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EnochF
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Seattle, WA
Jan 1970 time: 21:12
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Civilization
- Historical Replay
- Palace
- Newspaper Reports
- City View
- Diplomacy Screen
Civilization II
- Interface (worked equally well for both keyboard and mouse)
- Playability
- Atmosphere (Formality)
- Great Playing Speed
- The High Council
- Civilopedia (MGE)
- Realistic Technology Tree
- Good Combat Unit Balance
- Customizability
- Great Wonder Movies (Real Video beats crappy CGI any day)
- Great Wonder Choices
- Good Tile Improvement System
- Great City Interface
- Workable Trade System (not perfect by any means, but the best so far)
- Spaceship Endgame
Alpha Centauri
- Borders
- Diplomacy
- Alternate Paths to Victory
- Sound Files with Technologies (except for the future tech quote, which got old hearing it over and over)
- Good Pathfinding
- Social Engineering (good system that might carry over into Civ 3 as religions and philosophies)
Test of Time
- Spinning Globe World-View
- Great Customizability
- Optional Extended Game
Call to Power
- Cool Intro Movie
- Build Queues
- Underwater Cities
- Ocean Tile Improvements (Nets)
- Good Pathfinding
- A Few Good Overlooked Technologies (Geometry, Quantum Physics, Alchemy, Ballistics, Electrification, Bureaucracy, Fuel Cells, Nationalism, Pharmaceuticals, etc.)
- Music and Sound Effects
- Noncombat Units (implementation was bad, but the idea was sound)
- All Tribes Start on a River
- Space (a good system, though it might be better if relegated to scenarios)
Call to Power 2
[This message has been edited by EnochF (edited February 01, 2001).]
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JosefGiven
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Tavistock, Devon, UK
Jan 2001 time: 05:12
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Nice one! This is a good collection of all the strong points of the various civs.
I can't agree that the underwater cities in CtP were good. I like to see the seas and oceans as vast, limiting borders that hem the player in, and give him/her a sense of strategic security, too. Take these borders away, and the planet becomes somehow featureless. Is this a fair comment?
Civilization II: quote:

Great Wonder Movies (Real Video beats crappy CGI any day)
 | EnochF Yes! I totally agree, but I was a bit afraid to say it! 
CtP: quote:

