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The diplomat
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Terre Haute, IN USA
Sep 1999 time: 23:22
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One thing I have noticed in all civ games, including civ3, is that all games always start the exact same way. After the first city, you produce settlers to build as many cities as possible, in order to expand as quickly as possible. In fact, in most of my games, the beginning fells almost "automated", because I know what to do every time. Only after I have several cities, do I consider to game to "really begin".
So, I was wondering how to add more strategic alternatives at the beginning of the game.
What if settlers were not available at the very beginning, but required a tech in order to build?
If that were the case, then players could not automatically expand right from the begining. They would have to develop their cities, or build their military, until they discovered the tech that allowed settlers.
This might introduce more differences in the very early game.
What do you think? Perhaps, "writing" would be a good tech to be a prerequisite for settlers?
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The diplomat
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Terre Haute, IN USA
Sep 1999 time: 23:22
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quote: Originally posted by cyclotron7
People have been migrating before we were homo sapiens. It seems like a tech as such would be inappropriate for settlers. The way I see it, the game begins when it begins, and settlers are a kind of "first phase," but I can understand where you are coming from. |
I see settlers as more than just representing human migration. Since settlers build cities, and expand your empire, I see them more as the deliberate policy of expansion by the emperor.
Thus, you need "writing" because written records would be needed to manage more than one city.
Making settlers require a tech, would hopefully add strategy, and would loosely represent the concept that you need to reach a certain level of political development (writing) in order to control a vast empire. Before that, you are just a small king of one city that lacks the power to control large territories.
quote: Originally posted by cyclotron7
I think a good way to increase non-settler spending would be to make barbarians way more prevelant, and more complex than we know them to be in Civ3. If the world was scattered fairly thick with barbarians (not all of them hostile, but all able to defend themselves) your Civ would start off on par with them and you would have to develop your current holdings until you had enough space and power to challenge the other "great" civilizations. Growth would be slower but more constant, rather than sudden and then abruptly stopping. |
excellent idea. There should be more barbarian encampments, some friendly, some agressive. (minor civs idea anyone )
This would force the player to be more careful in their expansion. Expansion would be less "automatic".
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hr_oskar
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I understand how you feel about the early game, diplomat, though I also disagree with needing tech for Settlers - especially Writing, which is IMHO very unrealistic. If any, I'd rather suggest Pottery (that would actually make the Expansionistic civs more expansionistic).
To phrase how I think it should be: improving your first city before expanding should be a more viable strategy, depending on things like your starting terrain, your civ attributes, etc.
Improving and elaborating the barbarians would certainly help, I think; I'm very disappointed with how they've been crippled in Civ3 when compared to the prequels. I think the strength of the barbarians, and most likely some other factors, should be modified so that the expansion of civilization would be complete not in the middle of the Ancient era, but rather in the early Industrial Age (RL example: late 19th c. imperialism).
In real history, the 'civilized world' only gradually expanded and was constantly under attack by those outside it.
Some players seem to dislike the barbarians in the same way they dislike disasters - because of some uncertainty, and frustrating set-backs to their building game. I don't understand this, as I simply see the barbs as another AI.
But yeah, now that I think of it, perhaps it should be possible to negotiate with them to an extent; that's how it was in RL, and would make the barbs less frustrating and more acceptable for the builders.
Yes, it's the minor civs idea - units but no cities or tech, and limited options in diplomacy. We're not talking about radical changes in the game system here - Civ3 has already set the course with its barbarian camps, complete with names and regular spawning of units.
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Capt Dizle
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I would like to see a game where the population existed in the world as it did in reality. Neutral nomads and some early villages in sensible places, i.e. where food was available.
To incorporate these peoples into your civ you would need to use diplomacy and political means coupled with culture and military might.
There should be multi-levels of association between these peoples and your civ such as treaties and alliances with assimilation happening in stages (except by military conquest).
The free standing population on the board should have individual ethicity and religion. As pop is integrated into your civ this would change slowly over time but never to 100% unless you actively engaged in policies to force that. Which of course would have both advantages and disadvantages.
