Legions, it would not be known until that Civ develops Iron Working whether they also develop this expertise. For example, you are the Persians and you have just discovered Iron Working. During that same turn, a message could come up saying :
"With the discovery of Iron Working, our military experts have developed the ability to produce the unique, fearsome Legion units!"
Yes, I realize that perhaps a better solution might be using minor techs or wonders so that a Civ can consciously strive for that ability (just like for the Wonders now).
However, this "randomize Civ-specific units" is still better than the "pre-destined" implementation and if it exists I would definitely use Civ-specific units. (I would not now use them in the current "pre-destined" form.) Besides sometimes such expertise historically has been randomnly arrived at rather than consciously strived for! Easy to implement and vastly improves on the current pre-destined Civ-specific model.
2) Randomize assignment of AI personalities (at the beginning of the game and during the game)
Instead of the AI personalities being fixed and predictable for a particular leader throughout time, let's have a template of various personalities and let's have the option of randomly assigning these personalities to the various AI leaders. Its kind of stupid that I know that I need to go after the Russians early because I know ahead of time that Stalin is militaristic and expansionist. But if there were no way of knowing except in the course of monitoring their behaviour, then that is much better!
Furthermore, everytime an AI Civ changes govt types, it should randomly assign a new personality from the available templates. (which doesn't have to exclude the old personality).
This adds to gameplay because of added unpredictability!
The inclusion of these options would definitely improve gameplay and replayability and I hope that Firaxis has implemented them as they should be easy to include!

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polypheus
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United Nations of Earth
Jun 2001 time: 21:14
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Hmmm...
Looks like other than TechWins, no one else seems to care for these options, one way or the other.
The key though is that these should be options. Those who do not want randomly assigned Civ-specific units or randomly assigned AI personalities can have these turned off.
Personally I like these random options and would probably enable them almost all the time, if these were available. It somewhat takes away from gameplay to have such aspects be known beforehand and therefore be completely predictable. (which is why I completely oppose the current method of pre-destined Civ-specific units.)
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KoalaBear33
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Toronto
Jul 2001 time: 00:14
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NOTE: Everything I say here is for multiplayer only.
quote: Originally posted by TechWins
Ok what people don't want is to play against the same type of style from the same civ each game. This is being hypothetical: when people pick the English each game as an opponent they don't want them to play the same way each time. |
See this accomplishes nothing. What that will do is to make all the races the same and it will just be like as if there was only one race. I don't want that. If races were balanced then what people would do is to pick another race if they wanted something different.
What I am suggesting is something that is new to turn-based strategy games so I'm sure some of you won't like it. I think the best system is one that is used it RTS games (in particular Starcraft). In these games you have different races that are completely different. Each race is different and has its strengths and weaknesses. People pick a race based on what they like and what they are good at. There is a greater replayability and variety because you are guaranteed to meet all the races and the various strengths and weaknesses. Under your proposal, it won't matter what race you pick. It would be as if everyone was playing the same race.
I want the differences to be something more than cosmetic (ie. graphical). The only thing that needs to be done (under my scenario) is that balance must be ensured. The Zulu, for example, can be a formidable military (not sure what their real bonuses are) but as long as the Chinese can keep up (say in trade or something) then people will pick both. So basically the players will end up picking a race that suits their style of play and hence diversity will be ensured. You might think that military is the best for you and pick the Zulus but I might like building an empire through trade and will pick Chinese. On top of this, once you master a particular playing style (say military oriented), you will want to try out another style (say economic orientation). This basically means that you will choose another race this time around. Under your system, one won't see too much of a difference when they switch strategies and no one will have any incentive to play another race.
quote:
I disagree. Civ's motto is kind of to re-create history not to re-play out history the same way. Having civ-units can't be balanced out right if you don't have a civ-specific unti for each age. Which isn't possible with some of the civs that are included. I'm diffently glad Civ3 will have an option to not include civ-specific units. |
I am not concerned about short periods of the game. As long as something is useful in the whole context of teh game, it will be balanced. For instance, the musketeers (haven't read up on which units are special; assume these are special for one race) might seem like they might not match the later units like the civ-specific tanks. But this doesn't matter. As long as the musketeers provide a huge bonus in mid-game, the person that uses them will be ahead by the time late-game rolls around (if you know what I mean).