A Few Good Overlooked Technologies (Geometry, Quantum Physics, Alchemy, Ballistics, Electrification, Bureaucracy, Fuel Cells, Nationalism, Pharmaceuticals, etc.)
 | Yes, again, but it contained some dodgy futuristic concepts, too...
------------------
Josef Given
josefgiven@hotmail.com
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EnochF
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Seattle, WA
Jan 1970 time: 21:12
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JosefGiven:
Another one, is Call to Power had "Shipbuilding," which I thought was more precise than Civ II's rather vague "Seafaring." For the most part, CTP's tech tree sucked. It had weird advances like "Age of Reason" and "Industrial Revolution" and "Drama" (that might be CTP2, actually). But mixed in there were some good ones. "Printing Press" was another one I liked.
Agreed about the Call to Power future techs. I've given future tech a lot of thought, and I used to be an advocate for its implementation in Civ 3, to the point where the late game would include colonization of the Moon and Mars. But I've changed my mind about that, mostly because, even among people who like future tech, no one can agree which future tech is too silly to include. Call to Power and CTP2 had dumb things like "Nano-Assembly" and "Fluid Breathing," and stupid stupid units like the Plasmatica and the Cyber Ninja. Yech. But on the other hand, I liked "Asteroid Mining" and "Neural Interface" and the Star Tower, and some people thought those were just as silly as the Plasmatica.
So, my new position on future tech is this: Give the player the ability to design lots of new technologies, new city improvements (complete with new effects), new wonders, underwater cities, bridges across ocean tiles, space cities, maybe even colonization of the moon, but don't include any of it in the standard game. Let every player design his/her own perfect future tech system, complete with whatever units or techs they think are appropriate. In order for that to happen, they'll need unlimited slots for new techs, units, improvements, and stuff.
Ralf:
Oops. That's not what I meant by pathfinding. I meant, when you tell a unit to "Go To" a city, it actually goes there, and it knows how to use roads and railroads to get there quicker. In Civ II and even Test of Time, units wander around aimlessly when you try to get them to automatically go to a city. But the feature was correctly implemented in SMAC and CTP.
I wouldn't trust a computer AI to run my cities or control my settlers. That's what micromanagement is for. 
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Cannes
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Copenhagen, Denmark
Jan 2001 time: 05:12
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If "industrial revolution" was a weird tech in CTP the how did "Industrialization" fit into the civ2 tech tree? (I don't remember if civ had a similar)
Fluid breathing is hardly a future tech since it has already been invented! I haven't played CTP2 so I don't know what context it is in, so I can only guess... If they mean inventing a device so you can breathe like a fish, then it is of course debatable, but if it's just engineering a fluid that we can breathe then it has been here quite a while! Did you ever see the Abyss? Remember the scene where they "drowned" Ed Harris in a pink fluid. That was not a trick! They actually flodded his lungs with that stuff! And his body was supplied with the oxygen it needed through that fluid...
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Excellent Call To Power Feature: Public Works
Let Settlers do what they do best, creating new cities. Why should you take a hit in population in order to build a road- & mine-building unit?
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EnochF
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Seattle, WA
Jan 1970 time: 21:12
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Oh, er, and about Industrial Revolution. I suppose it's debatable exactly what is and what is not a "tech advance." It's clear that such advances, at least in Civ 2, were not always technologies. "Mysticism," "Polytheism," "Invention," "Industrialization," "Miniaturization," and "Leadership" were all a bit vague. But they were all, in some way or another, concepts. They were concepts that encapsulated the evolution of philosophies and technologies of human society.
So, when Call to Power began confusing concepts with events, it ended up feeling incongruous. "Age of Reason" isn't a concept; it's a period of time. Once the "Age of Reason" is over, it's over. The same would be true of the Renaissance, or the Industrial Revolution, or the Reformation.
The kinds of advances that really bug me are:
- 1. Events (e.g., Agricultural Revolution)
- 2. Old technologies with "advanced" or "modern" in front of them (e.g., Advanced Flight, or Modern Medicine)
- 3. Vague advances (e.g., Leadership, Tactics, Religion, etc.)
I can put up with a handful of #3, at least in the interests of tying military units and Wonders to specific technologies. I put up with it in Civ 2 because it just "felt right" most of the time. I can even maybe put up with even one or two #2. But #1 just grates on my nerves.
(blah blah blah blah blah, I'm a talkative guy...)
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MrFun, I agree completely. That city by city maintenance is a pain in the butt.
The Public Works budget is still a simpler way to handle infrastructure things, eliminating a lot of micromanagement. It doesn't preclude having separate units that can do some of the same things, such as Combat Engineers who could build Roads & Fortresses, etc.
But I don't see why this should be handled by Settlers. You can build armies by the hundreds and never once lose population, but if you want to create one unit to build roads and dig mines, you take a loss. That's silly.
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SMAC was a horrible game with two saving graces. Social engineering ruled, and paying to upgrade units was pretty cool. What ruined SMAC for me? The small army of terraformers I had to move around the damn map building roads and planting forrests. CTP 1 and 2 had a brilliant idea with the public works system and I hope Civ3 implements something similar as I will not buy another game that forces my to manage any army of settlers. I liked some of the sci-fi stuff in the CTPs. Space cities blew but sea colonies are pretty cool. Also, with Civ2 I added my own cyberinfantry and hovertank units. So even if Civ3 does not contain sci-fi elements I hope it retains a heavy customization potential. I only wish some elements of SE from SMAC would make it in - the "select your goverment" thing is so hackneyed at this point. After all, not all democracies are free market and not all authoritarian regimes have tight market controls. Later stages of the game would really benefit from a green option. One of the great features of CTP 2 is the fight with polution that begins in the modern age. Just my $0.02
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Oh yeah, a word about wonders and movies. Please keep BS like any wonder (excuse me, secret project)like SMAC's "command nexus" and CTP2's zero-crime bill and stuff that makes no sense out of civ3. Stick to the best stuff: the pyramids, the great wall, the apollo project, the empire state building, chitzen itza. And some "abstract" wonders that are cool - like the cure for cancer, penicillian, geonome project, internet, UN need to be included (maybe even James Madison's constitution should be added given the success it was and the number of copies it spawned). As for wonder movies, I'm indifferent on those. Wasn't that fond of SMAC's, enjoyed some of the ones in Civ2 and CTP2. But overall, you see them once or twice and then you either click them off immediately or disable them.
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Final thought -
Throne rooms are the first thing I and everyone I know disable. Don't even bother writing the code for it.
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Lee Johnson
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Toronto, ON
Nov 1999 time: 00:12
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quote:

Please keep BS like any wonder (excuse me, secret project)like SMAC's "command nexus" and CTP2's zero-crime bill and stuff that makes no sense out of civ3. Stick to the best stuff: the pyramids, the great wall, the apollo project, the empire state building, chitzen itza.
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Oh, please. If the pyramids did not actually exist today, you'd be complaining that they were a "BS wonder" for ancient times. ("What? A giant pile of enormous stone blocks, erected solely by manpower? What good will that do?") Who knows which of modern society's achievements our descendants will consider wondrous?
Besides, the rationale for the benefits provided by some of the "best stuff" in Civ and Civ II (by which, I presume you mean "real world wonders") is stretched pretty thin...
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I actually enjoyed the option of the Throne Room, and the Political Advisors (ie, your Cabinet) 
[This message has been edited by wittlich (edited January 19, 2001).]
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I liked the cabinet in Civ1 - where the advisors looked different depending on your government type.
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