Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-General-Archive > A Problem with Conquest
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
CivilizationCanuck is offline CivilizationCanuck
Settler

Nov 2000
time: 05:12
Post  Old Post 15-11-2000 03:22
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
A Problem with Conquest Browse Apolyton AD-FREE

One of the turnoffs in Civ 2 was when you would conquer a civilization, the citizens would just all magically be annihilated and dissappear off the face of the earth and the faction eliminated. Where as in real time war, countries have been conquered, only to rise later and emerge. One instance of this was Germany, if you were to play World War 2 from a Civ2 standpoint, half the cities would be Allied, and half would be Russian, and the Germans would be extinct. Where as history tells it, yes the Allies and Russians met at Berlin, but in the 1990's the wall came down and Germany was back as one. Even before that there was East and West... both Germany.

Now in Civ3 I would like to see this changed, or make it harder to fully extinct a race, faction, or culture by just conquering their cities. Or you could embark on different campaigns that could let you occupy a country, or completely destroy it.

DarkCloud is offline DarkCloud
Civ3 Stories Editor
of Lists
Jul 2000
time: 05:12
Post  Old Post 15-11-2000 04:33 Visit DarkCloud<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Remove this text

You should not be able to destroy a countrys units when you destroy their cities; oh I will admit it would be annoying if you had to destroy each and every unit on the map, but it would make it more realistic.

Every roman unit didn't die when Rome was captured, they fought on in a guerilla war.

airdrik is offline airdrik
Prince
Nampa, ID, USA
Oct 2000
time: 22:12
Post  Old Post 15-11-2000 04:39
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Lose 30 kilos (of popups)

May I note that this has already been discussed, somewhat under the topics:
people percents
life after death
Please take a look at these before continuing. If you have another solution other than those presented, we'd love to hear it .
[This message has been edited by airdrik (edited November 14, 2000).]

Deathwalker is offline Deathwalker
Prince
Great Britain
Mar 2000
time: 05:12
  Old Post 15-11-2000 15:23
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

An interesting idea, I personally never liked the idea of units disappearing when a city was destroyed. This has never been the case in the real world.

------------------
I have walked since the dawn of time and were ever I walk, death is sure to follow

DrFell is offline DrFell
King

Sep 2000
time: 05:12
Talking  Old Post 18-11-2000 07:25
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Lose 30 kilos (of popups)

captured cities should be able to rebel, etc. as it is its too simple. cities can go back and forth from one civ to another, and every time the citizens 'gladly' accept their new rulers and are just as productive, which is unrealistic. i agree with the 'people percents' idea, it just seems so much more realistic.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:12.
Apolyton Time is 00:12.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0339 seconds (83.15% PHP - 16.85% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net