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Ralf
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Sweden
Mar 2000 time: 06:12
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Well, i think its a good idea as an optional addon, Diplomat - not as a total replacement.
I have however, nothing against Civ-3 to be as feedback customizable as possible, in order to suit every possible playing-style out there.
If some people can do with out that classic city-area view, and instead be content with the hammer-on-map option, its OK by me - as long as the latter is on/off toggle-able, and as long as that old input-able city-area view still is there to use.
Similarly, some people dont like automatic city-screen pop-ups, like in Civ-2 and SMAC. Fine - let it be on/off toggle-able. With the latter alternative turned off, the map re-centers and the city flashes, but you have to manually click the city in order to open the city-screen.
Firaxis shouldnt build themselfes into corners. Make any game-feedback optional and as tweakable as possible.
There is ONE thing they could change with the old city-area view, in order to reduce micro-management clicking somewhat. They could add 4 "Worker-placement" rules-buttons:
Radio-button 1 toggled, means: Manual override (just like in Civ-2/SMAC).
Radio-button 2 toggled, means: Automatically strive for even-out food-surplus (no growth). Any additional emphasize should be on shields.
Radio-button 3 toggled, means: Automatically strive for max two foods-surplus. Any additional emphasize should be on shields.
Radio-button 4 toggled, means: Automatically strive for maximal food-surplus for maximal fast city-growth.
[This message has been edited by Ralf (edited January 07, 2001).]
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Ralf
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Sweden
Mar 2000 time: 06:12
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quote:

Originally posted by The diplomat on 01-06-2001 08:47 AM
And I agree that our ideas must be optional as much as possible, for the player to turn on/off as he/she desires.
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I was thinking, Diplomat. That hammer option-toggle; why should it necessarily be tucket away in some two level deep configuration-menu?
What about the following alternative:
Imagine the city-area view in the middle of the city-screen. Below the view-screen you find the four similar-shaped radio 3D-buttons, mentioned above. They have the appropriate explaining symbols on them. To the left of them, you see a more elongated hammer-symbol radio 3D-button.
(with "radio-buttons" i mean that only one button can be activated at any time. If one button is pushed - any previously pushed button automatically pops out. Like buttons on an old transistor-radio).
- Button 1 activated: Manual (just like Civ-2/SMAC)
- Button 2 activated: AI-automated (no player input)
- Button 3 activated: AI-automated (no player input)
- Button 4 activated: AI-automated (no player input)
- Button 5 activated: Manual on map city-areas (no player input, in city-screen > city-area view).
This way, you can change between the systems "on fly" more easily.
The three automatic alternatives, inside the city-screen can only be used easily in conjunction with the standard input city-area view, because if you choose the hammer-on-map alternative:
how shall the the program know what to follow? Any AI-automated alternative, or your manual hammer-on-map alternative? Is there a way around this? Does it matter?
[This message has been edited by Ralf (edited January 08, 2001).]
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- Groucho -
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I like the idea of being able to get at some of the City Screen functions from the main map - but could the idea be expanded? How about using filters on the main map rather than having a city screen at all?
The idea is that you would have a group of filters you could apply to the main map which would allow you to quickly change the kind of information it displays. If you want to see settlers/engineers only, you click the settlers filter, if you want to see military units only, you click the military filter, if you want to see city radii and worker allocations, you hit the worker filter, if you want to see enemy units only ... etc. etc. It would probably be best if the game came with 10 or so preset filters and then gave you the ability to modify them to suit your gameplay style.
Now I realize that there are a lot of functions in the city screen that you can't always have on screen or it would get way too cluttered. But if you wanted to get at those, you would just click the city and get the windows you need.
I guess my point is that I would like to do as much as I can from the big map. I hate going to the little map on the city screen because you lose context and start making bad choices (eg. allocating a sweet food producing square to a city which doesn't particularly need that much extra food when there is a city with an overlapping radius that would benefit far more from the square). Manual optimization of resource allocation would be a lot easier with a bigger map to work on.
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