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cyclotron7
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Drowning in Schnitzel
Jan 2001 time: 21:12
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No, this is not another thread about hisotry and racism and other irrelevant topics relating to unique civs. Don't judge me yet... I think unique civs are a good idea, but Firaxis just isn't doing it right.
Unique civs, if implemented properly, should be a great tool. So why does Firaxis' implementation sound more like a straightjacket? Well, because uniqueness is created, not born. I will not oppose the idea on realism anymore... too subjective. Instead, I will say that the idea of Uniquee Civs that have built in characteristics that can never be changed, altered, or earned during the course of a normal game is inherently destructive of gameplay. Civ-specific features should enable civs to earn and customize their advantage in the course of a game; instead, Firaxis proposes to give each Civ a "historic" unit, even if this unit has no value to the player due to his geographical location.
In addition, I have heard that each civ will have only one unique unit... which is the greatest mistake of all for gameplay. What happens when that Zulu impis goes obselete? Well, as a culture, they no longer have any distinguishing traits... just the thing that proponents of unique civs try to say the idea will avoid! Firaxis' implementation so far means that the Americans will be the same as the Germans until the modern era... which is obviously not unique.
Differing Civs is a good idea, but not in this implmentation. Realism, whatever... Civ is not a simulator, it's a strategy game. But for gameplay, Firaxis' idea of unique civs is incredibly shortsighted, and for gaming is a giant leap backwards.
Any gameplay (not realism) comments?
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- Cyclotron7, "that supplementary resource fanatic"
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tniem
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Hope College
Apr 2000 time: 00:12
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Roman,
Everytime everyone mentions Unique Civs you say not to worry because you can edit it in a .txt file. Well, first I would believe that Firaxis will go further and let you turn them off in a menu.
But, the second thing is that if Firaxis is going to take the time to make unique civs a feature of the game it would seem to be a disadvantage to be turning them off everytime you don't want them. You will be turning off most of the strategy, the AI technique, etc that the team built into the game. I just don't see turning off such an option as a viable option to play the game.
I really don't have a stand on the unique civ issue. If done right I will probably love it and be glad that Firaxis put it in the game. I am willingly to let them decide whether or not it should be in the game. But if it is in the game, it will have to be an important part of the strategy and turning it off in my opinion will not be the solution.
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Mokael
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at first, I was glad to hear about the unique units, and I couldn't understand what all the argument is about. But I'm starting too see the other point of view now ...
However.
I think reason the units were added, is the main theme behind all CIV games -- to rebuild Human Civilization on Earth. That means, if you play on Earth map, all CIVs will start at histrocialy correct geographical locations. In this case, unique units may not be such a bad idea.
But, yeah. I think we should be able to create our own "unqiueness". Just as we can create our own Tribes!
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MazaNaza
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Michigan, USA
May 1999 time: 05:12
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The whole unique units thing is kind of a paradox for me; I thought they were cool at first, and then after I thought about them I hated them. I like the idea, but like many other people, I think that Firaxis may be going about it all wrong.
I think that a better implementation for the special unit idea would be to create "paths." If a particular civilization follows a certain path through the game (i.e. focuses on war, economics, peace, happiness, exploration, etc.) then it could be awarded special opportunites along the way (like units). This would allow the player to chose his or her own destiny rather than have it dictated by the choice of civ. It wouldn't be something you'd be stuck on once you started, either; you'd be able to shift between them gradually throughout the game. This would help to create advantages and disadvantages for following a particular strategy rather than simply starting as a particular civ.
I really don't want Civ 3 to turn into an RTS - unique units are important in those games, but they wouldn't work the same in Civ. Let me know what you guys think about this.
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MazaNaza
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Michigan, USA
May 1999 time: 05:12
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I'm the first person to speak out against all the "prophets of doom" out there and have been known to say things like "trust in Sid" on occasion. That does not, however, mean that I am willing to simply accept every innovation that Firaxis comes up with. I'd like to once again draw everyone's attention to Civ 2 and the number of ideas that were cut from it. Many of them were created by Sid himself, and most of them were later disregarded by Sid himself. Many eyes can often see what a few cannot, and I have no problem pointing out a possible issue - this is the reason why games have design teams. While Sid may be running the show, he's got dozens of people below him who are doing the same stuff we do here.
I have no problem with constructive criticism, even the kind we do here that is unlikely to have any real effect. It helps those of us who do have a line to Firaxis come up with the suggestions that they do accept. Remember, "The List" wasn't created in a vacuum; it was the result of hundreds of threads just like this one.
I don't claim to know Civilization better than Sid, but I can and will say that the years of experience most of us in this forum have does give us a license to make suggestions.
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