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FrustratedPoet is offline FrustratedPoet
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Mar 2002
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  Old Post 24-05-2002 19:52 Visit FrustratedPoet's homepage!
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We could just make everything random ... random coding ... random designing ... that way the game really would be completely different each time you loaded it up!! If you put an infinite number of monkeys in a room for infinity with an infinite number of typewriters they will eventually produce the script of Hamlet.

If you put an infinite number of designers in a room for infinity with an infinite amount of chips and conqueso dip they will eventually produce SMAC ... or something ... before dying of conqueso-poisoning.

If you put an infinite number of coders in a room for infinity with an infinite amount of pizza and mountain dew they will eventually reprogram your computer to produce it's own f**king games!!!!

EDIT:
* FrustratedPoet likes this joke so much he's put it in his Sig.
* FrustratedPoet is really pathetic like that.

SpencerH is offline SpencerH
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Feb 2002
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  Old Post 24-05-2002 20:06
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quote:
EDIT:
* FrustratedPoet likes this joke so much he's put it in his Sig.
* FrustratedPoet is really pathetic like that.


Isnt the wish to express thoughts succinctly and with flair the essence of frustrated poetry?

FrustratedPoet is offline FrustratedPoet
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  Old Post 24-05-2002 20:21 Visit FrustratedPoet's homepage!
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Lose 30 kilos (of popups)

Spaced Cowboy is offline Spaced Cowboy
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Nov 2001
time: 23:19
  Old Post 24-05-2002 20:52
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quote:
Originally posted by FrustratedPoet
We could just make everything random ... random coding ... random designing ... that way the game really would be completely different each time you loaded it up!! If you put an infinite number of monkeys in a room for infinity with an infinite number of typewriters they will eventually produce the script of Hamlet.

If you put an infinite number of designers in a room for infinity with an infinite amount of chips and conqueso dip they will eventually produce SMAC ... or something ... before dying of conqueso-poisoning.

If you put an infinite number of coders in a room for infinity with an infinite amount of pizza and mountain dew they will eventually reprogram your computer to produce it's own f**king games!!!!

EDIT:
* FrustratedPoet likes this joke so much he's put it in his Sig.
* FrustratedPoet is really pathetic like that.



You forgot one:

If you put an infinite number of frustrated poets in a forum for infinity with and infinite amount of wine and coffee cups they will eventually produce enough spam to cause the site to have to move to a new server.



R:PM

FrustratedPoet is offline FrustratedPoet
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  Old Post 24-05-2002 20:59 Visit FrustratedPoet's homepage!
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Was that spam?

Fancy that, I'm being told I'm spamming by Mr. R(will work for spam)PM ...

That is very probably true, though ...

So then, since I got us into this mess I'll try and get us out :

firstly, I think the religious tolerance sliders are a really nice idea ... I liked the look of that in EU, but sadly I've never played that game so I can't comment on its implementation. However ... what will our slider actually do? I'm guessing that it would increase your popularity with citizens of the dominant religion, but give a chance of rebellion ... it might also raise or lower your standing with other factions depending on what religion they are.

secondly, OK ... there is no second thing ... but at least this post wasn't complete spam.

Spaced Cowboy is offline Spaced Cowboy
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Nov 2001
time: 23:19
  Old Post 24-05-2002 23:55
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I'm still waiting for Vel to finish the new proposal. I am very interested in seeing how he incorporates all of the ideas. Speaking of which:

Suggestion:

Can you do a short overview first (one screen), then break it down below. Kinda makes it easier to see the big picture first and then drill down to the details.
Sorry I'm easily confused

R:PM

moomin is offline moomin
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Jul 2000
time: 05:19
  Old Post 25-05-2002 04:24
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Second the above post. Especially here at the forum, readin really long posts is a bit daunting. Executive summary, dammit!

Spaced Cowboy is offline Spaced Cowboy
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Nov 2001
time: 23:19
  Old Post 30-05-2002 19:28
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Vel,

Sorry, I'm in a "bustin' yo' chops" mood today.

Have you had time to finalize the GP model?
Perhaps you could share what you have?

R:PM

Velociryx is offline Velociryx
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  Old Post 30-05-2002 19:34 Visit Velociryx's homepage!
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Sorry guy....I have not!

