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Ralf
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Sweden
Mar 2000 time: 06:12
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I discovered this from a Happy Puppy CTP-2 review
Something for Civ-3 as well perhaps? Any comments?
quote:
"As far as the scientific improvements go, one problem that I've had with the Civilization series as a whole, and with most empire-building games in general, is the way scientific improvement is handled, which is one advancement at a time. For a game that prides itself on having such an advanced empire-building model, you'd think someone would realize that tanks, planes, radar, automobiles, and a whole mess of other things all were developed concurrently. It would have been nice to have the option to research multiple technologies, so you could have the choice of concentrating all of your research on one goal (thus achieving it faster), or spreading the wealth a bit to get more upgrades at once." |
Last edited by Ralf on 27-05-2001 at 11:35
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tniem
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Hope College
Apr 2000 time: 00:12
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I still would like some type of research where the type of Civ you are plays a part in how fast research goes and in which direction in heads.
If you constantly fight wars, you will be able to build legions before your neighbors because you will use your technology to fight. While, an expansionist near the ocean will get ships faster and have colonies overseas.
But something other than the simple, I am going to research this technology in x amount of turns is in order.
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- Groucho -
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I like the multiple research idea. There ought to be multiple science queues you can allocate beakers to. Maybe the number of queues could be dictated by the number of research centres you possess. And to get a civ specific flavour to them, only certain techs would be researchable in certain centres. For example:
Cities = one general purpose research queue
Military Labs = one military tech only research queue
Universities = one general purpose research queue
Civilian Hospitals = one health? related research queue
...
If that produces too many queues to make the specificity meaningful (who cares if you have 5 hospitals and 15 mil labs when practically speaking you only have enough beakers to get 4 labs going at a reasonable pace), perhaps you would need multiple centres to get a single queue (before that they just help produce beakers).
I also like the idea of multiple build queues within a city (why put all your city production into one basket? It would be very useful to have a couple of workers beetling away on defenses while everybody else is cranking out tanks.)
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Frugal_Gourmet
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New York City, NY, USA
Jan 1970 time: 00:12
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TOTALLY opposed to this.
This is one clear-cut case where "realism" takes a back seat to "fun".
There was nothing more addictive and "fun" in the first Civilization games than making that tough decision on what technology to pursue next. That was where the fun was: you had to CHOOSE carefully between a variety of interesting options.
That's what kept strategists thinking and planning and eagerly awaiting that next turn on into the wee hours of the night.
The interesting choices you make are part of what makes a game like this addictive. But the choices are straightforward, often, and distinct enough to be intriguing for planners. Make it so their's too much planning and strategy involved all at one time (i.e. you can choose a bunch of technologies at once...*ugh*) and you lose alot of the simplicity, the beauty, and the basic enjoyment of the game.
I promise you, what keeps people "hooked" on strategic computer games is simple, interesting choices with direct consequences.
This is perhaps the dullest idea since the "managing your supply lines" one. It does nothing to improve the overall enjoyment of the game.
[This message has been edited by Frugal_Gourmet (edited January 10, 2001).]
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Frugal_Gourmet
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New York City, NY, USA
Jan 1970 time: 00:12
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Which makes me think: why even bother?
Better just not to have the strategy available in the first place.
Such a change would entail a more complex model of the way knowledge and technology are handled by the game. But that addition of complexity would add no fun or intrigue. In fact, it might take away fun because instead of making a simple, interesting choice between a few options with direct conesquences you are faced with a more complex, confusing choice wherein the consequences aren't that immediately apparent at all.
Over-complexity can turn Civ into more of a "chore" than a game.
Think of chess. How simple is chess to learn? Extremely. How realistically does chess model actual mililtary strategy? It's based on that notion, but really only scratches the surface.
But how beautiful is chess? How addictive? How intriguing are the choices you make? Would you ever wish to add MORE complexity to the game of chess? If so, what could you possibly add?
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Frugal_Gourmet
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New York City, NY, USA
Jan 1970 time: 00:12
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Well, if I went a little overboard in my zealous defense of simplicity I apologize. Choosing a single technology to focus on is one of the basic things I really liked about Civ.
I'm sure if there's a good way to "tweak" the system and allow it to still be fun I'm all for it.
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Ralf
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Sweden
Mar 2000 time: 06:12
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quote:

