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=DrJambo=
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Athens of the North
Jan 2002 time: 05:21
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I really feel that Firaxis need to introduce an effective way for a dominant Civ to lose from a seemingly impossible position. At the moment, the modern age really suffers from the facet. Usually by this time, i'm either in the situation where i know i'm definitely going to lose or i'm definitely going to win! Unfortunately, the massive amount of time spent getting here usually means i'll play to the bitter end anyway, just to record the win/loss in the hall of fame.
I'm sure Firaxis created the UN-diplomatic victory, and to a certain extent the Space Race, with this in mind. However, all that tends to happen is the most dominant civ either builds the UN and can holds conventions at their discretion or easily beats the other civs to the Space Race, since both are geared towards production. For some reason, when the AI builds the UN they rarely hold conventions anyway?!
Is there a way round this!? I would love to continue playing into the modern era if i was aware that as the totally domaint civ i could still lose! Surely then the late game would remain a challenge and not a mopping up procession of tedium. 
I've never won by conquest or domination, since long before you reach these victory conditions it'll be very obvious that victory is yours anyway...
Any thoughts?
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Lord Merciless
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If the human player is the dominant civ later, the game is usually over. But if there is an AI civ leading, the exciting part of the game is still ahead.
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Stuie

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Have a beer!
Sep 2001 time: 00:21
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This is a common problem with most games. You get past a certain crisis point, and then you know you're going to win. Unfortunately I find this crisis in Civ3 usually occurs rather early. I almost always know in the Industrial Age if I'm going to win.
I'm looking forward to Medieval: Total War for this reason. Supposedly, once your empire gets larger, there's a higher risk of revolts, defections, etc. within your supposedly secure provinces, and you lose trade money as you lose (that is, destroy) trade partners. So a larger empire becomes unwieldy. That is true to Medieval Europe. Guess I'll find out how it plays out tonight...
I suppose corruption was supposed to model this to some degree, but without civil wars or something, large empires in Civ3 become the rule, and usually it's the player's empire that is getting largest.
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neonext
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IMO a method similar to Civ2 would work well, where if a player (including an AI player) was ahead of the rest of the world, the lesser players would band together to rise up against him. this doesn't even have to include war, with all the trade embargos and tech trading that goes on.
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Gen.Dragolen
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I agree that the game needs something to liven up the Modern Age other than the inevitible World Wars that the AI Civ's tend to start.
Civil War is one solution. I like the idea of ecological disasters like earthquakes, hurricaines and droughts. Those put the economies under pressure, making it harder to finance the big wars.
Another solution is to introduce things like terrorism, Opposition Movements, and Scandals. al-Qa'ida, the Palestinians and Clinton's legal trials are all possibilities.
Another good idea would be to have a "Fog of War" effect which would only show stacks of units on the screen and reduce the level of details you can see in open ground until satellites are discovered. Then you could see into the stacks. This would make combat much harder when you don't know where the enemy is without a spy or using cavalry as scouts.
All sorts of realism touches that would make it more interesting...
D.
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neonext
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although i'm somewhat wary of the whole GL randomness thing, i like those ideas for random events. it could be something the player can toggle on or off like the random events in MoO2.
i plan to have such things in my alternative civilization game someday.
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Firebird
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I agree Civil wars could remedy this problem.
the more cities
the more unhappy people
the more military
the more wars one is participating in
the lower the culture is
the lower the reputation is
the fewer the oppenents are
the more corruption
All this should make the chance of a civil war greater.
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Augustus Ceaser
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North Carolina
Jul 2002 time: 00:21
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I agree with Thrawn. Ways of "controlling" lesser civs later on the in the game would be a great way of adding to the game during the modern era. I for one don't play just to rack up a high score, or even to win for that matter. I play just for the love of playing, and anything that adds even more strategy would be great. I know this is a little off the topic of "how to allow a dominant civ to loose", but with the way I play it would also be good to address "how to allow a dominant civ to do more than just war monger". I throughly enjoyed in CTPII how there were many ways of "pestering" other civs without actually going to war with them.