After all, you are playing the WHOLE and not portions of it! So as long as the bonuses are reasonable and balanced it is all right. I think the system that you are proposing will be detrimental to online play. If strategy games are to move forward into online games, the systems must change. Longevity and replayability are key for online games. People will play a game 1 to 2 years and will want to have different experiences. If there was only "one race" as you are proposing, the game will dissapear after an year.
KoalaBear33
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TechWins
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Arizona
Apr 2001 time: 22:14
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quote: I want the differences to be something more than cosmetic (ie. graphical). The only thing that needs to be done (under my scenario) is that balance must be ensured. The Zulu, for example, can be a formidable military (not sure what their real bonuses are) but as long as the Chinese can keep up (say in trade or something) then people will pick both. So basically the players will end up picking a race that suits their style of play and hence diversity will be ensured. You might think that military is the best for you and pick the Zulus but I might like building an empire through trade and will pick Chinese. On top of this, once you master a particular playing style (say military oriented), you will want to try out another style (say economic orientation). This basically means that you will choose another race this time around. Under your system, one won't see too much of a difference when they switch strategies and no one will have any incentive to play another race. |
The personality of each Civ will be different. If the Mongols were to be in the game, they would have a militariastic point of view every game. With randomizing the personalities, the Mongols one game could be militariastic then the next an econonmistic point of view. This would leave players with not knowing what type of AI personalities there will be for each civ. Giving the game some sort of variety for each game.
quote: I am not concerned about short periods of the game. As long as something is useful in the whole context of teh game, it will be balanced. For instance, the musketeers (haven't read up on which units are special; assume these are special for one race) might seem like they might not match the later units like the civ-specific tanks. But this doesn't matter. As long as the musketeers provide a huge bonus in mid-game, the person that uses them will be ahead by the time late-game rolls around (if you know what I mean). |
It's not balanced to have a Civ get a bonus in a certain part of the game. Each civ should be at equal terms for capabilities throughout the whole game. There can be no balanced system put in place for Civ3.
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polypheus
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United Nations of Earth
Jun 2001 time: 21:14
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The suggestion to randomize the assignment of Civ-specific units and AI personalities is primarily geared towards single player games. It would adds much to replayability to have many aspects unknown at the beginning of the game and revealed later in the game.
At least for me, I don't want to know at the very beginning of the game what kind of specific units or personalities a Civ possesses but instead I prefer to find out as the game progresses. Randomizing their assignments should take little work to implement and is a very good way to increase gameplay and replayability in the single player game.
Admittedly this may not work as well in multi-player games for some. But in that case, those randomizing options could be turned off for those who feel don't prefer it.
Last edited by polypheus on 07-07-2001 at 01:33
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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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quote: Originally posted by KoalaBear33
Yeah I'm used to using RTS terminology. Anyway, there ARE races in Civilization. The Iroquois, Indians, Zulu, etc are all different races. But you are right in saying that we should call them civilizations (all the Europen civilizations are the same race)...
KoalaBear33 |
No the indians are not a race - they include dark skinned native peoples in the south, lighter peoples from the northern mountains, (pardon me for privileging skin color as a marker for race, despite anthropoligists preference for blood type, etc) and various invaders, afgans, mongols, persians, etc in historic times.
They are a CIV, not a race.
Zulus are one cultural/linguistic group that developed a state in the 18th c, among black africans. While of bantu language, they may have absorbed khoisan elements.
Iroquis were a confederation of tribes, all american indians. ultimate "racial" origins of amerindians a matter of dispute.
"race" is a very questionable category in social science today. I prefer civ.
and no, the fault is not yours. It is the inevitablle reult of civ speicifc units
LOTM
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