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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:22
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hm, Dale just write your news item yourself and mail it to Locutus or MarkG and it'll be up in no time, I'm sure
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:22
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Since probably most of you guys don't bother to read that (I for one like to stay all knowing...) here's what being persistent can get those programmers saying:
from the PTW-Chat Log on Civfanatics:
[17:51] <@Chieftess> Damnit_this_is_PROPAGANDA: Soren or Mike, what do you think of "Public Works" ala CTP2? DO you think
it's better in some ways than the current worker-system?...
[17:51] <+Mike_Breitkreutz_FIRAXIS> Prop: never playerd CTP2
[17:52] <+Soren_Johnson_Firaxis> well, it is definitely different... i can see the advantages (of PW), but in my mind, workers are one of the few core civ concepts, so we kept them
...
Mike has no clue... are we suprised? No, not after reading IW's signature so often.
Now I would have expected them to tell of the advantages of the worker system because there certainly are some, like having to protect the workers, stealing them from an enemy, use them to transfer pop, not being able to build at any place but only where you're actually present with a unit (I'd call that more realistic)
...
[17:58] <@Chieftess> Damnit_this_is_PROPAGANDA: Well, to explain it, in CTP2, you set a certain ammount of money into public Works, which is basically like the worker-system, except there are no workers on screen. Depending on much you spend, it'll take either faster or slower to produce that improvement(i.e. farms, roads, mines).
[17:59] <+Soren_Johnson_Firaxis> prop: our general design philosophy is to try not to abstract too much information to not scare away new users. we prefer to have units DO things. make the game more concrete
[17:59] <+Soren_Johnson_Firaxis> but i do understand the management benefits
[18:00] <+Mike_Breitkreutz_FIRAXIS> But then there are the players who like to micromanage every little aspect of the game...
...
so PW is too abstract and it's not micromanagement? Ok, hear what they say after Prop keeps asking:
...
[18:04] <@Chieftess> Damnit_this_is_PROPAGANDA: You still micromanage. In order to get the proper use of out of improvements, you need to place them in a beneficial place. It's really no different to the worker-system. Just that you can set a tax on PW, so that you can get the faster and most beneficial output out of it.
[18:05] <+FXS_Speed_Bump> Prop: You do it your way...I'll do it mine I prefer to make my own decisions
...
I mean, why don't they even argue their case??
...
[18:06] <+Soren_Johnson_Firaxis> prop: it is similar and probably wrongly maligned... i'm saying that it's a difference between being concrete and being abstract for a new user. We chose the former
...
So basically - Soren would probably have liked to implement it but it's probably a copyright issue, or what?
Because, honestly otherwise with that concrete-abstract-arguement they are saying that CivIII is a game for _______. And this from the programmers.
edit: the asking guy's name didn't display in the post - now it does...
Last edited by mapfi on 08-10-2002 at 14:31
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Turambar
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England
Apr 2002 time: 05:22
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quote: pw system, micromanagement just goes WAY too deep (= too much micromanagement) |
Sorry but that makes no sense to me. In Civ3 you have to send up to 200 workers (depending on empire size and game stage etc) round you empire in order to build farms / roads etc where as in Ctp 2 you just have to click where you want roads etc to be providing you have enough pw.
How can Public Works be MORE micromanagement?
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Maquiladora
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quote: *shrug* goes without saying, surely? |
Indeed it does go without saying, in fact id be suprised if Mike Berkawitz has played Civ2.
I havent tried this mod yet, i was just looking for someone to tell me theres something here for the PW converted.
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mapfi
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Zurich, Switzerland
Jul 2002 time: 06:22
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I had a look at Dale's code and yes you have to, but it's easily diabled by giving you lots of PW free. Just include the following lines in the CW_civworker.slc: code:
HandleEvent(BeginTurn) 'FreePW' pre {
if (IsHumanPlayer(player[0])) {
SetPW(player[0], 50000);
}
}
This will set your PW every round back to 50000. I don't know if the AI would handle that properly, but just omit the if... to enable it for it too.
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