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cronos_qc
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Québec City
Nov 2002 time: 00:26
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Obsolutely, The Civilization series need something like social engineering, this is absolutely vital for the evolution of the game in the future!
Civilization and nation are not just made by the will of one man, but shaped by complex social issue, by some direction given by the government/despot, by the religion/philosophy, culture etc...
I dont say, that we got to gave a game with a complex social engineering system... but we got to include this in the future, this will be more realistic...
If Nietzsche and C.G. Jung was able to say what kind of society we will live in the future and are able to find some "psycho-social law" we need to see this in Civilization...
Au revoir,
Last edited by cronos_qc on 05-03-2003 at 23:10
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Mad Mariner
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Hmmm why not just keep the game as a game and not try turning it into some socio mind melting statistical excercise?
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Mad Mariner
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I agree that limited expansion into this area will be a good thing but some of the ideas mentioned in this thread seem to be just overkill, for example, the one about assigning wages, why on earth would u wanna go down that road for?
And dont u think that the dif types of governments already do this job? such as assigning dif factors for army support, corruption levels ect
And a final thing ive noticed that each civ has a "favourite" form of government is there any other bonuses for achieving which ever one is relevent to ure civ?
Ps and also the whole game play will be dramaticlly changed, in my humble opinion, not for the better
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Azeem
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Setting "minimum wages" was an option in CTPII. If you set it too low, your population happiness drops. If you set it too high, the overall wealth of your country depletes.
There ought to be more to the "governments" in CivIII and flexibility within them as well. For example, you can enact ordinances/edicts. They don't need to be too complex. For example, a certain edict could bring about higher production but at the cost of lower happiness. Another could increase the happiness of citizens (perhaps something like "Social Security" or "Annual Festivals"), but would cost a lot to maintain. It will still be within the bounds of the system of the CIV series. Basically, it's almost like city improvements, but it affects the country as a whole and has very significant positives and negatives.
Rather than having "governments", we could start out like a complete despot and when new techs are researched, new "edicts" will be available. But the stipulation is that once you enact a certain edict, another edict (which contradicts it) would be unavailable unless the edict is repealed. And our choice of edicts depends on what sort of government we have. I think that would be most interesting. 
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brianshapiro
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Berkeley
Nov 2001 time: 21:26
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im pasting this from a previous discussion thread:
one of my ideas was to base technological research based on resource queues . so as an easy example (not really for the game), 30000 cotton gathered = cotton gin . this way the direction of the culture is based on the starting location more integrally, cultures with many spices might tend towards mysticism ; etc. and at one point this is effected by printing press, internet , etc. a marxist model where culture is based on production . also it gets rid of the 'choose next tech' nonsense . this is one of my ideas that would make the game more realistic.
my second idea is to have a small radius around a city which resembles a sim city map with residential industrial and commercial buildings, they cater to the environs and might be specific but which the player doesnt have to really worry about, as he doesnt in sim city. however, growth depends on other factors, so if growth is slow the player has to build industries manually, which then sparks private development ; but at one point the idea is that everything gets done privately automatically getting out of player control. but , anyway, the player chooses build industry on a wheat area and a farm is built, or it appears automatically, depending. these are harvested and held by the city, and of course traded along the network. sort of like the game deadlock , except working much better. this would also take care of the desire to have multisquare cities quite nicely. the borders of city-state areas (what they would be) should end at natural borders like rivers and mountains.
an example of the second idea is say nothing will develop if you dont have a certain set of improvements built, but then once theyre built the economy is already set in place where resources are available to the city-state in general and things happen themselves
the third idea is then to have a clock for each city with then a meter on each worker for finishing tasks (that looks like the meter in the sims, etc) and then a meter on armies that works like the clock cycles in turnless with the game running semi-real time except divided so efficiently that it acts almost like a turn based game. (so for instance, an absolute turn for each city)
units should naturally form into armies which join columns, and then move around the map in a non square-by-square basis.
i have many more ideas on how to turn the civ3 engine upside down, including on revolutions, govt control, etc
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WarpStorm
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Right down the road
Nov 2001 time: 00:26
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Brian, make a game that implements these ideas.
