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Willem
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Canada
Dec 2001 time: 00:17
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quote: Originally posted by Comrade Tribune
Heh; I take the view that the best games are those designed by one (1) person, from start to finish. Btw, I have finally decided to really do it! More info coming soon.
On the other hand, I plan to stay open for suggestions from the community throughout. In fact I will soon open a few suggestion threads for your input. |
That's virtually impossible these days. Unless of course that person is an expert programmer, a highly skilled graphic artist, an animation expert, a marketing genius, etc, etc, and is prepared to spend a good portion of the rest of his/her life completing it. Pick up any game in your collection and look at the credits. You'll see that there were quite a number of people that made a contribution to it. Computer gaming is becoming a very sophisticated business, and for the most part one person just can't have all the skills necessary to produce it and market it.
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Comrade Tribune
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Vienna, Austria
Nov 1999 time: 06:17
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quote: Originally posted by GePap
Well, why not get back into this doozy of a thread? |
It seems quite lively; I have a hard time catching up.
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Dark Ages: History does not always move forward- it sometimes moves backwards, when something really bad happens. Many civs don't survive, but some do, and return, and then fall again. It nice to play a game with a certain amount of forward movement, but if you want a history simulator, you must be ready to allow for backsliding. |
I am not sure there are examples of history actually moving backwards technologically. Of course, infrastructure gets destroyed in war and such, but we do have that even in CivIII. As to Empires falling and reviving again, this has happened very scarcely, and even in those few cases, I am not entirely sure they should be treated as the same Civ.
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No control of technological advancement: Unfortunitelly for gamers, politicians and generals don't get to tell folks when new techs should be ready by. Blind research ala SMAC is a must, though perhaps an even less directible course would be proper. You take care of your economy and state, and some of your citizens might come up with something new. |
There is something to what you say; however, I believe it would make a bad game feature: Things would become too random. In this case I must admit I am inclined to put gameplay over realism.
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Power hierarchies. People get to power because of certain reasons, and certain backers. History has endless examples of civs doing not what was best for them in the long term (as we can see with 20/20 historical vision) but what was key to maintaining the power structure. Revolutions are big historical stuff precisely because they run counter to the conservative tide of states. |
You are playing the backers. And yes, you are given the advantage of hindsight. In so far, you will do better than your historic equivalents. (Even if it wonīt satisfy Willem.) As to revolutions, unlike Civ, a successful revolution against you will certainly be possible. In that case, Guess what?, you lose. 
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Comrade Tribune
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Vienna, Austria
Nov 1999 time: 06:17
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quote: Originally posted by GePap
I must also ask, how far are we willing to go? Many have complained that civ3 awards sneaky, underhanded strategies. I would agree, I like playing the good guy- but I challenge anyone to go out there and find me more than a handful of leaders that would fit todays 'nice guy' standard. History is filled with massacres, attrocities, slavery, genocide, and all sorts of horrible inhumanities- and most of them worked. They worked because no one saw much that was wrong with them- remember that our current values are as much a product of this history we want to simulate as this history we want to simulate was shaped by our values. It might sound radical, but a trully effective history emulator would be one in which, by the end, the likes of Ghengis Khan, Stalin, or Hitler could, depending on how history was shapped, would be considered great statesment and moral leaders of mankind. That not a pretty reality, but one from which we are separated by less than we whish to accept. |
My personal preference are leaders that are essentially benevolent, but not without a Macchiavellian streak, such as the historic Elisabeth Tudor. But back to topic:
I would like to use a comparison with Chess here: There are a number of openings that are equally viable. They can all succeed, if you execute them well, and they can all fail, if you donīt.
I am definitely committed to make 'Good Guy' strategies and 'Bad Guy' strategies about equally powerful; it will all depend upon the quality of execution. So I think I am going to satisfy you on that count.
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Comrade Tribune
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Vienna, Austria
Nov 1999 time: 06:17
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quote: Originally posted by pg
if you are going to include nonlinearity what happens if your civ goes into long standing anarchy? you lose?
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Unfortunately, yes, you do lose; otherwise the game wouldnīt be much of a simulation. The models will be designed to resemble grim reality, so, if your civ falls into permanent anarchy, there is so much wrong with it that it is beyond repair, anyway. There is simply no point in carrying on. I like the comparison with Chess: If a position is hopeless, itīs hopeless.
On the plus side, loss doesnīt equal loss. You never lose Victory Points, you only accumulate them, so you can still meaningfully compare fallen Civilizations. A fallen Civilization may have greatly contributed to human progress, and that *will* be reflected in your Victory Points. A Civilization may fall in 500AD, and still conceivably have more Victory Points than a mediocre Civ that somehow manages to survive to the very end, but has never accomplished anything worth a mention. 