Originally posted by Frugal_Gourmet on 01-10-2001 01:41 PM
TOTALLY opposed to this.
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I have one objection that i didnt really think of, before i posted this quote. I shall probably never use this option, even if they decides to implement it, because...
Alternative A:
If I choose to allocate 33% lightbulbes equally to 3 different techs (adding up to roughly 100%), it means 3 times as long waiting time before I get access to any of these 3 chosen techs.
Alternative B:
If I instead choose to allocate 100% to tech 1, it means i get access to that specific tech, after only 1/3 of above waiting-time. If I then continue to allocate 100% to tech 2, it means that i get access to that specific tech after only 2/3 of above waiting-time.
This means that if i was dumb enough to choose alternative A, i wouldnt have any access to tech 1 for 2/3 of my waiting time, compared with alternative B. Similarly, i wouldnt have access to tech 2 for 1/3 of the waiting-time, compared with alternative B. Why would I ever want to choose alternative A?
Last edited by Ralf on 27-05-2001 at 11:43
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i think the idea, that those who really use much the benefits from one tech, those techs that have it as prerequisite can be researched quicker, is a really good one.
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Davor
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Ontario, Canada
Dec 2000 time: 05:12
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Has anyone played Masters of Orion I?
The tech system they used was so simple. I cant understand why some of you people say it will be less fun and to complicated. It really is simple. and its alot of fun cause you can invest in any catagory you needed at the time.
You can have one catagory for say
-weapons\unit.
-Anthor for buildings
-anthor for tile improvements
-maybe wonders
-city improvments.
what ever you needed at the time you can crank it up to max as if you could only research one at a time or do two or three catagories and buile it equally.
Like someone said earlier alot of tech research was discovered at the same time. Civ 3 should reflect this other wise its just the same old as Civ 1 and Civ 2.
I have made a post a while ago about this and all i got was complaints about my idea. its nice to know that some of you do agree with me.
and for the perosn who told me to keep it KISS (keep it simple stupid) why play a game like civ2 or civ3 since its a complicated game.
Davor
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Frugal_Gourmet
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New York City, NY, USA
Jan 1970 time: 00:12
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MOO's tech system is infinitely inferior to Civ's.
While admittedly not a "bad" system, it pales in comparison to the simple, perfect, streamlined fun of technology advancement in Civ.
No need to add layers of complexity to what is already one of the most addictive and entertaining aspects of the original.
If they want to add some features, fine, but let's not complicate the ones which are already so inherently beautiful and need no work.
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Adm.Naismith
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Milano - Italy
Oct 1999 time: 06:12
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Cough, cough, sorry if I jump here again, but if you take a look at Technology thread 2.1 (I previusly posted the link to the old version, my apologies) you can see nice and detailed alternative suggestions, included parallel research etc.
Time ago, when discussion about these emerged, I've found very interesting the ideas 24) Prerequisite points and 10) FAMOUS SCIENTISTS.
I'm not sure about the different ways proposed to organize the research, but I'm more liking suggestion 5) TECHNOLOGICAL "FIELDS" CONTAINING MINOR TECHS and 4) RESEARCH PRIORITY SLIDER BARS WITH 'INERTIA'.
I'm in favour of a half-blind research (search in a defined field, not exactly picking on a tech), because stop a human players to chose only a sure, fastest path to a wanted tech, hundred of years early any human can just imagine it!
Prerequisite points based tech tree can be built mainly "hidden" to novice player, it simply let every civ to have a slighty different tech path, without compromising the whole result, and "great scientist" concept would assure a more realistic science enhancement, specially on early age (think Archimede, Galileo, Leonardo da Vinci), while in modern time a single scientist is usually backed up from a team of good researchers that often could gain similar result, just with longer research time.
Research priority slider bar with inertia is a "finesse", I can live without if it result too much hassle for playability.
For sure, I don't think that CIV 2 easy way to search tech is so good to keep it as is 
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Admiral Naismith AKA mcostant
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Frugal_Gourmet
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New York City, NY, USA
Jan 1970 time: 00:12
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Christ, I feel like I'm talking to a brick wall here.
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Ralf
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Sweden
Mar 2000 time: 06:12
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quote:

Originally posted by Frugal_Gourmet on 01-12-2001 11:57 AM
Christ, I feel like I'm talking to a brick wall here.
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Personally, i feel somewhat unsure/ambivalent about the idea. I want to be able to lead-guide exactly in wich order these strategic tech-advance choices should be made (through the AI text-files) on behalf of the AI-civs, thus saving the AI from its own stupid self - and, by the way: in as many overal strategic/logistic areas of the game as possible.
Parallell percentage-allocated tech-advances tends to complicates things. Also, is there any actual benefit in using parallell research (check my previous, second post).
On the other hand: As the reviewer is one example of - many fans would perhaps hack down on the lack of added sophistication in the tech-advance area.
Anyway, in Civ-2 you could choose to completely bypass the new Civ-2 combat-model, and instead choose the old Civ-1 combat-model, in the pre-game options.
Maybe, if Firaxis decides to implement above idea (in one way or the other), they perhaps should have a similar "Old Civ-2 tech-advance" alternative, in the Civ-3 pre-game options.
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Adm.Naismith
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Milano - Italy
Oct 1999 time: 06:12
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Ralf,
quote:

... is there any actual benefit in using parallell research (check my previous, second post) (?).
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Flexibility is the answer. Please follow my explanation:
CIV 2 like - single queue
You are at peace, so begin to search for a Build (SMAC field are used here for example) research. Nine turn of research are required.
After 5 turn you suddendly meet a powerful Civ, that menace you with a more advanced weapon.
You must "keep the border" for another 4 turn, then switch to military and, after 13 turn you have the needed tech... if you aren't already crushed and buried 
OR you must switch research to military, loosing 4 turns flat of research in "Build", and after nine turn you gain the needed military tech
CIV 3 proposed - multiple queue
You are at peace, so begin to search for
33% Build (SMAC field are used here for example) research.
33% Explore
33% Military
Now 3*9 = twentyseven turn of research are required to gain everyone of the mentioned advance.
After 5 turn you suddendly meet a powerful Civ, that menace you with a more advanced weapon.
You can divert 100% of reserch bulb to military, freezing the other two research field.
You have already researched 5/27 of military advance, so switching full steam you'll get it in 7 turn (maybe 8, it depends from rounding).
You'll have your "bandaid" in place one-two turns earlier, and you'll save the research on the other fields for the next peaceful time. 
Disclaimer: I'm almost sleeping, so if I mess up the math please tell me gently 
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Admiral Naismith AKA mcostant
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