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keith morrow
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I think that the original model of corruption and flipping covered this- As your empire expanded past optimal # of cities, you end up having a net transfer of resources
(i mean gold, units etc)from your core cities to your conquered territories, until you would be in a position of just strugling to maintain your empire, and a smaller enemy could take bites out of your empire and previously docile cities could flip back to their prior owners. I think that models what happen to the Roman empire pretty well.
However, I have to say that it does not work very well past the middle ages, and that the howls of protest from people used to civ 2 super empires, have watered it down to the point where you can now
have a huge empire that is relatively stable and productive for the entire game. I think that the industrial and modern eras would be improved with the following-
-Flipping still exists- i would say that Kashmir would be an example of a "city" that could flip from India to Pakistan, but if a city did flip, there might be more serious consequences.
-NeoStar- The old civ1 model of a civil war could be used, but rather than the trigger for a empire splitting being the captial, you could have tech discoveries, like more advanced forms of governments.
- think of czarist (monarchy) Russia discovering communism, caused a civil war which pulled them out of WW1, or religion- monothesism could easily split an empire. Switching goverments should also be a factor, so if you decide to go from republic to democracy to reduce corruption, well, maybe the southern states will go off on their own a la US civil war. ( I realise that is a simplification using game concepts)
Many modern nation states featured civil wars with changes in government-China, Britain, US, Russia, Spain
(ok they're not in the game). This could be the sort of thing that the late game needs to keep interest.
Think of the possibilities- You beat the AI to the Great Library, but you get Republic from it- Whoops! 5 of your cities flip to a new republic civ, because you were still in monarchy building infrastructure.
As the English, you decide to research democracy after steam power, -Whoops- there goes the American colonies....
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Ijuin
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Tokyo, Japan
May 2002 time: 14:21
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How about, each time you have a revolution and change your government type, civs without the Religious trait will be at risk of losing up to 1/3 of their empire at the outer reaches? You would always remain in control of the areas immediately surrounding your Palace and Forbidden Palace, but your distant cities could revolt and declare their independance.
Say, for example, all cities more than 1/8 the map width (8 squares on a tiny map, 32 on a mega map) distant from either your Palace or your Forbidden Palace would have a base 25% chance of revolting, decreased by the presence of Courthouses, Police Stations, massive garrisons, and high culture, but increased by high corruption, high unhappiness, or if one of the two closest cities to it is already revolting. To keep the Religious trait from getting too powerful from not having these rebellions, I would have all of the distant cities go into civil disorder for a set number of turns instead of declaring independance.
Also, these newly-formed nations would start out hating you for a while (but not at war with you just yet), and would refuse to negotiate with you for the first ten turns or so. You can choose to reconquer them, but you will have to reassimilate their citizens and deal with resistance just as with any other conquests.
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Traelin
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Miami, FL, US
Nov 2001 time: 00:21
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quote: Originally posted by Gen.Dragolen
Civil War is one solution. I like the idea of ecological disasters like earthquakes, hurricaines and droughts. Those put the economies under pressure, making it harder to finance the big wars.
D. |
I absolutely loved Civil War in Civ I, I wish they'd bring it back. But it shouldn't be random, which is kind of the problem with how it'd be implemented in Civ III. What I mean is that in the real world, huge empires (e.g., USSR) can collapse for a variety of reasons, including pitiful economy, internal political strife, etc. In Civ III, chances are that a superpower late in the game is going to be economically secure and politically/militarily sound. The only way to divide an empire as it currently stands is to go to war and/or ally against them.
The only ways I could see how to cause a Civil War in Civ III would be for the AI to actually make good use of an embargo to economically hinder a country, increase the power of espionage to incite revolts in non-Demo countries with unhappy populations (as well as increasing espionage overall), and somehow cause the military to become RESTLESS when unpaid, rather than simply disbanded.
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