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One_Brow
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you also missed Fatalistic -- war weainess cut by 50% and only 50% chance of discontent from pop rushes.
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One_Brow
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quote: Originally posted by Beren
Fatalistic sounds like fun (not if you want to be a monarchy, but then again you can always choose not to be one), but I can't quite make up which civ should be Fatalistic. |
Definately the Russians and the Chinese.
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One_Brow
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quote: Originally posted by Beren
Is this another remark about these countries' communist regimes, which treated the population bad? Or does it refer to fatalistic elements in the communist ideology (In saying: It is fate that communism will rule the world!)? |
It has nothing to do with Communism (except perhaps by making Comnism more tolerable to the populace. The Russians were fatalistic long before Marx.
quote: I still don't think it would fit these countries. What you call fatalistic would suit a very warlike nation, I think. Like the Spartans or the way Zulus and Iroqouis are presented. (Although in Spartan society the vast majority of the population was oppressed and did revolt: so the population was not really 'fatalistic') |
Exactly. I am attempting to descibe a national/cultural characteristic that, in essence, you expect things to be bad, and that they will never be all that good. So, when things really are bad, it doesn't phase you.
I certainly could be wrong about the Chinese, but certainly the Russians are fatalistic.
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One_Brow
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quote: Originally posted by Beren
So Fatalistic should be a characteristic that the population is willing to sacrifice itself totally just to win a war. Total warfare. I think it would be more likely to fit Germany, than it would fit China or Russia. Then again: I have adviced to give so many traits to Germany:
Militaristic
Scientific
Hegemonious
Nationalistic
Fatalistic |
No, war or peace is irrelevant. Fataslistic means your people expect hardships and oppression.
I only took a year of Russian, but in that time I learned several ways to say, essentially, "things will always be bad, so it doesn't matter". Given the weather, it's not surprising they would develop language in this way.
War weariness is a game effect to describe the population becoming unhappy with the deprivations of war when the war itself is not going well. The two sides to this are 1) needing the war to go well, and 2) expecting to not be deprived after the war ends. Extreme nationalism/militarism would attack the first root, fatalism the second.
This same theme is behind the idea that there is less unhappiness from pop-rushing.
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Beren
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Holland
Mar 2002 time: 06:23
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I like the idea of splitting commercial in two.
Lawful sounds nice, but I think an extra bonus should be included apart from cheaper courthouses and police stations (and maybe more effect of them) I think you should change the name to law-abiding.
Maybe we can think of an obedient trait as well, but I am not sure what obedient would mean in civ terms. It would definately go for Egypt (making Egypt obedient, agricultural (or religious))
I thought of some different idea. Wouldn't it be great that apart from choosing your government you can also choose your faith?
Maybe something like the following options:
paganism (ancient Rome, Egypt, Greece, Babylon, India - default type)
prophetic monotheism (Hebrews, Persia, medieval Europe, Arabs, Turks (Mayahana buddhism and Manicherism also here))
philosophical (China, Japan (Confucius-based), original buddhism, maybe communists, but they could also be secular)
secular (modern states all over western Europe)
So what do you think? I thought of this this very moment so I am not quite sure what benefits each type should get. The civs could gain a loved and hated type. What do you think?
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Serb
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Siberia, Communist party of Apolyton
Nov 2001 time: 11:23
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Well, I thought about this too. The only reason why this thing wasn't included in Civ3 is famous American polit corectnes , imho.
I guess it's clear that in this case people of faith X could find traits of religion X (how Firaxis describe them) offensive, as well as people of faith Y, Z, etc. And all this situation would ends with multiply cases "religion group X,Y or Z vs. Firaxis"
I guess they made right choice, but obviously it's cool idea which could make game only better.
Last edited by Serb on 25-11-2002 at 18:30
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Serb
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Siberia, Communist party of Apolyton
Nov 2001 time: 11:23
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What about "Survivialists"? A civs which knows how to survive in harsh conditions.
Such civs could gain bonuses (+1 food or even a sheild) for tiles such as Tundra or Jungle, + no disease for flood plains? Or it could be their settlers special ability to improve such tiles?
It could be: Russia for sure (as guy who live in Siberia I can guaranty this ) and perhaps Incas or Aztecs?
Also, I like idea of mountinous, but I guess it's too powerfull, perhaps instead of this survivialists should also gain ability to terraform their mountins and hills to gain one extra food per tile? Such examples are exist, in China and Japan, iirc they make gardens out of their hills.
