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kolpo
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If you had to choose or civ3 should look more like civ2 or more like smac(I mean the game mech here not the time area the game plays in) ?
My vote goes to civ2 because teh following things where better in civ2 then in SMAC:
-scenarios: civ2 has the best scenario's of all turn based games ever
-unit balance: in SMAC was there no sense in building other offensive units then choppers.
-variarity of strategies: in civ where there lot's and lot's of strategies who worked good. In SMAC looked or every faction was forced in some predefined strategies
-SMAC is a scenario, civ2 is game with as many scenario's as you can download.
-Feeling: In civ2 have you really the feeling you are commanding an empire more then in SMAC.
-Graphics: SMAC is to dark, all units looked the same and there where not enough happy colors. Civ2 had relative good graphics.
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JosefGiven
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Tavistock, Devon, UK
Jan 2001 time: 05:12
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quote:

Originally posted by kolpo on 01-30-2001 04:27 PM
-scenarios: civ2 has the best scenario's of all turn based games ever
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I think this is because it was so easily customised. In Civ 2, all the relevant game files were in formats most home scenario builders were comfortable with (ie: .WAV .TXT .GIF). This meant almost anyone with the most basic skills could tinker radically with Civ's inner workings and produce a totally different game...Well, that's what I say, so there 
quote:

-Feeling: In civ2 have you really the feeling you are commanding an empire more then in SMAC.
-Graphics: SMAC is too dark, all units looked the same and there where not enough happy colors. Civ2 had relative good graphics.
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As for the vague sense of the feeling Civ gave the player over SMAC, of controlling an empire, I know exactly what Kolpo means. tniem, don't you think that no other game since Civ 2 has given you the real feeling of imperial control, and grand-scale social planning, that SMAC, and CtP with it, have somehow missed? And that these two offshoots feel like little more than the computer games that they are??
I also agree with Kolpo that SMAC's graphics are somehow dull and lifeless...I would also say that CtP's graphics are too 'cartoony' for my liking, too. Picky, maybe...But, then, I don't think I'm alone, on this one...
Civ 2, which by most games' standards should have been pensioned off years ago, still retains a bright, accessable, serious air it's offspring have yet to capture.
EDITED: Because two's company
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Josef Given
josefgiven@hotmail.com
[This message has been edited by JosefGiven (edited January 30, 2001).]
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Bereta_Eder
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Like civ 2.
I think in SMAC the level of involvement was much lower than in civ 2 and the sales figures prove it all too well.
Futuristic technology? Red-fuxia-blue all mixed up nothing to understand squares? Units that needed a microscope to tell them apart?
Like Civ 2 unquestionably. But incorporate some cool stuff from SMAC like frontiers etc
(Civ is THE game of the world meaning you have a feeling of history and of re-writing its course too)
I have both games, obviously, but I have played CIV 2 like 2 bazzilion times, SMAC 3.
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Adm.Naismith
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Milano - Italy
Oct 1999 time: 06:12
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I'm more aligned to the "revolution CIV concept" than "evolve a bit CIV concept", so I don't think the poll has a real meaning: we need a game different enough to make any "SMAC or CIV II" argument not really important 
Of course Civ II had a greater "sense of empire", because it embraced a longer timeline, with more involvement of the player because of its historical "realism".
SMAC tried some new technical concept: Social engineer, Unit workshop, Faction unique points, more "3D like" terrain, borders...
Apparently lot of players would like a mix of the two, merging the game into a "Civ Engine" concept, really open to different MOD and scenario for every taste.
I'm not sure it will happen, because it's a bit unrealistic that Firaxis will left to the customer the ability to pay once and play forever, IMHO 
May be Firaxis is trying to make money pushing Civ into larger fields: a new, feasible, multiplayer (monthly fee), or a new CIV engine and set of tools (scenario editor, AI editor), improved every three/six months, where we'll pay the upgrade to improve our "gaming experience" as every P.R. people will sell us 
The best compromise probably should be an "open" CIV backbone where to fit different module: a research module, a battle module, a building/production module, a diplomatic module, a trade module and so on.
We should be able to chose a basic, easy module for every area of the game we don't care much, or a deep, complex module for our loved area (e.g. warfare, diplomacy or research). Of course every module need a dedicated "AI code" tailored to cope with that part of the game, while the "backbone AI" must act as a supervisor to "glue" all the pieces. Pay per module model, and everyone will be able to tailor the game on him/herself
Sorry, I'm draggin a bit the topic, but I'm trying to change a bit the point of view on the often debated Civ/CTP/SMAC/Colonization/put-your-favourite-game-here argument 
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Admiral Naismith AKA mcostant
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- Groucho -
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If you're talking about "feel" then CivII wins over SMAC. CivII had grandeur - SMAC had an OK storyline.
But if you're talking game mechanics - SMAC has it all over CivII. Do a blow by blow analysis:
Diplomacy - SMAC's is slightly better (not great, but better) - more options, more varied AI responses
Internal Politics - social engineering is light years ahead of "hmmm, do I want to be a king or a president?"
City management - Governors are a great improvement (they may screw up sometimes, but if you've got eighty cities, a few mess ups are better than hour long turns)
Combat - the addition of multi-tiered morale levels was a huge plus in SMAC - as was the unit workshop - finally i could give my settlers/formers some armour
The Map - they both sucked (the world is not a tube!)
Sure, there are lots of great things about CivII that need to be incorporated into CivIII - but they are almost all about feel, not game-mechanics. Don't get me wrong, I love the feel of CivII (heck, I still watch the wonder movies) - i just think that SMAC has the better underlying game-mechanics.
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Echinda
"That which does not kill you ... will likely try harder the next time."
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kolpo
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current results:
CIV2:4
SMAC:1
Only vote's for civ2 or SMAC are legal so posts who didn't express there preference clearly(tniem and Adm.Naismith posts) aren't included(otherwise would everyone vote both and won't we be able to see which one is loved most)
But they can still vote for one of both if they want.
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My vote goes for CIV2 - after all this is CIV3 not SMAC2 
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The real question on graphics isn't Civ2 vs SMAC, it's TOT vs SMAC, since those are the most recent products from the companies collaborating here. TOT's graphics are even darker than SMAC, and the "3D" units seem to float over the tile (I occasionally find myself moving a unit the wrong way because it looks like it is in the tile above its true location).
Comparing Civ2 to TOT/SMAC is the light and airy feel of springtime to the cloudy, gloomy feel of a Great Lakes winter.
The second problem with SMAC is the uniformity of the units, especially the infantry.
I agree that SMAC felt more like commanding a corporation than a mighty Empire. SMAC didn't have much variety in strategy (attack, attack, attack) due to the 2:1 disparity between attack and defense strengths.
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