Last edited by Comrade Tribune on 23-01-2002 at 10:59
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pg
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quote: Originally posted by Comrade Tribune
Unfortunately, yes, you do lose; otherwise the game wouldnīt be much of a simulation. The models will be designed to resemble grim reality, so, if your civ falls into permanent anarchy, there is so much wrong with it that it is beyond repair, anyway. There is simply no point in carrying on. I like the comparison with Chess: If a position is hopeless, it's hopeless. |
HEH. honestly that doesn't make any sense to me. in a simulation you really don't have win or lose situations. especially if you are simulating history there is no such thing as permanent anarchy or a hopeless position. there are periods of time where certain conditions persist but it eventually changes for better or worse.
if you are going for chess ideals mixed with simulation you will fail imo. chess is pure strategy, while a simulation is something that is fun to play with because of all the possibilities and interesting results. you can't really win a simulation, but the whole purpose of chess is to win.
quote: Originally posted by Comrade Tribune
On the plus side, loss doesnīt equal loss. You never lose Victory Points, you only accumulate them, so you can still meaningfully compare fallen Civilizations. A fallen Civilization may have greatly contributed to human progress, and that *will* be reflected in your Victory Points. A Civilization may fall in 500AD, and still conceivably have more Victory Points than a mediocre Civ that somehow manages to survive to the very end, but has never accomplished anything worth a mention. |
victory points to me sound about as fun as culture points in civ3. wow, if i get 20,000 culture in one city i win! talk about artificial, and breaking the feeling of playing in a real working alternate history simulation.
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Gromit
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A world far, far away from planet earth...
Nov 2001 time: 05:17
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I haven't read all eight pages but I did read the original post. I agree with most of the criticisms on the game and all of your ideas for new/improved features.
I dunno if this has already been covered, but relative to the standard in other empire/conquest games I own or have played, the AI in civ III is stunning. However, I am increasingly more irritated by the diplomacy, which I must admit, compared to other games is pretty good. It would just be nice to be able to do more. Such as exchange units other than workers, donate scientists, donate shields to help build a friend's wonder, to ACTUALLY be able to cancel agreements after 20 turns without being called untrustworthy (as we are told by the diplomacy screen itself).
I guess what I mean, is that while there are a few more options (trading without caravans being the best by far) the actual way communication with the AI is conducted is STILL on it's terms - regardless of who contacts whom (is that grammatically correct? I never could grasp it). My main gripe on this point is that whilst you can start a 'total war' through diplomacy - you can't campaign for world peace, or a least peace around your own borders.
Another idea would be random (and by random, I don't mean one every five turns or so) natural disasters, along with improvements/wonders to protect against thier effects. And then aid packages (amongst other things) organised through a U.N. council (that actually does something). To expand on the U.N., the mandatory retirement year would have to be extended to 2100 or 2150, and if Eras as a concept stick, a new one added (maybe two if turn/years increment was made 1 turn every six months).
A small thing I would like to see back is the thing from civ 2 where you could change your titles for all govt. types. That was good - I liked that.
A Non-Agression feature would be nice whereby land combat units and transports loaded with combat units cannot enter a rivals territory without a formal declaration of war permission (done with a popup box for both human and AI?). Air units should probably have exemption so you could still surprise attack and then roll in the tanks.
Culture. Currently, it is just a thing that expands your borders and assimilates cities. It has no uniqueness and is summarised to a ridiculous extent. People tend to move from one place to another because of fairer laws (which I will come to) and better job opportunities, amongst other things. NOT because there are pretty or big buildings there. If that were the case I would be living in America, Egypt or China - as England apparently has no 'Wonders' of it's own. Stonehenge? Those limestone picture thingies on hillsides in that green place outside London? The giants causeway? Need I go on? OK, it's an American game but hey, come on.
What about laws and ordnances? Unless I am very much mistaken, if this is the case I will find the nearest whole in the ground that will swallow me, laws are considered on of the hallmarks of 'civilization' and seem to have been COMPLETELY overlooked. This strikes me as odd - given the name attached to the game. It wouldn't have to be an entire book of 'the law', just some sort of ten or twenty 'commandments' affair in order to capture the essence of 'law'. Possibly different options for each government type?
Ordnances - where our tax goes. In the UK, for the moment at least, monies raised through tax are 'supposed' to determine the efficiency of structures such as hospitals. This could also bring (although I grant it may be a bit tooooo hard to do) the effect that 'big business' has on government, privatised services and so forth.
Lastly, but I think importantly, why is it that you can build a city next to a border and claim territory from another civ without the slightest reaction? Surely every nation/empire ever to exist would go to war or a the very least complain about such an offront. Am I wrong?
In conclusion, I would wait as long as it took to make a game so complicated, and would buy the nescesary hardware needed to play it (sad? Yep)
Phew. I think that's my longest post ever.
Apologies if I repeated anyone.
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