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belusa
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Brussels, Belgium
Apr 2001 time: 05:12
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Thanks Snapcase for the info! What you're doing is great!
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Ralf
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Sweden
Mar 2000 time: 06:12
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quote:

Originally posted by Roman on 04-27-2001 11:50 AM
This is the worst piece of news I have heard about the game so far.
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"If your children ask for a venomous snake to have as pet, would you as a parent give it to them?" (quote from the Bible, I think)
Please, dont interpret above as patronizing - instead, believe me then I say this:
Firaxis didnt choose max 7 simultaneously playing civs because they wanted to, but because they had to. Considering the multi-optional and open-ended nature of Civ-3, with its AI-burdening random maps amongst other things, they really didnt have any realistic choice. It really WAS an absolutely 100% necessary and correct decision to make.
Well, why not let the player choose for himself I here you say: Those who wanted to play against 16-32 simultaneously playing AI-civs could do so, while those who prefered only 4-6 AI-civs can choose that instead.
The problem here is that many very important heavyweight game-magazine reviewers would probably playtest this classic title with the new 32+ AI-civs feature right away - and base their game-reviewing AI-comments on above fact. And believe me, if they did; the AI response would be absolutely horrible. The AI in CTP-2 would be considered "quite strong" by comparison.
Please guys, you really dont know what your ask for if you stubbornly keep on demanding that this ridicules 32+ AI-civ idea should be included at all costs. I mean; at all costs??? No thanks!
The main "problem" is that Civ-3 isnt (and can never be) primarily a hotseat-game, exclusively developed for 16+ or even 32+ simultaneously playing human civers. If it where, the problem would "only" circled around the loong, looong; yes really loooong waiting turns.
[This message has been edited by Ralf (edited April 27, 2001).]
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O-o-kay, last installment of info, and it's a biggie (I should really split it up, but hey.)
(One thing I missed earlier- The Space Race is still in. In case anyone doubted that.)
New info on... Trade, Resources, Culture
Resources: "When you look at the map now, you don't see that many resources. That's because they don't appear until you've researched the technology that needs them. For example, you can't see iron until you've researched iron working. And you might already have some, but it might be somewhere else.
"What we tried to do is clump the stuff. It's not spread evenly over the map. The idea is that one player can corner the market on, say, iron and he becomes a powerbroker in the game. The same thing happens with uranium, so your diplomatic relations become really important. You definately want to have friends that have the stuff you need so that you can trade with them. If not the only way to get the stuff is to attack people.
"By the time you get to the end of the game you really needto have coal, iron, oil and rubber otherwise you can't build anything. The way you develop a civilization, to a large extent, depends on where you start the game and what kind of resources you have available. If you start in an area that has iron you're in good shape at the beginning, but later on in the game iron is not enough."
Trade: You can trade in Luxuries, and resources. Luxuries goods trade is vital to keep happiness up, and resource trade (as you can see above) will be exceptionally important. Keeping peace will be more important than before, because you need a constant supply of resources to build your units. Complex diplomatic treaties and trade agreements can be arranged.
Culture: Accumulated by long-time cultural city improvements (as in last preview). Three effects:
(a) In diplomacy, a high culture rating will make other civs admire you more, and positive outcomes are more likely as a result.
(b) A high culture rating will literally expand your borders, the Greater your civilization the larger it will become.
(c) The aforementioned effect of pacifying newly conquered cities. Cities can now resist in a variety of fun and interesting ways; citizens can refuse to work, lower the defense value of the city, or revolt and rejoin their original civ.
That's all, folks. If there's a great demand I can also scan in the blurred "Baltimore" screenshot from the CGW preview in greater detail...
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EnochF
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Seattle, WA
Jan 1970 time: 21:12
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Re: the stadium. My thought is that these graphics represent "ancient" and "modern" pictures of the same improvement. So, what in ancient times would be a "Granary," in modern times would be a sort of farm silo. What in ancient times would be a "Colosseum," in modern times would be a stadium of some kind.
It's a forward-thinking approach. If you recall, Civ II had a very modern looking Granary, and it looked terribly out of place in ancient cities. (Y'know, for those of us who didn't get the Pyramids.) On the other hand, if I build a Colosseum in a city, I wouldn't necessary tear it down to make way for a stadium in the modern era. So maybe the way to go here is to make all Colosseums built in the modern era appear as stadiums, while the old Colosseums remain as they are. But Granaries automatically update to become silos. And perhaps Temples, if they are built in the modern era, would appear as churches, but the old Temples in the historic cities don't change. But Marketplaces automatically update to become modern shopping plazas or malls or something. And hey, maybe the more "old" Temples and Colosseums and Libraries you have in modern times, the more Culture points you have...
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EnochF
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Seattle, WA
Jan 1970 time: 21:12
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LOL Snapcase.
Reminds me of the "fluff" in the Infocom Hitchhiker's Guide to the Galaxy text game.
quote:

Fluff is interesting stuff: a deadly poison on Bodega Minor, the diet staple of Frazelon V, the unit of currency on the moons of the Blurfoid System, and the major crop of the laundry supplies planet, Blastus III. One ancient legend claims that four pieces of fluff lie scattered around the Galaxy: each forming one quarter of the seedling of a tree with amazing properties, the sole survivor of the tropical planet Fuzzbol (Footnote 8). The ultimate source of fluff is still a mystery, with the scientific community divided between the Big Lint Bang theory and the White Lint Hole theory. (Footnote 8, should you care to check, informs you that it's not much of a legend really.)
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(That icon at the top is me wearing my Joo Janta Peril-Sensitive Sunglasses. - -)
[This message has been edited by EnochF (edited April 27, 2001).]
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Stefu
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CLOWNS WIT DA DOWNS 4 LIFE YO!
Jan 1970 time: 07:12
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Hmfh. A mixed bag of feelings, I have. It's, of course, always good to find out more, but seven civs got me little worried. Does this mean we can only use seven civs in scenarios? Because that might lead to unhistorical oddities all over again.
Armies, hmm, seem to me like mobile forts. I liked the CtP model, and hoped Firaxis would implement something like it, only modified. Still, seeing that armies are in is absolute plus.
I want lots of new wonders, not just 'couple' of them! I think it might be seven new wonders, but we already have found out that The Internet and Grand Canal will be some of them. What else will there be?
Civ-specific units. I thought Firaxis listened to the people. (If the poll on Civ-specific units ended up with people being pro-specifics, then they are listening to people. I might not like it, but I'll acquiesce.)
Barbarians sounds neato!
All in all, I'm getting these little demons on my shoulders saying that Civ3 might *not* be the game of century after all. *Falls to ground from blasphemy*
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Found in one of the picture blurbs (I'm really scraping the bottom of the barrel here, single quote to indicate journalists interpretation rather than verbatim Jeff Briggs): 'Borders have an even greater role to play in Civilization 3 than in Alpha Centauri. Armed units that cross your border without prior consent run the risk of starting a war.' (My italics)
Prior consent, eh?
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Cyberbugs
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Sweden
Mar 2001 time: 05:12
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My opinion is that seven civs per game *is* enough, for at least most people.
What I am really worried about though, is wheather the "stacked combat" will be like in CTP2, with archers and cannons supporting your infantry, or just a mass of units replacing eachother after dying.
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