Last edited by Serb on 26-11-2002 at 13:56
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Ijuin
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Tokyo, Japan
May 2002 time: 14:23
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quote: Originally posted by Calc II
Agricultural is ridiculosly weak if you consider that +1 food only adds up to 1/2 more citizen.
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The benefit comes not from an Agricultural city being able to support larger populations, but from its being able to grow faster, especially in the early game when you are in Despotism. For example, if your city would ordinarily have a surplus of two food (meaning 10 turns to grow by one), then with the Agricultural trait you would get a surplus of three food (meaning 7 turns to grow by one). This means that Agricultural is like getting the Pyramids for free.
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Beren
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Holland
Mar 2002 time: 06:23
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quote: Originally posted by Serb
What about "Survivialists"? A civs which knows how to survive in harsh conditions.
Such civs could gain bonuses (+1 food or even a sheild) for tiles such as Tundra or Jungle, + no disease for flood plains? Or it could be their settlers special ability to improve such tiles?
It could be: Russia for sure (as guy who live in Siberia I can guaranty this ) and perhaps Incas or Aztecs?
Also, I like idea of mountinous, but I guess it's too powerfull, perhaps instead of this survivialists should also gain ability to terraform their mountins and hills to gain one extra food per tile? Such examples are exist, in China and Japan, iirc they make gardens out of their hills. |
Hm... these new ideas for mountainous are not so bad. They are quite good actually.
But about survivist: I don't know it would really link certain civs to certain areas, but maybe it's okay. You'll have to switch your tactics from improving your terrain to the best to expanding to the worst places (build on north or south pole.)
Then: my religions idea. It could be part of the integration proces as well. Make it three religions: paganism (Egypt, Rome, Hindu)
prophetic monotheism (Arab, Persia, mahayana buddhism) philosophical (China, Japan, original buddhism)
And you get to choose how much tolerance you have in your reign(let's say five options with the secular option only becoming avaiable in industrial or modern times) Certain religions will limit certain spending (like no more than x percent science, I don't know it is just an idea.
It would be cool if you got a message like you did in civ II when another civ changed government. And that every civ had their religious leader(s) (okay, so we reuse christ a couple of times.)
For example: India:
The Indians decide to worship a wide range of gods.
The Indians decide to follow the teachings of prophet Buddha.
The Indians decide to rule society by the findings of Buddha.
Russia:
The Russians decide to worship a wide range of gods.
The Russians decide to follow the teachings of prophet Christ.
The Russians decide to rule society by the findings of Lenin (or Marx).
But I would have to find a way how it doesn't intervene with the type of state you have. (The case is most obvious with communism).
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Beren
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Holland
Mar 2002 time: 06:23
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quote: Originally posted by panag
what is also needed is to give some civ's more then two , others maybe just one , .... it makes a game more intresting , ....
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And more imbalanced, thus more fun. Indeed it would be nice with a couple of leading civs and quite a lot of depending civs who get their techs by joining in alliances.
And indeed: Firaxis! We need extra traits! We did all the thinking for you already so include the examples given. (Agricultural, Imperialistic, Maritime, Universal, Cultural, Nationalistic, Nomadic and Mountainous)
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:23
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quote: Originally posted by Beren
And more imbalanced, thus more fun. Indeed it would be nice with a couple of leading civs and quite a lot of depending civs who get their techs by joining in alliances.
And indeed: Firaxis! We need extra traits! We did all the thinking for you already so include the examples given. (Agricultural, Imperialistic, Maritime, Universal, Cultural, Nationalistic, Nomadic and Mountainous) |
hi ,
the whole world is unbalanced , so why not reflect that in the game , ....
but we need to be carefull that we dont unbalance it to far , .....
that can easy be overcome by changing UU's , cost of a unit , government versus traits parameters , etc , ....
have a nice day 
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Aramis
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Not where I was tomorrow, nor will be yesterday.
Dec 2002 time: 23:23
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Hegemonious sounds interesting, but all civs should have this trait. Vassal states could be created from barbarians (not from civs). Barbarians could be allowed one trait of their own each, and the opportunity to "grow" a bit, at a much slower pace. And definately terminate their growth at some point (don't want Etruscans w/ cruise missles).
Their terminations could be at the time they become vassal states. Their settlements would then assimilate into towns of their reigning power much as conquered cities assimilate.
Lots of things Firaxis could do. Hope they will.
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