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DarkCloud
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of Lists
Jul 2000 time: 05:15
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Perhaps we could have 3 options:
War Management- the computer manages all of the units or you can automate certain units if you wish to focus on city management. The computer would prompt you if you wanted to start a war with someone, etc.
City Management- the computer manages production, basing the priorites on the following factors: Your relations with other civs: Your attitude: Your reputation: The number of units on the borders of your civ: etc.
You can specify whether you want to A. Conquer, B. Develop, C. Explore, D. Build, etc. (a la Alpha Centauri)
Empire Management- This sets the other half of the city development by reallocating citizens to
A. Maximize Happiness
B. Maximize Food Production
C. Maximize Taxes
D. Maximize Science
With the above you can set, on a slider bar, how much you are willing to starve the people.
IE. if you maximize taxes will they tax the people if 50 bushels are in the granary and you lose 3 bushels a turn.
If they do that, then they will have a minimum # of bushels to restrict taxing to. Thus, if you only have 5 bushels left, they make food until you have 25 bushels left.
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The above allow you to create a 'smart' empire and not be overwhelmed in the later game.

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Wiglaf
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Cambridge
Dec 2000 time: 23:15
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quote: War Management- the computer manages all of the units or you can automate certain units if you wish to focus on city management. The computer would prompt you if you wanted to start a war with someone, etc. |
That's a bit too much, isn't it? I mean, civ is very much a unit based game - to give all of that to the AI would make you too much of a spectator, and it would also make wins less skill based.
quote: City Management- the computer manages production, basing the priorites on the following factors: Your relations with other civs: Your attitude: Your reputation: The number of units on the borders of your civ: etc.
You can specify whether you want to A. Conquer, B. Develop, C. Explore, D. Build, etc. (a la Alpha Centauri) |
I like that idea, but it might overwhelm the computer with too many variables. Again, victories should be based less on your governors and more on you.
Something like this was proposed for Starcraft: total control to the AI, and you make the big decisions. It was tossed around until dropped because it would remove so much from the game. The TBS genre takes less of a hit on the matter, but still a substantial one.
Good in theory, but it would probably take too much time to get the above to work - and once you do that, it could backfire.
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Pythagoras
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Charlottesville VA
Jan 1970 time: 00:15
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quote: Originally posted by DarkCloud
Perhaps we could have 3 options:
War Management- the computer manages all of the units or you can automate certain units if you wish to focus on city management. The computer would prompt you if you wanted to start a war with someone, etc.
City Management- the computer manages production, basing the priorites on the following factors: Your relations with other civs: Your attitude: Your reputation: The number of units on the borders of your civ: etc.
You can specify whether you want to A. Conquer, B. Develop, C. Explore, D. Build, etc. (a la Alpha Centauri)
Empire Management- This sets the other half of the city development by reallocating citizens to
A. Maximize Happiness
B. Maximize Food Production
C. Maximize Taxes
D. Maximize Science
With the above you can set, on a slider bar, how much you are willing to starve the people.
IE. if you maximize taxes will they tax the people if 50 bushels are in the granary and you lose 3 bushels a turn.
If they do that, then they will have a minimum # of bushels to restrict taxing to. Thus, if you only have 5 bushels left, they make food until you have 25 bushels left.
-
The above allow you to create a 'smart' empire and not be overwhelmed in the later game.
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Sounds like SMAC, and I think similar things might be included in Civ3, hopefully smarter. I used Governors (City managers) and Auto-Formers occasionally, but often had to keep an eye on them, but there were lots of settings so that you could tell governors "never build xxxx" or formers "you can build XXXX but not XXXX." It was pretty good for a first time try, but like most things the AI was the crutch.
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