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Miznia
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Madison WI
Jul 2001 time: 23:14
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Hi. This is my first msg on Apolyton. 
I think it would take an awful lot to make Civ realistic in military matters. I don't think I'd like such a game, actually. Here are a few thoughts of mine, though.
I do, like that other guy Chevin, absolutely, completely hate the way happiness works in Civ. It's like one more chore to handle without any room for strategy. I think the whole idea of unhappiness resulting from population growth should be taken out. Most the time I find myself rejoicing when I get a Civil Disorder msg because it means I got another dude.
I don't know what I'd like in its place. The Luxury component of Trade just doesn't seem like a good idea to me, but without it, it wouldn't really be Civ, I suppose. I'm happy with the Senate blocking your actions, and I'd enjoy having happy people get some kind of productivity bonus (Liberty Bells!), but I think that your people should just by and large be very content.
However, something that I think would go a long way, would be if conquered cities (built by a different civ) were very unproductive, or occasionally went Barbarian on you if unoccupied, that sort of thing. Perhaps eventually they could be assimilated into your civ, but until that point, it could serve as a "speed bump" in warmongering games. Civ3 will have something like that, won't it?
Better alliances with the computer players are a must. You should have to make/help a friend now and then, rather than always picking your own fights, in which case the computers should gang up on you. ...I started playing Civ1 a couple of days ago, after like an 8 year break, and it was pretty stunning and clear to me how useless (but dangerous) other players are, except when conquered. It's like they're Martians or something. The sooner you assimilate them, the better.
I think you get way too many units free of maintenance. Enough said...
And lastly, I think something like morale should be in the game. Unit loss could spontaneously cause a random dude to go unhappy.
Miznia
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Mech Assassin
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and a Finnish Assassin in Time.
Aug 2000 time: 07:14
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I think, the conquered city should be happy, if the old ruler made their being worse than the new. They should go unhappy and such, if you don't treat them well.
On the diplomacy topic, I think, you should be able to make a whole lot more complex plans with comp that SMAC type "attack this city with all forces" type. Planning the assaults with allied chiefs should be more like, you plan an assault route by choosing the routes (not only the target, but the route to the target. The target could be some land square or a city. Then, you could order them to hold some position or something, IE. order your allies and move your own forces to hold the surrounding area of a city and therefore make the forces there and the population in it to starve. Also, when the way to a city is blocked, I think, the trade routes, that possibly are there shouldn't work anymore (maybe the world map could show, what routes the trade trucks are using and if enemy blocks the way, you must destroy the blocking force in order to gain from the routes again)), your allies should use to send their forces and if your ally agrees (I think, it should ponder the possible problems, like force losses) in that, it would really use the way to use AI allies and attacking against enemies. AI should also suggest strategies, not only you.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:14
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HI Guys,
I agree 100% with MechAssassin. I think how a cities populace responds to an invader should depend on several factors: a) cultural strength, b) distance from original capital and c) current living conditions. If all 3 of these are bad (as they were with SU in WWII-remember that many of the Western-most cities were in "Sattelite" states!) Then the population would most likely treat the conquorer as a liberator. After this point, however, the way the new owner treats the city should determine the possibility of revolt. Of course, under these conditions, it might be possible for a rebelling city to simply become "neutral" (ie. independant of both Civs).
Yours,
The_Aussie_Lurker
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:14
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Hi Miznia,
Actually what I had in mind was a system used in "Birth of the Federation". You could basically build structures on a planet which utilized forced labour, like labour farms, labour camps and forced labour mines. These gave the planet much higher outputs in production, resources and food, but at a cost of happiness. I think you should be able to build these things in your cities (I also think that you should be able to enslave part of the population of a captured city and move them to one of your own cities-but thats another story!)
Basically to deal with the impacts of unhappiness you can either garrison more troops in that city, impose martial law or build other punitive structures in that city (like gulags and concentration camps). Note that none of these options should be able to reduce unhappiness, simply reduce the impact of it!
Distance from the capital should be a factor, but not as big as overall happiness and culture.
Yours,
The_Aussie_Lurker.
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Mech Assassin
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and a Finnish Assassin in Time.
Aug 2000 time: 07:14
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Culture could also be a factor. If the city has more happy citizens in he new hands, they treat the new ruler as a liberator. If the city has equal or less happy citizens than with the previous ruler, they'd treat him as a conqueror.
With conqueror, unhappiness would rise and if you leave the city without military forces, it'll either declare independent (if the former was had too few happy citizens also) or join to former, if the former was a good leader. Of course, if they're under good rule for long time, they'd turn to normal citizens.
With liberator, they'd be just like your normal citizen, except for few turns even more effective (they gladly help their new master, but when the years pass, they'll eventually calm down and act as normal ones).
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