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RedWhiteArcher
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I know this is not news but I wondered why didn't they put social engeniering from SMAC. This was absolutly great idea that also removed the myth as Socialism, Comunism is a government and not ecomics style.
Anyone else thinks that this should have stayed?
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Pembleton
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Cyberspace
Apr 1999 time: 23:15
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I didn't play SMAC since I don't like sci-fi games in general...what did social engineering do?
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tniem
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Hope College
Apr 2000 time: 00:15
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One of those downgrades from SMAC. Others are no MP support and flat terrain.
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Ironwood
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Fresno, CA
Oct 2001 time: 21:15
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Actually, I think it's there, but in a juvinile state. First, you have the various governmental forms (which can be edited and changed and added and stuff). Another thing I noticed is this whole concept of "mobilize for war" once you've discovered nationalism. Then there's the civilization defining factors (or whatever they're called, like militaristic, scientist, religeous, etc.), and in this game, rather than disallowing certain types of civilizations, they give each civ a relatively unchangable nature.
It just looks like they're experimenting a bit. Personally, I'd like to see a bit of MOO2 style population management in that the various nationalities, even after being "assimilated", retain certain unique traits.
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quote: One of those downgrades from SMAC. Others are no MP support and flat terrain. |
Exactly.
As for SE not corresponding to reality - I saw no possible combination in SE (with the possible exception of "green" economy - but perhaps green economics could be discovered with recycling) that was not possible in real life.
I'll probably be using the gov editor to recreate some of the CTP govenrments - like technocracy, ecotopia, and pure democracy while adding older forms like theocracy. Hopefully AI will be able to use new government forms.
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tniem
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Hope College
Apr 2000 time: 00:15
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Ironwood -
Any proof of that?
Mr. Pleasant -
I never liked all of the govs in CtP because I never found that the AI could handle them. Nor did I like switching every couple turns. But the SE system with modest changes is something I did enjoy.
Loriazel -
quote: The terrain may look flat but as far as it affects on the game it isn't. Since units can see farther away from higher locations, then terrain elevations do have an effect. |
So what that means we have mountains looking farther? I mean that is the only elevation there is on the map correct?
Trifina-
quote: In history, did you ever saw something getting out of the general paterns of socio-economic systems? Very very little... They all oriented in some way after having the rest beeing a certain way. Socialism with communism, a certain specific economy with monarchy, etc. |
I think there have been quite a few versions of representative democracies even today. There is the more parlimentary versions and the more federal systems. Everything has some modifications depending on certain policies. I think very easily it could have been included for this game and should have. As I said, a downgrade.
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Asesino_Virtual
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Buenos Aires, Argentina
Jun 2001 time: 02:15
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Oh well, i tried to say it in the diplomatic way, but, **** all. The truth is that SE is useless and sucks!. And the so called "3d" terrain sucks too!. I think its a cool idea, but if the firaxis guys really wanted to implement that, powerful 3d acceletator cards would be required. Because in SMAC there was only ONE kind of terrain, without textures (except the fungus and the forests). If u wanna do a 3d terrain for EARTH, which contains a lot of textures (desserts, mountains, hills, beaches, etc) u gotta need 1) a lotta time for developing, and 2) a powerful 3d card to display the graphics correctly.
A_V has spoken.
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dainbramaged13
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Dumbass
Mar 2000 time: 00:15
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i hated that elevated terrain crap anywsay
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cyclotron7
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Drowning in Schnitzel
Jan 2001 time: 21:15
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If you want to make governemental policies, use the tax/science/luxury slider, military readiness slider, city improvements, and all the other options you already have. The last thing I would want is some load of SE templates dictating how I can run my empire. Who needs SE, just keep the sliders and improvements and let us make policy the way it really is: with time and labor, not some wierd options to mutate into a diametrically opposed government on a whim. If you want to keep pollution down, you should have to deal with it on the city level (sell factories, replace power plants with hydro, build recycling centers, etc.) and not just use presets to solve all your problems.
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tniem
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Hope College
Apr 2000 time: 00:15
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Thanks korn for answering all of that. I wasn't up for the task tonight to try and reanswer these old arguments.
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tniem
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Hope College
Apr 2000 time: 00:15
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quote: Originally posted by cyclotron7
If you want to make governemental policies, use the tax/science/luxury slider, military readiness slider, city improvements, and all the other options you already have. |
Oh yeah and that does a ton to actually imitating how real empires and civs work.
In actual civs there are issues that a government decides on such as how people are going to be represented or what kind of freedoms there are going to be. None of these have anything to do with the sliders you are giving us. None of these are going to be answered by simple city improvements. Government policies are not figured or can even be computed by the few things that you have pointed out.
quote: The last thing I would want is some load of SE templates dictating how I can run my empire. |
I don't think you understand the idea of SE. I think you are getting it confused with the attributes that each faction was given in SMAC.
SE gives certain bonuses and minuses to certain things such as building costs, governmental control, or science based on the governmental choices you make. Want to have total control of your populace, then thought and science are harmed. Want to make tons of money and have high growth, then you will harm the environment. SE is all about picking your government's representational and social choices and having those choices effect what happens to your civ.
Meanwhile, faction attributes do dictate to a degree how you play the game. They can force you into a more research or militaristic mode. That is another debate, if you want to get into it on either side I would be willing to get involved in it in another thread.
quote: Who needs SE, just keep the sliders and improvements |
As I already stated that does little to achieve the differences found in a one man/woman dictatorship or a true direct democracy. Neither of which are possible in the government system of Civilization (democracy is really representational Republic, but that is another debate).
quote: and let us make policy the way it really is: with time and labor, not some wierd options to mutate into a diametrically opposed government on a whim. |
Last I checked that is not how government policy is necessarily formed. And how is switching from Communism to a Democracy overnight last of a diametrical switch than say Totalitarianism to Direct Elect?
They aren't. See the biggest and best thing about SE is that they are gradual shifts in one policy. Meanwhile going with the status quo is a shift of the entire governments policy from representation to the economic model. That is not something that changes easily. Such switches should trigger decades if not century long times of upheavel. Meanwhile making smaller changes can happen slowly over time without rebellion. That is what SE is trying to imitate.
quote: If you want to keep pollution down, you should have to deal with it on the city level (sell factories, replace power plants with hydro, build recycling centers, etc.) and not just use presets to solve all your problems. |
Who said anything about pollution? Are you talking about the Green Economy? That has nothing to do with this argument. After all SE is all about choices. So you pick Green to cut down on pollution and we are at war. Well I pick the more Wealth Economy and Growth Policy and now my cities are growing faster and I am making more money to buy my military. Soon you nonpolluting cities, are my polluting cities. None of this has any baring on whether or not SE is a good choice for including it in Civ.
The pros of SE are simple. More realistic. Governments are always made up of different attributes that while they might not always go together much of the time, are possible to fit together. Changes are made over time. There are less diametric switches between attributes.
Meanwhile, the problems are that they are more complex and it can be argued less fun. Personally I think that is not true but everyone is entitled to his or her own opinion about fun factor. Although I think it would be worth it to sacrifice a little for the added depth and complexity that SE adds. Any ways, now that I have gotten in this argument, let the fireworks fly.
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