Been doing some pretty intensive v0.1 graphics work and practice, which is why my presence on the forums has been far less than my usual....BUT! Soon as I get that squared away, I'll be back, and will flesh out some thoughts on the GP model!

-=Vel=-
(PS: You're not bustin' my chops...just keepin' me on the straight and narrow...if anybody could use a hand with that now and again, it's me... )

Spaced Cowboy is offline Spaced Cowboy
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  Old Post 30-05-2002 21:03
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Yo Vel, do we get the stuff, or do I have ta send some o' Skanky's boys over ta persuade ya?

TCO is offline TCO
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Jan 1970
time: 00:19
  Old Post 30-05-2002 22:32
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quote:
Originally posted by Velociryx
In answer to your edit question....yes! LOL...don't be overly surprised to find numerous references in the game to people who help us here....it's a smallish tribute, that is true, but whenever possible, I'd very much like to work references of those who help us get there into the body of the game (akin to naming some of Candle'Bre's provinces after team members)



-=Vel=-
(Edit: Some will, however, be easier to work in than others....I'm still at a loss for how the heck to work in "moominparatrooper" but I'll get there, I'm sure)


I would do more for the real workers, Vel! Moomer and I are sideline critics.

Oh...you could always use his real name...

TCO is offline TCO
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  Old Post 30-05-2002 22:34
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quote:
Originally posted by Velociryx
Soon as I get that squared away, I'll be back, and will flesh out some thoughts on the GP model!


I got worried y'all were making fun of me, when I saw this. Hadn't read the earlier posts. Had to go back and see what this was all about...

TCO is offline TCO
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  Old Post 30-05-2002 22:36
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Got spare money?

So to simplify things: GP = IFP? Is that true?

FrustratedPoet is offline FrustratedPoet
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Broadly speaking ... yes GP=IFP ... I don't know much about MOO3, but from what I can understand the two systems are pretty similar. You will get a certain amount of GP per turn (there are various ways to increase the number you get) and you can spend them on doing thing administrative things in your kingdom.

Spaced Cowboy is offline Spaced Cowboy
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  Old Post 30-05-2002 22:56
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quote:
Originally posted by GP
So to simplify things: GP = IFP? Is that true?


It started like that, but, hopefully, it will change.
To me:

IFP/GP = handcuffs.
our system = handcuffs, but you get to choose where you want to wear them.

R:PM

Velociryx is offline Velociryx
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  Old Post 31-05-2002 04:18 Visit Velociryx's homepage!
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'k....it's not yet complete, by any means, but here is how I see the sliders system/Government policies page shaping up:

What I'm visualizing is a series of EU style sliders that operate between poles (well, and one triangle that I'll get to momentarily).

These would be things like:


Innovative <----> Dogmatic

The essence of this slider would be that the more heavily slanted toward innovation you are, the cheaper your tech rate, and the more slanted toward the other end (Pious?) the more influence your temples generate.

*****

The triangle would be between
Feudal

Theocratic Republican

Everybody but Castillar would begin squarely on the Feudal aspect (Castillar would begin slightly toward theocratic). The benefits are:

Feudal - Baseline (standard game effects)

Theocratic - Cheaper dealings with the Church (cheaper intercessions, cheaper spells), but less productivity and less happiness in non-religous majority provinces

Republican - More individual freedom means more productivity, but it also leads to more social discontent (or more precisely, more openly expressed discontent), including a lack of fondness for an offensive military and a state of war with other factions.

*****

Tax Rate:
Oppressive <----> Light

Leaning toward the oppressive end would enable you to generate more cash, but you'd have to also deal with more unhappiness, including the risk of population flight.

Toward the light end, would see less total money coming in, but another boost to productivity and happiness

*****
Religious Tolerance Slider:
At game start, select a state religion based on the demographics information available to you on your starting provinces.

If your state religion is the only active slider, your society is zealoutous, and you'll see dramatically unhappier people if you control provinces with a religion different from your state religion.

The more religious tolerance sliders you activate, the more you can juggle (you could easily keep two different religions happy, but adding the 3rd or 4th slider would cause the general unhappiness level for all religions to drop, and it would increase the (as yet to be defined) war weariness effect, which, among other things, would increase the chances of rebellion a la EU.

*****

Religious outlook slider

Fundamentalism----->Pluralism
A possible "single slider" approach to the religious tolerance approach that may be easier to implement.

