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Flanker
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Sala, Sweden
Mar 2002 time: 06:18
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I like that idea. I never thought about it myself, I still see going to AC as the "real" winning concept, because that was how it used to be back in the ol' days...
However, these goals has to be pretty hard to reach in my opinion. Or maybe the goals would be slightly different between the difficulty levels. For example, a militaristic utopia would need a huge army, and many militaristic barracks. Maybe it would also need to have fought a certain number of succesful wars and so on. A democratic utopia might have a high number of happy citizens, a low corruption level and a lot of city improvments. An environmental utopia could have zero pollution, environmentally friendly techs, a lot of environmental city improvements and, if possible, also the possibillity to make other civs more environmentally caring.
This are only suggestions of course, I thought it was such a good idea, so I just wanted to develop it a little bit further. Was it something like this you had in mind?
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Jethro83
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Newcastle, Australia
Mar 2002 time: 15:18
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quote: Originally posted by UberKruX
militaristic utopia. a perfect society of genocidal maniacs. i like it. |
[shuddering]Ooooh, that's going to be a dangerous thing.[/shuddering]
Such a 'utopia' couldn't possibly work, as everywhere you look there will be discontent. A utopian sort of society is one which is built on an ideal that all can agree on, and all can be happy with.
A society based on 'genocidal maniacs' would cause much fighting between certain groups within the society, leading to something like what we see in gang-related violence, only worse. Nobody could possibly be happy about that. Even the ones with the most power would have objections, as they would continually have to put up with the lesser groups gnawing away at their arm.
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Thrawn05
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All Your Posts Are Belong To Ming
Dec 2001 time: 00:18
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quote: Originally posted by The diplomat
This could be a great way to implement the idea. It makes sense: if your entire population is completely happy, then your society has acheived for all practical purposes a "utopia". We could leave what kind of utopia up to the imagination of the player. This would be much simpler than trying to implement and balance a utopia for militaristic, environmentalist etc...
Flanker brings up the issue of specialists. I would suggest that specialists be treated as happy citizens. Of course, we need to prevent the player from simply converting the entire pop to specialists to win. I would suggest, a "no famine in any city" requirement for a "utopia" victory.
This victory would probably be very difficult. We would need to balance the specifics so that the victory is not impossible. But I think it would give an additional incentive to the player to reduce unhappiness. And it would be a great challenge for the perfectionist player. I really like this idea! |
I would of said that the number of specialists could not be greater then 1/4 or 2/3 of the total population as well as the population not dropping (of course, specialists that are made because you have no room for any more workers do not count). The only problem is that if you have the longentivity wonder, some cities are stuck in a purpetual famine, because that extra pop point you recieved in the growth is one too many.
I was thinking about what I said about the X number of turns, and I realized that if you start a new game, and you have a couple of 1 pop cities, and that due to the difficulty level you are playing, you might trigger a utopia victory too early. There should be some means of a minimum requirement to start the count.
I have a few suggestions for that. These are just suggestions for what ever seems to be the most balanced in the game for us to enjoy.
1: You require that you are an age ahead of all other civs
2: Your population in all cities is at least 30.
3: You research Communism (A fail attempt in real life, but what the heck)
4: You reach 2050 without attacking an enemy unit or having to defend yourself from the enemy (barbarians don't count).
5: You build every wonder in the same city (or some large fraction, like 8/10 or 9/10).
6: You take over at least X cities without losing Y cities. (X and Y are determind by the map size and number of civs). I would say Y should be 0.
7: You are the first in Family size, life span, population size, etc.
It should be noted, that #4 is for the end of the game and does not start any count.
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korn469
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Poetic Justic
Apr 1999 time: 00:18
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quote: I would of said that the number of specialists could not be greater then 1/4 or 2/3 of the total population as well as the population not dropping (of course, specialists that are made because you have no room for any more workers do not count). The only problem is that if you have the longentivity wonder, some cities are stuck in a purpetual famine, because that extra pop point you recieved in the growth is one too many.
I was thinking about what I said about the X number of turns, and I realized that if you start a new game, and you have a couple of 1 pop cities, and that due to the difficulty level you are playing, you might trigger a utopia victory too early. There should be some means of a minimum requirement to start the count |
i pretty much agree on the utopia victory, but here is the specifics i'd go with
*all of your citizens happy for 20 consecutive turns
*no cities in famine during that time
*no more than 1/2 of your total number of citizens are specialists
*you don't lose any cities during that time
*you must have discovered a certain tech to trigger this victory type, or a certain wonder must have been built by any civ to make this actually go into effect
and why wait for civ4 this seems like it should be simple enough to implement in the expansion pack, we should start lobbying for it now 
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Tarquelne
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quote: Originally posted by korn469
i pretty much agree on the utopia victory, but here is the specifics i'd go with
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I'd add a minimum # of cities to that, to make sure you have a _civilization_ that's a utipia, not a city, or an "enclave" of just a few cities.
Or, instead of a minimum # of cities, a minimum (either relative or absolute) civilization score. (The score would represnet a minimum amount of "global influence".)
Otherwise it might be _too_ easy for a small, perfectionist civ to win. Don't get me wrong, I like the idea of being able to win with a small, perfectionist civ... as long as it isn't _too_ easy to win. The tech requirement and the "don't lose any cities" requirement might already be enough, though.
It might be fun to assume that utopian civs _must_ be peacefull. If so, add minimum number of turns since another civ's city was razed and/or captured.
This is alot more complicated, but I think it would be very entertianing: When you satisfy all the requirements for a "utopian" civ you don't automatically win, you just get a HUGE bonus in the culture formula - so high that cities start flipping over to you in fairly large numbers. You can still be stopped, and there should be some way you can loose your "utopian" status. But if not stopped you'll win a pacifiistic version of Domination victory.
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IthacaMike
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Upstate New York
Feb 2002 time: 00:18
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quote: Originally posted by korn469
i pretty much agree on the utopia victory, but here is the specifics i'd go with
*all of your citizens happy for 20 consecutive turns
*no cities in famine during that time
*no more than 1/2 of your total number of citizens are specialists
*you don't lose any cities during that time
*you must have discovered a certain tech to trigger this victory type, or a certain wonder must have been built by any civ to make this actually go into effect
and why wait for civ4 this seems like it should be simple enough to implement in the expansion pack, we should start lobbying for it now |
This is my variation on the theme.
For 20 consecutive turns:
*all of your tribe's citizens are happy (If the counquered French are unhappy, who cares?)
*you don't lose any cities, settlers, or workers during that time
*you have at least half the map size's optimal number of cities
*all of your cities are at no more than +/- 1 on food production (As close as Civ3 can get to steady state)
*you create no cities, settlers, or workers (again, steady state)
*you are performing no research (what you want to _improve_ perfection? :-)
In addition you must have built a certain small wonder, perhaps called "Our Perfect World."
Mike
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