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tuckson
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Hi,
Someone recently had the guts to opt for civ3 as Realtime game. Poll results say enough on this. But what about the following?
On my PC I also have (and even play sometimes) the game RISK II. Maybe you know it.
In here there are 2 ways of turn based playing. The classic one is just like in civ. In your turn you do things. Turn ends and next player plays.
The other way is this: At the beginning of a turn each player sets out a strategy / attack plans for that turn. When all players are finished, the plans are executed. Some extra rules have been made to make this possible. Some battles for instances are considered more important than others, so they're executed first. This may come to unexpected results because at the beginning of the turn you don't know the exact situation when one of your planned attacks is started.
It's not my favorite way of playing (the classic way is more comfortable) but it surely has it's charms. It's different, but still turnbased.
Should this be a nice feature for Civ, besides the standard way of playing?
Grtx
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tuckson
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Hmmm... I got CIVMGE, but never heard of this SE thing. To me it just looks like a fine way to overcome the difiiculties of playing MP in a turnbased game.
Any experiences on how this worked in CIV2? (I'll read the thread and the article too, but now from the first hand...?)
Grtx,
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dainbramaged13
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Dumbass
Mar 2000 time: 00:15
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quote: Originally posted by tuckson
Hi,
Someone recently had the guts to opt for civ3 as Realtime game. Poll results say enough on this. But what about the following?
On my PC I also have (and even play sometimes) the game RISK II. Maybe you know it.
In here there are 2 ways of turn based playing. The classic one is just like in civ. In your turn you do things. Turn ends and next player plays.
The other way is this: At the beginning of a turn each player sets out a strategy / attack plans for that turn. When all players are finished, the plans are executed. Some extra rules have been made to make this possible. Some battles for instances are considered more important than others, so they're executed first. This may come to unexpected results because at the beginning of the turn you don't know the exact situation when one of your planned attacks is started.
It's not my favorite way of playing (the classic way is more comfortable) but it sur++++has it's charms. It's different, but still turnbased.
Should this be a nice feature for Civ, besides the standard way of playing?
Grtx |
check out shogun:total war. ITs just come out a new edition (warlord edition) but the originals still available if u want. the map is turn-based-simultaneus-execution but the battles are realtime, with each unit representing sixty people on the map, but with each person fighting individually on the battlefield (grouped in units of course)
its one of the best games ive ever played, and it comes VERY highly recommended, winning several awards.
http://www.totalwar.com
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Adm.Naismith
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Milano - Italy
Oct 1999 time: 06:15
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quote: Originally posted by Dire Wolf
Sabre2th,
I agree with simultaneous turns as an option. I've played Civ since Civ 1 so I know what I like |
It's difficult to build a program that can work well enough in two mode: (TBS and RTS, TBS and STE, etc.).
Simultaneous Turn Execution is not a minor change in game engine: it needs an AI that use better strategy, it must manage some more "collision" events and priority in orders.
OTOH, the human player must use smarter tactics: no way to make an easy rush to a building wonder or a max attack against a territory without the defender possibility to counterattack into the same turn.
I can't believe that Firaxis is trying to make a completely different Civ III MP, at least not on a model so smart as Simultaneous Turn Execution. 
I'm afraid they are trying to patch a way to manage Diplomatic actions: they are now at the core of CivIII (trade, militar agreement, complex alliance).
You can't left an AI to take your seat during diplomatic moment in MP against others human players: in Civ 3 it'll probably mess up the game so bad that you will reset next turn 
It was mentioned in CTP II as a death limit against PBEM, IIRC: "no great diplomacy, no game".
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Dire Wolf
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Where did you get that quote from (what thread?).
Joel
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Dire Wolf
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Obviously, adding simultaneous turns is not a trivial task - no one claimed that it is. Still, it is not unreasonable to have two modes: strict turn based and simultaneous turns. It is a matter of how well the application has been segemented into modules and how well module interdependencies have been minimized. This is where OOD comes into play. While it would require good planning and design, it is not an unattainable goal.
Joel
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