*****

Economic outlook

Entreprenureal ----> Collectivism

One increases productivity and taxes, the other increases population stratification percentages (ie - the chances that your people will express their unhappiness with the way provinces are set up will by moving to provinces that are more to their liking). Collectivism also reduces taxes and productivity somewhat.

*****

Inter-Kingdom Relations (needs name change)
Nationalist ----> Pluralistic (needs word change if we go with the alt. rel. slider)

Nationalists see higher troop morale rates, Pluralists get more of a trade bonus.

*****

Others????

During the course of the game, when certain (as yet to be defined) conditions are met, you are awarded with governance points. These points can be used to set the overall policies in all your provinces (that is to say, these set policy globally for your holdings). I like the EU notion of only allowing one "step" change every so often, so that it would take a good deal of time and consistently meeting the (as yet to be defined) goals in order to slowly meld your society into the one you're after and that best suits whatever strategy you're pursuing.

Thoughts?

-=Vel=-

cyclotron7 is offline cyclotron7
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Jan 2001
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  Old Post 31-05-2002 04:51
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Vocab idea notes:

Either replace Pluralistic on the religion slider with "Tolerant," or replace Pluralistic on the Nationalism slider to "cosmopolitan."

Or, do both. And a good name for the Nationalism-Pluralism slider might be "National Identity."

BTW, "zealous" is the proper word, not "zealatous"

TCO is offline TCO
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Jan 1970
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  Old Post 31-05-2002 06:20
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I don't understand the feudal/theocratic/republican slider. Is it a triangular slider. Seems complicated. Maybe just make it 2 sliders

1. republican <----> feudal

2. theocratism is probably already implied by the religious slider that you've got. Don't overcomplicate things. Or if you do...than you need to make it clearer what the differences are. but I voet for not overcomlicateing things.




Just out of curiosity: Is this type of social control meant to be a big factor in the game? I would think that "fantasy lovers" tend to enjoy this type of thing (all the sliders and all that) less than "science fiction" types. Fantasy lovers being more right brain. And sci fi types being more left brain. Just an intuition.

Last edited by TCO on 31-05-2002 at 23:16

Velociryx is offline Velociryx
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  Old Post 31-05-2002 06:49 Visit Velociryx's homepage!
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Thanks Cyclo... Chalk it up to Vel bein' hard at work inventing his own language (spodabe, snackages, scragged, a plethora of others... )

And to GP - Good idea on making two governmental sliders....for those choosing the more theocratic route, the religion slider/form of government is meant to magnify its effect (as one of theocracy's advantages), so I'd rather keep the two separate, if at all possible.

In terms of importance....I consider the governmental policies screen to be rather like the fine tuning on a stereo. If you just switch it to the station you want, you hear music. But if you fiddle with the settings a bit, you get a crisper sound.

Important yes, but more important for the micro management hounds, who are looking to squeeze maximum possible advantage out of everything. That said, I think it'll be pivotal in the MP environment.

-=Vel=-

TCO is offline TCO
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  Old Post 31-05-2002 07:31
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quote:
Originally posted by Velociryx

And to GP - Good idea on making two governmental sliders....for those choosing the more theocratic route, the religion slider/form of government is meant to magnify its effect (as one of theocracy's advantages), so I'd rather keep the two separate, if at all possible.
environment.

-=Vel=-


If so, I think you need to make it a little clearer how this differs from just religiousity. I agree that there is a difference but it's kind of subtle. (Oh...and remember what the article said about how designers need to listen to their team... )

Here's another idea:

A govt scaler for Authoritarian <---> democratic (call it feudal and republican if that is better for mideaval setting....but the basic idea is that the sclaer affects how dictatorial the power structure is.)

A society scaler which is religiousity. tolerant <----> dogmatic


This still gives you 4 choices of societies:

authotarian, tolerant
authoritarian, dogmatic
democratic, tolerant
democratic, dogmatic

This gives you a fair amount of choices.

TCO is offline TCO
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  Old Post 31-05-2002 07:34
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Oh...just an FYI.

I found adjustoing the scalars in Civ2, to be one of the least fun parts of the game. Now maybe you are appealing to the people who enjoyed that sort of thing. And maybe the game is more of a society control game than a war game.

