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Dutch
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Norway
Aug 1999 time: 06:15
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Strange.
I really don't think "evil options" in a game like Civ should be limited just because someone decided to make use of "evil options" IRL.
Next time someone nukes a city, a nuke-free game patch will come out for Civ III.
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Ozymandous
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Atlanta, GA
Aug 2001 time: 00:15
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quote: Originally posted by Comrade Tribune
Your argument is self-defeating: If you can trade it, you can steal it. |
Umm, no.
If your civilization is far enough behind that you don't have the prereq's for an advance how the heck would you know what you're stealing to begin with? I guess according to you someone from the feudal age would know what the blueprints for a tank were, or rocketry, etc? lol, they may as well break in somewhere and steal any kind of paper they find in hopes of it being an advance...
I'd assume that trading an advance (not a tech, an advance in human knowledge) would also include some sort of training class in the basics of whatever concept it is and basic instructions in how to build and/or maintain anything produced by the advance, like a tank for example.
What they should do is to hace some advances not work unless you had certain other advances discovered first. This way you'd not have folks with a Feudal Age society suddenly being able to build tanks.
Heh, come to think of it, this would be easy to accomplish if they have the tech's that allow the player to see resources seperate from the tech's that allow them to build units. Would be amusing to give someone the tech of how to build a tank but they didn't have the proper tech's to know what oil and rubber were.. 
The advances in the game aren't individual tech's, get to understand that concept and you'll see why the ability to steal them was apparently removed.
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kaminwx
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Cedar Rapids, IA, USA
Mar 2001 time: 05:15
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The lack of physical spies and caravans worries me a bit. In Civ2, I spent a good amount of time moving those units around. If they no longer exist, will non-aggressive(not much attacking) civs have anything to do besides sit around accumulating knowledge and culture, etc?
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Akillias
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ummm wtf where is the put a nuclear device option??
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ajbera
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of the Cookieville Minimum Security Orphanarium
Apr 1999 time: 05:15
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In Civ2, once you had stolen an advance, you could build everything associated with that tech, which was unrealistic.
What I would have done with Civ3 is make the chance to steal tech low, the cost high, and if the tech was stolen, not allow the thieving civ to build anything associtaed with the advance, or research anything that had the stolen tech as a prerequisite. However, once the prereqs for the stolen advance had been learned, then the civ would be able to use the knowledge gained from stealing the tech. It would still make stealing advances useful, though riskier and not game-imbalancing, while circumventing the preposterous notion that a feudal civ could build tanks just by stealing the necessary tech.
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ndnls
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The Frozen Wastes (Canada)
Oct 2001 time: 01:15
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One way to balance the steal tech ability would be to only allow spies to steal techs that their civ has 1 or 2 prereqs for, allowing
small nations to keep up or get ahead but not allow them to take
your latest, most advanced technologies
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Craftsman
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São Leopoldo, RS - Brazil
Feb 2001 time: 02:15
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quote: Originally posted by The diplomat
This issue of Computer Gaming World Mag has an article on the effect of sept 11 on games. It lists some of the games that were delayed or changed because of sensitive content. They claim that Firaxis removed the "poison water supply" spy mission because of the sept 11 attack on the WTC and Pentagon.
I wonder if Firaxis could confirm or deny this. |
I´m very unhappy about the poor spionage options.
The "steal tech" option was surely overpowered (as I said before, another civ could steal Spaceflight and start building spaceship parts even if it haven´t discovered flight yet).
However, as a (very late, useless) sugestion, our spies could manage to steal research points to a specific tech. Or, as a possible option, the whole tech (if technical, not social - as monotheism, for example).
Possibly, the devilish options, like "Poison Water Supply" and "Plant Nuclear Device" were removed, along with "Sabotage", because of the events of the Sept. 11th. I do understand this. That day will last forever in my memory, too.
I am sure this is a very sensitive point, specially for the American Citizens, and I have great respect regarding this. But, IMHO, this (Civ3) is only a game. What about nuclear weapons? I thing they will be present... Also, this remembers me of "Colonization", were we had "converts" instead of "slaves".
Games must try to be realistic to some degree. But games must be, IMHO, first of all, fun. Avoiding sensitive issues, like terrorism, is highly understandable. This is to keep the game fun, via not allowing the game to be a reminder of sensitive aspects of present life.
Again, I want to say that I´m unhappy, but I understand. Additionally, I wanted to see more spying options (except the terroristic attacks).
I only hope that the other aspects of the gameplay make me not miss too much the old spy options. 
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Dida
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quote: Originally posted by ndnls
One way to balance the steal tech ability would be to only allow spies to steal techs that their civ has 1 or 2 prereqs for, allowing
small nations to keep up or get ahead but not allow them to take
your latest, most advanced technologies |
A better idea would be, you can only steal tech of the age that your nation is in. Such that, a civ that is still in Mid age would not be able to get Space Flight.
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:15
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quote: Originally posted by Rasputin
why not only techs/advances that you have all Pre-reqs for ... that way it makes far more sense.... |
A simple solution to making the Steal Tech option viable. Good idea.
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Steve Clark
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Colorado Springs, CO
Oct 1999 time: 22:15
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quote: Originally posted by Ralf
Keep things in perspective, please. 
I think the espionage-options that Firaxis have chosen to implement are more then enough.
After all, they shouldnt try to create "a game within a game", with 20+ different options, or more. That would be too distractive, and also potentially gameplay-unbalancing.
Stealing tech's was really overpowerful in Civ-2, and Im glad that its gone. Two succesful tech-thefts gave the same result as building the Darwin Voyage Wonder. 
Blowing up Civ-buildings is done best by bombing-missions, during wars. If you do that in peace-time; its empire-supported terrorism. |
As usual, well said, Ralf. I believe the root of much of the pessimism, at least coming from yin, is that Civ3 is not "revolutionary" enough. They want to have 20 games-within-a-game, as evidence by their too-complex List. I think, as you imply, that such things would cause everyone to get bogged down in managing details that take away from abstractly managing a global civ through 6000 years.
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