This will be the direction taken in the next great civ game.
It must include random events, random leaders, rebellions and civil wars, and have satisfying victory conditions other than the stupid conquer the world or build a spaceship stuff we have been playing.
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Jethro83
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Newcastle, Australia
Mar 2002 time: 15:22
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I don't think that settlers should require a technology at all.
I definitely like the idea of making barbarians and minor civs more prevalent.
Maybe you should need to establish a mission post or something to help civilize the barbarians and let you build in their land. You could also take the alternate path and build a military like crazy and drive them out.
That way, you could either peacefully build up your culture and extend it to the barbarians via the missionaries you send to them, civilizing and painlessly assimilating them into your empire, or you could build up a huge military, and push them out to make room for your expansion. For this to be effective though, barbarians would need to have powerful units, since the warrior and horseman aren't enough to deter an attack from a warmongering player.
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hr_oskar
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Perhaps there can be a compromise with the tech requirement idea - having a series of different settler units, instead of only the basic one. The advanced settlers would thus require later tech.
E.g. 'Pioneer', costs only one pop, more shields, can execute worker actions, possibly has a defense value. More of a Middle Ages unit though (Engineering?).
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'Barbarians' have played a role in the history of all the different areas of civilization in our history (China, Europe, Meso-America, etc). Many of the "civs" were originally barbarian tribes that fought their way into civilization and adopted the urban ways (which most invaders ended up doing), e.g. the Germans, Aztecs, Ottomans.
Barbarian tribes have sometimes been explicitly let into the borders of civilization by its leaders, in exchange for political or military support of some kind. I think barbarians as a source of mercenaries would be fun for the game, especially if it were properly simulated how this often turned in the hands of the civilized leaders (think Germans and Rome).
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Sean
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Auckland, New Zealand.
Jan 2001 time: 05:22
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Question, if settlers require a tech, where does the first one come from, at the start of the game?
This could be solved with a starting settlement, but strickly speaking, that requires settlers to settle in the settlement!
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Adm.Naismith
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Milano - Italy
Oct 1999 time: 06:22
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quote: Originally posted by jimmytrick
I would like to see a game where the population existed in the world as it did in reality. Neutral nomads and some early villages in sensible places, i.e. where food was available.
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Jimmytrick, I remember same old great hopes in Civ3 suggestions forum. A main steering from usual early "settler way", indeed one I too would hope some innovative developer will try.
Of course in late stage of exploration you should be able to build colonies where you want one, more like a "seed" that attract people from surrounding and from others part of the world (think about America colonization from Spain, Portugal, England...)
quote:
There should be multi-levels of association between these peoples and your civ such as treaties and alliances with assimilation happening in stages (except by military conquest).
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As far as the model can be simple enough for human learning limits and current (game level) AI ...
quote:
The free standing population on the board should have individual ethicity and religion. As pop is integrated into your civ this would change slowly over time but never to 100% unless you actively engaged in policies to force that. Which of course would have both advantages and disadvantages.
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Well, not sure about the change limit. I mean, give me time and I'll change culture a lot, but I'm more for mutual "blend" effect.
Of course it means we should split Civ Culture into many aspect, as Social Engineer element in SMAC, but not as a matrix you can simply chose, more as a original mix of traits that you can influence and try to direct by general orders and fact: build many temple and cathedral and your people will enhance the religious trait; build barracks and fights succesfull battles and you can turn your civ more on militaristic...
You must change all the buildings and Wonders effects, because you should be able to model your Civ more in a "RPG like" way to forge its culture by actions (and politics act) than by a preset "unique trait" you must live with for 6000+ years.
quote:
This will be the direction taken in the next great civ game.
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It's a good opportunity, but I bet this can't happens from Firaxis: they simply are not ready to take the risk of changing a winning horse, IMO. 
quote:
It must include random events, random leaders, rebellions and civil wars, and have satisfying victory conditions other than the stupid conquer the world or build a spaceship stuff we have been playing. |
Well, I don't think that current winning condition are really wrong, more bad implemented (half finished?), maybe.
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