Just thought I would give you that perspective.

cyclotron7 is offline cyclotron7
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  Old Post 31-05-2002 07:44
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I agree partially, gp. The first triangular slider I came up against was the one in SimAnt, and since it's not incremental it's pretty hard to deal with it in a non-arbitrary way.

As for the appeal of sliders, I think that as long as they are incrememtal (5%, 10%, 15%...) it's not too hard for somebody to use. I understand you're talking about interest, not ease of use, but keep in mind that in Civ2 the sliders were very much short term. If you needed a tech fast, you jacked up the science for a few turns, and if you needed quick cash you hit the tax slider. Sliders in CB will be long term settings that can't be turned so easily. As I see CB, you find your "good fit" and stay there, moving away gradually if another society would fit your game strategy better. So, you use the sliders a lot less, and that will probably balance out the fact that there are quite a few of them.

Velociryx is offline Velociryx
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  Old Post 31-05-2002 07:44 Visit Velociryx's homepage!
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Another excellent idea (and yep...that was one of the articles that made me smile....the part about listening to the team....I'm thinking that we're gonna get some pretty high marks where that's concerned!)

More clarity re: the Theocratic "government" vs. religiosity in general:

Governments tending toward Theocratic control (on the slider of that type) will see bonuses to influence gained via temples and other religous builds (perhaps not tied to the temples themselves, as that gain would be doubling the effect of the temples where Influence is concerned (1--->2), but we could use some ratio of total territories controlled (example: a Theocratically based government may get 1 bonus influence per four territories controlled, and this ratio would get more bountiful the further up the theocratic government slider you went)). Additionally, theocracies would see a greater happiness effect from their temples in the declared state religion (and it just occured to me that if we're going to have Theocracy as a government type, then we really need to have a declared "state religion" as that opens up some interesting bonus opportunities to theocracies), and see greater productivity when building further religious enhancements in territories. I'm also toying with giving theocracies a morale boost for their troops.

Theocracies will suffer though, where taxes are concerned (lots of tithes, and other church sponsored events to separate the faithful from their money). This will also lead to a greater unhappiness effect among non-religious archetypes, and in many more than normal cases, their unhappiness will be expressed violently (and will be put down equally violently, I would imagine).

The "other" religious slider, at the dogmatic end of the scale will make spells and intercessions cheaper than the norm, and make increasingly high powered spells available, the further down the dogmatic (fundamentalist) scale you go, while dramatically increasing the cost/decreasing the selection of spells from non-state religions. At the other end, tolerance will normalize costs among all religions, open up a wide (but not deep) range of spells available from all the religions, but it will also increase the likelihood of war weariness and open rebellion.

-=Vel=-

TCO is offline TCO
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  Old Post 31-05-2002 08:11
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quote:
Originally posted by cyclotron7
I agree partially, gp. The first triangular slider I came up against was the one in SimAnt, and since it's not incremental it's pretty hard to deal with it in a non-arbitrary way.

As for the appeal of sliders, I think that as long as they are incrememtal (5%, 10%, 15%...) it's not too hard for somebody to use. I understand you're talking about interest, not ease of use, but keep in mind that in Civ2 the sliders were very much short term. If you needed a tech fast, you jacked up the science for a few turns, and if you needed quick cash you hit the tax slider. Sliders in CB will be long term settings that can't be turned so easily. As I see CB, you find your "good fit" and stay there, moving away gradually if another society would fit your game strategy better. So, you use the sliders a lot less, and that will probably balance out the fact that there are quite a few of them.


Would be intersting if you can only move the sliders every 5 or 10 or 20 turns (not sure the right number). Would make it less of a micromanagment hassle and would make it more strategic (since you have to live with it.)

Velociryx is offline Velociryx
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  Old Post 31-05-2002 08:20 Visit Velociryx's homepage!
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'xactly! Actually, as I see it working, you don't have to mess with the sliders at all. The default settings will put you in "game standard mode" with no bonuses or penalties. In tweaking them every X turns (I still haven't worked out a "delivery method" for gaining GP's, but to move any of the sliders will require the expenditures of GP's, and in my head, you will/may only earn them every so often...it won't be like income, which is collected every turn...I was thinking more along the lines of setting up game specific milestones or something).

-=Vel=-

ravagon is offline ravagon
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quote:
Originally posted by GP

Would be intersting if you can only move the sliders every 5 or 10 or 20 turns (not sure the right number). Would make it less of a micromanagment hassle and would make it more strategic (since you have to live with it.)


