Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ2-Strategy-Archive > Looking for ideas...
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Albert B is offline Albert B
Warlord
Indianapolis, IN USA
Dec 2000
time: 05:12
Lightbulb  Old Post 12-01-2001 21:36
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Looking for ideas... Remove this text

I debated where to put this post and somehow decided to do it here even though the general or creation forum could be more appropriate. Anyway here goes...

I recently created an executable that will randomize the basic traits of the AI rulers (ie the agression, expansion and civilized values in rules.txt). The result of running the program before starting a new game is to create 'unknown' leaders to play against. Instead of automatically knowing that the Mongols are "aggressive, militaristic expansionist" or the Babylonians will be "rational, civilized perfectionists" as soon as you meet them because of past experience, you will have to establish an embassy with them to determine there preferences. It is somewhat of a slight change but from what I recall from my civ 1 days, which had this feature built into it, it does change the game enough to be an interesting twist after playing your 1,000,000th game.

Anyway, while creating my program, I started thinking that it might be fun to randomize other features of the game that are customizable. I am looking for ideas of what you think might make an interesting change. So far, the only thing I can think of involves changing the pre-reqs to advances. In some ways this would make research a bit more realistic in SOME ways.

"How so?", you ask. Well in the sense that when advances were initially studied, no one knew where it would lead. For example, do you think that Hammurabi developed his code of laws just to get to monarchy? I doubt it. Right now there are a ton of people that can list for you the exact order of techs they research every game because they want to get to a certain tech/unit/wonder/etc. What if you didn't know which techs you would be opened up to you by researching mathematics?

I think it would make a very interesting twist to the game. My preliminary analysis leads to the conclusion that this could easily result in a extrememly unbalanced game.

Below are some of the problems I foresee. If you could take the time to look over some of the issues below and offer advise/feedback on ways to implement this I would be grateful. Also, if you have ideas of other aspects that might be randomized that could create a different environment, let me know and I'll see what we can come up with.

Problems with randomizing pre-reqs:
1. Getting to an advanced tech far too early creating a massive imbalance.
pros: makes tech research truly random, possibly leading to a very interesting fantasy type game
cons: one civ gets bombers while everyone else has only warriors and game is over before it begins, etc.
possible solution: only randomize within an epoch

2. Wonders expire before being discovered.
pros: none
cons bvious
possible solutions: only randomize w/in an epoch, change requirements/expiration techs

3. Discovery of certain buildings before the pre-req building (ie, banks before marketplace)
pros: none
cons: obvious
possible solutions: only randomize within an epoch, change requirements for building improvements (leads to other complicatons)

4. Even less effective AI? - could confuse an already underachieving computer leader
pros: none (unless you want an easier challenge)
cons: less intense games, loss of challange to defeat the game


5. Other/hidden problems - could affect hidden code/other game aspects in a negative manner.

That's about all I can think of for now. I think that this COULD lead to a revolutionary new way to play the game. At the very least, it could make for a interesting new type of scenario to play once or twice. The more input I can get and more thought we put into this, the better the results will be. Thanks in advance for you insight, information and opionions. Wish me luck!

Albert B


East Street Trader is offline East Street Trader
Prince
London, United Kingdom
Jun 2000
time: 05:12
Post  Old Post 13-01-2001 10:05
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

IIRC in SMAC you have an option to play either on the basis that you choose which advance to research (a la Civ 2) or on the basis that you are blind as to which advance will be achieved as each period of research reaches its conclusion.

That might give you something like what you want without so many complications.

As for your notion as it stands, it is only the first of your problem cases which strikes me as needing to be dealt with and your proposed solution might well work OK.

EOL is offline EOL
Warlord
Oxford
Dec 2000
time: 05:12
Wink  Old Post 12-01-2001 23:42
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Got spare money?

How about randomly chosing a couple of units to become obsolete with say, alphabet, so that they can effectively not be built. Could be some major strategy changes without caravans or diplomats there in the early game , or rushing to steam engine only to find ironclads aren't in the build options.

Best leave the settlers in there unless you want a long slow game though.


------------------
"One day your life is going to flash before your eyes, make sure it is worth watching."

Paul is offline Paul
Emperor
Zwolle, The Netherlands
Mar 1999
time: 06:12
Post  Old Post 13-01-2001 02:46 Visit Paul's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

Another problem with randomizing prereqs is the possibility of creating a loop: for example B requires A and A requires B, but more complicated loops involving more advances are also possible and probably even very likely if you randomize prereqs.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:12.
Apolyton Time is 00:12.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0368 seconds (87.00% PHP - 13.00% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net