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brianshapiro
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Berkeley
Nov 2001 time: 21:28
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how many of the new government types, resources, etc will be mainly for the new campaigns / scenarios
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Dominae
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My prediction: no changes will be made that will either bring back ex-players or alienate current ones. The fans will be happy with the new goodies they get, everyone else will yawn and play something else.
The only reason the above was not true of Play the World is the promise of Multiplayer. This buzzword made Civ3 get a lot of attention. In contrast, Conquests will not promise anything radically new, and so it will not do even remotely as well as Play the World.
Even die-hard Civ3 fans (like me) are going to yawn at the "major additions", since, when you think about it, they're not all the major:
1. New civs (read: UUs): whatever. When it all comes down to it, the new Play the World UUs did not change gameplay much at all. I doubt anyone is afraid of amphibious Berzerk attacks anymore. The same will be true of the Conquests UUs.
2. New diplomatic options: could be interesting, but "whatever" anyway. The only way to make the diplomacy more interesting is to make the AI more interesting, and that's simply not going to happen. The AI will just be coded to use the new options, just like it was coded to use the new tile improvements in Play the World (Outposts, etc.). This will hardly affect gameplay.
3. Scenarios: maybe. They would have to add a whole bunch of tools for scenario-makers in order to create a vibrant scenario community (like in Neverwinter Nights, for example). But I doubt this will happen. The pre-packaged scenarios will probably be neat, but they will hardly be worth any money.
4. New "stuff" (like resources, improvements, etc): big whatever. If this stuff at all resembles what we paid for in Play the World, again we're not going to get our money's worth. The big problem is that not enough of the stuff is added to the Ancient/Medieval ages, so it rarely gets used; Internet, Commercial Docks, Guerilla. The Medieval Infantry is the closest thing to a strategic addition, and it's not much at that. But if they change the early-game too much, Conquests will "change Civ3 too much". So we're not going anything exciting in this department.
5. Disasters: yawn. In MP they will be turned off. In SP, they'll be random, which adds nothing to strategy (although I admit I would enjoy this addition if I were to play with it).
In conclusion: let's not get too excited; this will be more of the same. If you like Civ3, you'll (maybe) buy this. If you get your money's worth or not depends on how much you like Civ3. This is not a very good situation for the Conquests sales department.
Dominae
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:28
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quote: Originally posted by statusperfect

you hold on any more bits of info?
cheers |
hi ,
what , and get my bottom's kicked if it aint true , .....
actually Mark was the first to speak about it a long time ago , .... people mentioned he was a bit lightheaded , ....
"rumour" control confirmed it , loads of people mentioned it was not true , not even to speak of some very stupid emails , and now this , ....
got this from www.firaxis.com
there are 6 screenshots also
have a nice day
Sid Meier's Civilization® III: Conquests is the 2nd exciting expansion pack to Sid Meier's Civilization® III, the greatest strategy game of all-time!
Sid Meier's Civilization® III: Conquests takes players on a provocative journey through the ages as they pursue victory in the most famous conquests in history.
What does Civ® Conquests give to fans of the award-winning series? Simply put - more Civ: More to Build, More to Fight, More to Rule!
Civ fans will discover intriguing new civilizations, units, wonders, technologies, and abilities to help them triumph in eight professionally designed conquests throughout history. Compete as one of the eight new Civilizations, each with its own powerful leader, unique units and special abilities, and lead your nation to its destiny. New victory conditions, Wonders of the World, terrain elements, resources, city improvements, and governments offer endless variation in your quest to rule the world. Improved multiplayer and play-by-email support, intense diplomatic situations, and a slew of editor enhancements, round out what Time Magazine calls "the greatest computer strategy game of all time."
Do you have what it takes to lead a civilization to greatness? Or, will your nation be conquered by some greater power? You decide.
Take over the World - One Conquest at a time!
Eight professionally designed adventures challenge you to recreate the great conquests of history. Battle for control of Mesopotamia in the Cradle of Civilization, or for the rich and vast resources in the Americas. Then, embark on a campaign through time as you attempt to conquer some of the most powerful civilizations ever and earn a place among the greatest leaders in history!
GAME FEATURES
New Civilizations: Eight new powerful civilizations from the innovative Sumerians to the mystical Mayans.
New Units: Use Trebuchets to batter down the enemy's walls or Sumerian Enkidu Warriors to quickly gain military dominance.
Disasters: Beware the volcanoes, or Pompeii could become your reality.
Diplomacy Options: Locked alliances allow good vs. evil conflicts you'll never forget.
Map Features: Bombard the enemy and leave behind craters.
Resources: Fight for control over Tobacco, Jade, and Exotic Birds.
Wonders: Build the statue of Zeus to make your troops powerful.
Governments: Forming an Islamic Sultanate is just one of the new ways to rule your people.
...And much, much, more!
Civilization® III: Conquests requires the original Civilization® III product in order to play.
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brianshapiro
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Berkeley
Nov 2001 time: 21:28
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jog, for scenarios ... so if you play WWII germans you dont start off by declaring peace
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The Templar
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People's Republic of the East Village
Oct 2001 time: 00:28
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quote: Originally posted by Trip
Government parameters are too restrictive. Why have Communism when you can have Democracy? Why have Monarchy when you have Republic?
Certain things need to be added to help balance out the government types as they exist right now. I'm hoping they'll make them more detailed and thus, give the new government(s) more usefulness, but I'm not holding my breath. |
I don't know about monarchy, but if you have a religious civ, communism is great for those long modern era wars where weariness takes its toll even if you have police in every city, women's sufferage, all 8 luxuries, etc. If you're not religious these other governments are of marginal usefulness given the periods of anarchy.
What we have now are really two governments: wartime (low war weariness/martial law) and peacetime (tile bonus). Each type has 2 levels. My mod adds a third peacetime government (to offset despotism): Neoliberalism - which has tile bonus and communal corruption but lacks all the bonuses of democracy (work rate, immune to propaganda).
What I would like (but you're right in saying not to hold my breath) is the ability to say offset the communal corruption benefit of neoliberalism by upping the overall level of corruption and the empire-wide amount of unrest. Now that could lead to some interesting government choices. However, I would guess that the reason the governments are so close to each other is to make AI choice more rational. Who knows if the AI could deal as effectively with interesting government choices? (Well, I guess Soren does)
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