And more to the point maybe they can only be changed by a small percentage (<5%/10%?) or so even then - Reflects the diminishing return from a sudden "quick fix"...

TCO is offline TCO
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  Old Post 31-05-2002 09:05
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It would be neat to do the only every few turns thing. Would allow for catching somebody in builder settings in a war. And vice versa.

ravagon is offline ravagon
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quote:
Originally posted by GP
And vice versa.


I like that. It'd make anybody think twice before engaging in a protracted war. If the defender gambles on his defenses holding out or losing a single province or so then the aggressor will not only be suffering war exhaustion but will then have to spend time to get his tech/production-oriented settings back again before he can even make much headway in reducing the enlarged tech gap. Time which he won't have.

TCO is offline TCO
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  Old Post 31-05-2002 09:21
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quote:
Originally posted by Velociryx
Another excellent idea (and yep...that was one of the articles that made me smile....the part about listening to the team....I'm thinking that we're gonna get some pretty high marks where that's concerned!)

More clarity re: the Theocratic "government" vs. religiosity in general:

Governments tending toward Theocratic control (on the slider of that type) will see bonuses to influence gained via temples and other religous builds (perhaps not tied to the temples themselves, as that gain would be doubling the effect of the temples where Influence is concerned (1--->2), but we could use some ratio of total territories controlled (example: a Theocratically based government may get 1 bonus influence per four territories controlled, and this ratio would get more bountiful the further up the theocratic government slider you went)). Additionally, theocracies would see a greater happiness effect from their temples in the declared state religion (and it just occured to me that if we're going to have Theocracy as a government type, then we really need to have a declared "state religion" as that opens up some interesting bonus opportunities to theocracies), and see greater productivity when building further religious enhancements in territories. I'm also toying with giving theocracies a morale boost for their troops.

Theocracies will suffer though, where taxes are concerned (lots of tithes, and other church sponsored events to separate the faithful from their money). This will also lead to a greater unhappiness effect among non-religious archetypes, and in many more than normal cases, their unhappiness will be expressed violently (and will be put down equally violently, I would imagine).

The "other" religious slider, at the dogmatic end of the scale will make spells and intercessions cheaper than the norm, and make increasingly high powered spells available, the further down the dogmatic (fundamentalist) scale you go, while dramatically increasing the cost/decreasing the selection of spells from non-state religions. At the other end, tolerance will normalize costs among all religions, open up a wide (but not deep) range of spells available from all the religions, but it will also increase the likelihood of war weariness and open rebellion.

-=Vel=-


Vel, I'm ok with this concept (in terms of the strategic choices) but we need to make the names clearer. The average Joe is gonna have a hard time wading through the explanation you gave. We can keep all the same effects but just change the names and the rationale for the effects. Also, I think it is a little counterintuitive to have a strong theocracy with multiple religions.

Maybe the 2 sliders could be renamed "strength of religious belief" and "diversity of releigious belief".* One axis is how relegious the people are at ALL. One is how much they concentrate their religion in the state religion.

-------------------------------
1. Religious strength

Ardent beleivers <----> Apathetic slugs

2. Religious diversity

Orthodoxy <-----> Herecy
-------------------------------

All the strategic effects are exactly the same as you mentioned. The game rationale for (2) is exactly the same. For (1) there is a bit of a different rationale (for the same effects). Strong religious beleifs make the temples more effective, but waste money since the citizens spend money on sacrifices. This has the benefit of not confusing things with the authoritirian slider (governmental rationale).


*We actually need single word titles. But give me some time on this.

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  Old Post 31-05-2002 09:25
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quote:
Originally posted by ravagon


I like that. It'd make anybody think twice before engaging in a protracted war. If the defender gambles on his defenses holding out or losing a single province or so then the aggressor will not only be suffering war exhaustion but will then have to spend time to get his tech/production-oriented settings back again before he can even make much headway in reducing the enlarged tech gap. Time which he won't have.


Agreed. making slider adjustments more infrequent makes them more meaningful and more strategic (hence interesting). Its a BIG decision, not a little one. And it also challenges the game player to play around settings which are occasionaly non-optimum.

It's somewhat the same idea as in Civ2, where you can't change governments willy nilly.

It also has a benefit of not requiring the complex IFP system.

 
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