Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-General-Archive > Specialists and Social Interaction
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
The_Aussie_Lurker is offline The_Aussie_Lurker
Prince
Adelaide, South Australia, Australia
May 2001
time: 05:12
Post  Old Post 18-05-2001 15:04
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Specialists and Social Interaction Tired of ads?

Hi Guys,
A lot of messages have discussed the issues of population modelling and specialists. I'd just like to bring all of my ideas on these subjects together in this thread, and I'd like to know what people think.

1) Specialist Cost: On the regional interface you should have a screen showing the total number of bushels in your empire and a second screen showing your total population (in points or "Heads"). You can then convert this population to a variety of specialists at a cost in "Bushels". You only get these bushels back when to turn them back to general population.

2) Specialist Functions:
Entertainers: Improve happiness, enhance effectiveness of theatres etc.
Labourers: Improve production.
Clerics: Allow construction of Religious units (Crusaders, missionaries), and increase effectiveness of religious improvements.
Scientists: Improve research.
Merchants: Make financial improvements more effective.
Capitalists: Reduce cost of fast tracking improvement/wonder construction.
Soldiers: Effects the maximum number of military units you can produce.
Represents both your nations "Recruiting Power" and the actual number of people in the "Chain of Command" (generals, joint-chiefs etc.)
Slaves: Captured Labour (lower bushel cost than Labourers). Can be obtained by destroying an enemy unit (1 in 10 chance per unit), capturing enemy specialists (and converting them to slaves) or by using a Slaver unit.

3) Capturing and Trading Specialists:
When you capture a city, you can capture their specialists as well, you can use them just like other specialists. Until they're assimilated into your culture, however, they can pose a threat to your cities! You can also trade specialists with other Civs-especially slaves (at no intial Bushel cost!)

4) Influence of Specialists on society:
The proportion of each specialist type in your Empire should have a direct relationship on their base "Influence" on your Nation. This base influence would be modified by Government type, your own preference and how "Democratic" your nation is. Basically, when you make major decisions, they might have a chance of Stopping you. You can try to override them, but this will make them unhappy, but you should also be able to negotiate with them to get your way (like the factions in SMAC), adding a new element to the game. The type of Specialists, and their proportion within your society, should also effect how much damage they can do if they're unhappy (labourers can revolt or slow production, Soldiers can stage a coup and merchants can restrict cash-flow!) Suddenly you've got to think of your people when you make decisions. They might also be able to use their influence to make you do things (like change government!)

5) Period-Specific Specialists:
Lastly, some specialists might change their name under different governments or eras. The best example of this is the Nobility: I think they should replace soldiers in Feudal governments. This reflects their level of influence in such governments, but also reflects the fact that they are a key factor in how many troops a Feudal government can raise!

Anyway, I expect to get flamed for some of what I have said above, but I also hope to hear some positive comments. Regardless, all comments will be accepted. Thankyou.

The_Aussie_Lurker.

P.S: I also apologise for the length of this post!

DarkCloud is offline DarkCloud
Civ3 Stories Editor
of Lists
Jul 2000
time: 05:12
Post  Old Post 19-05-2001 07:51 Visit DarkCloud<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

*Bump* -I'll read later... looks good!

The_Aussie_Lurker is offline The_Aussie_Lurker
Prince
Adelaide, South Australia, Australia
May 2001
time: 05:12
Unhappy  Old Post 22-05-2001 14:03
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

Hi Again Guys,

Geeze it's been 4 days, and I've heard barely a whisper about the suggestions I made!! I mean, a mountain of flames would have been better than the deafening silence I've received.
Come on guys, at the risk of sounding arrogant, I feel I have raised a number of very important points, and I'd love to hear what people think of these ideas-good or bad!!
So come on guys-burn me or praise me, but no more silence!!

Yours,
The_Aussie_Lurker.

Zanzin is offline Zanzin
Prince
Sydney, Australia
Mar 2001
time: 15:12
  Old Post 22-05-2001 17:14
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Aussie Lurker....they're all good idea - but I just couldn't be bothered reading that much! (No offense intended). This might the reason others haven't replied as well

godot is offline godot
Settler
Canoga Park, CA, USA
May 2001
time: 05:12
Thumbs up  Old Post 23-05-2001 00:25
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Increase Your PM Length

AL it was a lot to read , but I liked your ideas.

I'd like to add to the discussion of captured citizens causing trouble. I like that idea, but I would like to see it ameliorated by the presence of you own (loyal) troops or the immediate increase in luxury for the city (buying outright or over time).

The_Aussie_Lurker is offline The_Aussie_Lurker
Prince
Adelaide, South Australia, Australia
May 2001
time: 05:12
  Old Post 23-05-2001 06:49
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Support Apolyton

Hey Guys,

Look, sorry for whinging earlier, but I guess that I like to hear what people think of my ideas (good or bad!) but I do understand that the post was rather long (but it was the only way I could fit everything in!) Anyway, thanks for your comments. Any specific ideas on how to alter/improve the model I've put forward would be appreciated.

Yours,

The_Aussie_Lurker

Lawrence of Arabia is offline Lawrence of Arabia
King
of the Gulag Archipelago
Apr 2001
time: 06:12
  Old Post 23-05-2001 07:32
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Increase the size of your Attachments

I think a lot of us don't want to answer because at this stage of developemnt, many of these changes are too far sweeping to be incorporated into what civ3 is. Sorry.

The_Aussie_Lurker is offline The_Aussie_Lurker
Prince
Adelaide, South Australia, Australia
May 2001
time: 05:12
  Old Post 23-05-2001 09:35
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Browse Apolyton AD-FREE

Actually Lawrence, I don't feel that the model I've put forward would require such a radical change by Firaxis-especially as specialists are part of the original Civ system (Sid Meir's and CtP). All I'm really talking about is giving the system more depth, as well as making it more flexible and "National"! (moving labourers between cities is a much more realistic way of fast tracking improvements than the deeply flawed "Rush Buy" Model!)

Anyway, just my 2 cents worth, guess we'll have to wait until Civ III comes out before we know how far they'll take the specialist model (who knows, this stuff may get into Civ IV).

Yours,
The_Aussie_Lurker

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:12.
Apolyton Time is 00:12.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0313 seconds (89.42% PHP - 10.58% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net