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The battlemap in CTP2 is definitely a nice cosmetic feature. How about expanding it in Civ3? Perhaps, just perhaps (please don't flame me for this), we could have the OPTION to make large battles real time... The result shouldn't be all that different but such a move would be welcome among micromanaging control freaks such as myself.
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-Shiva
Email: shiva@shivamail.com
Web: http://www.shivamail.com
ICQ: 17719980
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Kumiorava
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I don't know how many times this idea has been brought up, and it has never recieved a whole lot support. Even if it would be an optional feature, it still wouldn't belong in a Civ-style TBS. Just consider an invasion later in the game that involves several dozen of your units taking 7 or 8 enemy cities - that all have two or more defending units - in a single turn. You would have to sit through at least twenty of these little real-time combat sequences per turn. I don't see even the most obsessed micromanagers taking that for more than a couple of turns. And just think what MP games would be like if even one player had this option enabled! Face it, RTS just doesn't belong in a Civ game.
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Please no battle map. That is not what Civ is about. Yes you might lose a unit that if you had fought the battle you would have won. So what, losing units is a part of the strategy in civ.
If you want RTS-Civ then try Empire Earth.
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the ctp1/2 battle screen is there to show you WHY you won or lost the battle, and if to give you an idea what kind/how many units would be needed to do better
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tniem
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Hope College
Apr 2000 time: 00:12
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I have not played CTP, could someone go into greater detail on how these battle maps would work.
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Shadowstrike's right - no control, no flexibility. That's why a Civ3 battlemap should have control and flexibility.
If not RTS (sorry about that one), at least you should be able to tell the units, IF YOU WANT TO, which particular units to concentrate their fire on and stuff like that.
YOU WILL STILL HAVE THE OPTION, SET AS DEFAULT, FOR NORMAL CIV BATTLES.
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-Shiva
Email: shiva@shivamail.com
Web: http://www.shivamail.com
ICQ: 17719980
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Kumiorava
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quote:

Originally posted by MarkG on 01-03-2001 05:00 PM
well, 95% of the time the way the units are placed are the best...
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"Best" is a very relative thing. Maby you would like to try something innovative sometime, something the AI or a human opponen in MP would not be prepared for.
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again, the strategy is your choice of units to participate in the battle
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Exactly. Even if we see the units bash it away, the battleview has no effect on the outcome of the fight. The winner will be determined by the a/d/hp/fp stats associated with the units on either side, and to an extent by a random number generator. In other words, the battleview is nothing but eyecandy. If you get bored with it and turn the feature of, you will loose nothing. In fact, you'll use less time per turn when you don't have the battleview enabled, and time is often of essence when playing MP.
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and the drop in the power is according to the unit that caused the damage
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Quite. You would also see this if you do the battle just on the map, IIRC.
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i think the issue is that you're just watching instead of seeing... 
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There isn't much to be seen in the CTP battleview. You can learn just as much about the battle by looking at the units before the fight. That is, if you understand how the battle system works... 
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Mihai
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Bucharest, Romania
Jan 2000 time: 07:12
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A turn-based battlefield with a tile/hex grind like in Heroes of Might and Magic would provide the control that we need. And of course the retreat option.
A real time battle isn't a good idea.
And about CTP - if you have 8 units and the enemy only 2 or 4 you cannot encircle them.
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I think the retreat is a very good idea.
But I feel that you should be able to control which unit on which to concentrate your attacks. Suppose the enemy brings in an army with 11 leviathans and one nanite disassembler guy. You should be able to try and kill the nanite guy as quickly as possible...
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Adm.Naismith
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Milano - Italy
Oct 1999 time: 06:12
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I would prefer not to "drill" to a battle map to make tactical orders: too much micromgmt IMHO.
I enjoyed wargames that briefly pop-up a smal window to show me a short animated battle (just eye-candy, I agree, not interactive) where you can see the involved unit "expanded" to single component (i.e. a 14/20 hit points tank unit will be showed on battle map as 14 proper tanks) that become destroyed as enemy hit you (same for enemy, of course), till one win and the battle is resolved.
To avoid too much interrupt, this show must be automatically limited to relevant battles (e.g. when the opposing forces are of similar power, or you are about to crush the last defender of a city or fortification: there is no fun to see lot of "musketeer massacred by elite marines" scene).
Pressing "esc" you should always be able to skip the scene.
Of course, when two stack are fighting, you can see a proper coordinated battle (who cares of showed formation, we are playing a Civilization level game, not a Squad level one! ), for short time, i.e. not longer than around 10 seconds.
Of course this will look better if the game is played in Simultaneous turns, because you can see the whole battle "clip" one after another, more like watching a war movie (while the main map on background will move to center on fighting position).
Battle replay can be implemented, too.
I know computer resources will be used for "not interactive" reason, but I feel that for a better "game immersion" it will be worth the hassle. I enjoyed it a lot on Battle Isle 2 and 3, only skipping when they where boring.
Just a last detail: in BI2 & 3 the battle scene where simple but rendered on-the-fly, showing appropriate surrounding (e.g. road or mountains) according to main map landscape, the camera moved and zoomed in and out to add deepth, explosions and debris where quite good for that old state of the graphics. Nothing where more thrilling to see your and enemy tanks firing and exploding until the winner won the battle!
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Admiral Naismith AKA mcostant
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