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MrFun
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of Iowa
Nov 2000 time: 23:12
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I have played Civ games since the first title on the Super Nintendo - yes, that far back. 
I bought Civilization I when I got my first PC, then Civilization II, Call to Power, Alpha Centauri, and finally, Call to Power II.
I must say I have liked Call to Power the best so far while Call to Power II has been disappointing. Now getting to suggestions for Civilization III:
1) Call to Power allowed players to maintain a mass army by allocating military costs to the total empire's production, not for each city. This is what I thought was a great improvement. PLEASE implement this in Civilization III - it was the one feature that made Call to Power so much better. Of course, create an interface and concept so that it does not violate any copyright laws.
Not only could you maintain a mass army much easier in CTP I, but each time you built an additional unit in a city, it did not take longer with each successive unit. This I feel is important.
2) One flaw with CTP II was that they took away the ability for the player to manually allocate workers as he/she saw fit in the city radius. Firaxis, you would do well to retain this feature from Civilization II.
3) Do not allow cities to grow beyond three square radius like Activision did. Four square radius I feel might be too much. If you want to increase it, increase from the present two square radius in Civilization II to three square radius.
4) The AI has worked better in Civilization II than it does in Call to Power II (AI is also a little better in CTP I). When trying to make improvements, please be careful of as many possible flaws as you can think of.
5) And the last thing I can think of at the time but certainly still important, is to eliminate the need for Settlers and Engineers to place Farms, Mines and other tile improvements. Call to Power and CTP II use the Public Works concept. Firaxis, what can you implement without violating any copyright laws? I think many of us do not wish to have an army of Settlers just for tile improvement.
These I believe are essentials, and I am willing to admit that some of these are from my experiences of playing CTP I and CTP II. However, those two games introduced these great features. I hope Firaxis can find their own ways to implement similar concepts and features.
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The essential element I believe that Activision left out of CTP2 was the ability to actually have AND finish a multiplayer game! 
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i have to say it again: you are totally crazy! moving a unit on the map is faster and easier than moving your eyes around the screen, huh? yeah! 
btw Ralf, a quote of yours from the other thread
quote:

Of course, one can argue that, with the Public-works solution, the player can wait until enough build-points have been gathered, so he can build tile-improvements on several squares in one go.
But, this means losses in use-efficiency. To loan arguments from real-life business: It would be like replacing "just-in-time" (= settler-model), with inefficient "stock & store" (= public-works model).
 | come on now. first of all, after a couple of hours you know what each tile improvement costs and you figure out very easily what you can build. beyond that, such small delays(if you wait to have more pw in order to be correct about being able to build something) have small effect in your total efficiency, unless you are trying to win the game by 1AD or something!
[This message has been edited by MarkG (edited January 23, 2001).]
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Ralf
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Sweden
Mar 2000 time: 06:12
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quote:

Originally posted by MarkG on 01-23-2001 04:07 PM
i have to say it again: you are totally crazy! moving a unit on the map is faster and easier than moving your eyes around the screen, huh? yeah! 
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Well, if i only had 5-10 settlers to share all the tile-improving work in my 20-30+ city empires, i would agree with you. But, the thing is; i have at least one tile-improving settler dedicated to each and every indevidual city. My main argument is however, that my map re-centers automatically, and the tile-improving settler flashes automatically then hes out of work. And thanks to the "one city + one settler" policy, nobody is more then 1-3 squares away from their next job-assignments.
Compare to the laborious public-works solution, there the player is forced to drag around that map back-and-forth manually. As for thor015:s argument:
"I see this point load and clear, and this (manually scrolling the map) I actually find this less annoying than having the settler get destroyed by the AI."
If this was/is the only problem, he can fix/tweak the defence-values for hes settlers in the text-files. Of course, he then had to put up with those hard-to-kill AI-settlers as well.
[This message has been edited by Ralf (edited January 23, 2001).]
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btw, how much support do these settlers need in order for you to have less micromanagment? are you sure this loss is not the same with the possible gains of giving time improvement orders faster??
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Yes - units should be supported nationwide. Public Works is definitely the way to go - its close to a buy/not buy issue for me. I can't stand hearding settlers to the point that only a kick-ass AI would get me to buy it if settler hearding is mandatory. (of course, a selection feature for game set up will make everyone happy - but that might overtax the AI which is the single most important feature). Can't stand building irrigation, followed by farms. Yes, Civ3 needs to steal all of the improvements made by activision (activision stole the whole concept - and fair's fair). On the other hand, SMACs SE system (one of of the few things I liked about SMAC) needs to be incorporated. Maybe I want a police state with a free market! CtP2's "classical civ" govenment switching just seems so hackneyed. Oh yeah, the SMAC diplomacy system is the best - more features than CtP2 - and those features actually worked.
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btw, speaking of playing styles, in ctp2, when you're geting close to discover railroad, it's extremely fun to keep your pw and then upgrade your roads in one turn with a few clicks....
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the increased city radius was one of the things i liked in ctp2. it's not only a visual thing, but also a measure against ics
with the recent mod which adds the feature where cities actually grow to more than one square, the map justs becomes wonderfull!
as for london having a city area that reaches large parts of france, this is just a matter of the size of the map. there are bigger worlds maps for ctp2 than the official one, as well as other big maps that cover smaller areas(a 210x210 map of the north atlantic for example)
and since today's computers can handle these kinds of maps, the 2002 computer will certainly handle bigger ones
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i said "a measure". not "a solution"
i didnt say it was enough, and that is what chris pine seems to wrote to you too
further more, that thread you linked("Column # 139; By St. Switchin") is not about ics and the expanded city area, but about ics and the new model of how the tiles in the city area are worked
so take off these glasses and read again what i wrote 
[This message has been edited by MarkG (edited January 24, 2001).]
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