Firaxis is bound by 'tradition'. They have to be. If theyrelease a game that totally turns Civ upside-down, they will have more complaints than cheers. It will seem like they are forgetting their roots. There was a huge uproar because they added culture and resources to Civ3. Being in the franchise business is tricky like that.
Having said that, anybody but them can make a Civ-like game and change the whole thing around till it no longer seems like Civ. Heck, as long as they didn't sell it as part of the Civ franchise Firaxis could do it.
Always remember what Brian Reynolds said, ideas for games and improvements to an existing game are cheap, everyone's got them. What's hard is implementation. Until you actually build it, your idea is worth not much more than the paper it's written on.
So, Brian, if you want to see big changes in the genre go forth and build it. If you build it, they will come.
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brianshapiro
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Berkeley
Nov 2001 time: 21:26
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i previously posted a message asking if anybody wanted to work to create a new game with me, nobody seriously responded so far.
btw, the reason why i dont see it as a big deal to change the game more radically, is because the game is already done and any sequels will only have little changes. People who want to play the game can play the game already released. And firaxis can provide updates to it.
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mjmacy
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Madison, WI
Mar 2003 time: 23:26
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I agree with Azeem. We need more control over our gov. I think the Idea of ordinances/edicts Is great, and I think that they shouldn't be too hard to impliment, because they could be used just like improvements, albeit very costly ones.
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Inverse Icarus
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flying too low to the ground
May 2001 time: 00:26
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quote: Originally posted by WarpStorm
Brian, make a game that implements these ideas.
Firaxis is bound by 'tradition'. They have to be. If theyrelease a game that totally turns Civ upside-down, they will have more complaints than cheers. It will seem like they are forgetting their roots. There was a huge uproar because they added culture and resources to Civ3. Being in the franchise business is tricky like that.
Having said that, anybody but them can make a Civ-like game and change the whole thing around till it no longer seems like Civ. Heck, as long as they didn't sell it as part of the Civ franchise Firaxis could do it.
Always remember what Brian Reynolds said, ideas for games and improvements to an existing game are cheap, everyone's got them. What's hard is implementation. Until you actually build it, your idea is worth not much more than the paper it's written on.
So, Brian, if you want to see big changes in the genre go forth and build it. If you build it, they will come. |
exactly. i thought of that many a time.
i have idea for civ, but they're so "un-civ" that they won't make it in 
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Killazer
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I would just love it if they could streamline the game more and make gameplay in the later ages go nearly as fast as the gameplay in the ancient age. More automation features; like a real auto-bombard option or giving ships general missions to carry out like 'go to this area and bombard improvements', making waypoints faster/easier to use, etc. Thats what I want the most. The rest is pretty good and id like improvements and tweaks but not wholesale overhauls.
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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:26
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I think the direction this thread is going in is wonderful, and I wanted to add a few thoughts. These thoughts are largely construed along the lines of the current Civ, so would not be difficult for Firaxis, or one of you pimp programmers, to add.
1. Democracy. Democracy is utterly unrealistic in this game. In a democracy, you cannot simply set the tax rate to whatever you see fit! You need to compete with various interests. Of course, this is true in other forms of government, but it is especially lacking in Democracy and Republic. There must be competition from within the government, and without it. War weariness is good, and I think well-represented in PTW. But what about economy-weariness?
2. Special Interests. Special interests are totally unrepresented in Civ except through corruption. Strangely, only under Communism is corruption ever a problem in the capital city, defying almost all the history of mankind! Special interests can dictate the course of a nation's history, and they do so by excersizing influence on the leader(s). Which leads me to believe that
3. a personal element should be added to the game. Sure, as the "leader" your overall goal is to bring your empire to greatness. But what if you got points for taking advantage of the perks of the job along the way? The natural temptation of power is not represented in Civ, and should be.
4. Religion. This is a big one. It's nice that nationality is reflected, finally, in Civ3. But that religion is utterly skimmed over is ludicrous. Religions could function like governments, effecting industriousness, happiness, militancy, etc. I don't have any set ideas: perhaps civs should not be able to alter their religion, it being part of their "traits". Or perhaps it should evolve, as it has in man's history. But the fact that's hardly touched upon at all, and that all religions are treated as just happiness advancements, is a shoddy treatment of perhaps the most important factor in the history of mankind.
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