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E
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July 24,2005 Ctp2 Tiles in sig!
May 1999 time: 21:29
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CTP2 doesnt have to be like RoN but gathering resources could be used as an economic path of the game.
We could have resources that are: strategic, bonus, and luxury, like Civ3
then also have commodities created from resources that you send like old Civ2 Caravans for gold to other cities.
Then WONDER goods/resources that offer a bonus like combat modifier, healing, movement.
The consumption part I think would be nice, an added tab that just should how much coming in and how much used would make oil a crunch if your units each use one oil and your factories use x number, then your population use 1/10 for uxury use problems and wars could stat over resources.
An economic victory could also be possble by having the goal of building a monopoly by controlling all of a certain resource.
Maybe there should be a CTP2 economics thread for resources, logistics, goods etc since these are some of the biggest ideas people want from Civ.
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Maquiladora
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When i think of fixes and improvements i think mainly of MP, with that in mind and without getting too carried away,
- Fix Rush-buy bug
- Option to turn off/customize ruin outcomes. (tech ruins are very unbalancing)
- (Option to) Remove military and science graph, perhaps only reveal it to a player with spying.
- Create a mirrored map or resource-balanced starting locations as barley said.
edit:
- Fix Right-click bug to find stealth units.
- Fix PBEM. Fix Diplomacy in PBEM and Hotseat of course.
Last edited by Maquiladora on 01-11-2003 at 22:44
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:29
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Maq's got a very good point here. CTP1, which is a very old game, is still quite popular because of it's multiplayer capability. I think fixing CTP2's MP should be quite a high priority.
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MrBaggins
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I've found the source and I believe solution for the non existent Veteran effect bug. Mentioned here.
Actually, veteran status is useful at the moment. Only for bombarding though... :/
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Tamerlin
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Toulouse (South-western France)
Apr 2002 time: 06:29
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quote: Originally posted by E
CTP2 doesnt have to be like RoN but gathering resources could be used as an economic path of the game. |
Isn't it already the case? 
quote: We could have resources that are: strategic, bonus, and luxury, like Civ3 |
IMO, the strategical resources is one of the worst thing ever implemented in a Cilization like game. Though the concept sounds interesting it is a "fun killing" one. We should not forget that in Civ like games, every civilization is growing on a territory that is as big as a continent, what is the point of adding those resources. The complex commercial relationships between the nations in our world can't be reproduced accurately in a civ game, what you can trade directly with a nation you are at war with, you can trade it with a nation that is trading with the nation you are at war with but then the nation you are at war with should be able to threat the nations trading the resources with you... etc.
I don't like Civ3 and I don't want CtP2 to mimic its "features". 
quote: ...then also have commodities created from resources that you send like old Civ2 Caravans for gold to other cities. |
Fortunately, CtP and CtP2 have abstracted the trading concept and you don't have to send caravans though the map. 
quote: Then WONDER goods/resources that offer a bonus like combat modifier, healing, movement. |
All this is already abstracted in the game with the new units you can build with each new technology and the fact the units are healing more quicly in your cities.
quote: The consumption part I think would be nice, an added tab that just should how much coming in and how much used would make oil a crunch if your units each use one oil and your factories use x number, then your population use 1/10 for uxury use problems and wars could stat over resources. |
Once again this is introducing too much micromanagement. Wars are already started about resources in CtP2 but this is abstracted through the need for space and good city sites.
quote: An economic victory could also be possble by having the goal of building a monopoly by controlling all of a certain resource.
Maybe there should be a CTP2 economics thread for resources, logistics, goods etc since these are some of the biggest ideas people want from Civ. |
It should be clear now that I don't want CtP2 to look like Civ3 even remotely. I would like the hard coded changes in CtP2 to be modular so that people can add the features they want in their CtP2 game and discard those they don't like or don't want.
Another possibility would be to allow the player to select the options he want to use or discard through a CtP2 window when you are starting a new game.
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MrBaggins
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Well.. theoretically, CtP had strategic resources: Monopoly goods.
The only reason why they weren't included in CtP2, is that they ALWAYS seemed to benefit the human player. Why? Because the AI cannot strategically defend a map point.
In improving the military AI, we should consider point defense as well as city defense. This would allow us to reintroduce strategic resources such as monopoly goods or requisite goods for units.
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MrBaggins
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Its a massively difficult theoretical AND practical problem to solve. Its going to take time and effort. No two ways about it.
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MrBaggins
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I'd prefer to put a flag on a unit, to make it possible, so you could choose to have it for all, some or no units.
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ahenobarb
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Fix:
-The AI doesn't build Ports, Drilling Platforms, Trading Posts, Outlet Malls, or Nature Preserves.
- If you select what track you want to hear in the Options>Music screen, the music is shut off.
- allow multi-dimensional arrays in SLIC
- make the unique unit identifier accessible in SLIC
- The AI doesn't build forts ...
- ... because the AI doesn't know how to use forts.
Is a list of these being kept anywhere?
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:29
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quote: Straybow:
Some people say there is an older version of Civ3 that is still purty popular.
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quote: Ming:
I think the fact that there are as many people still playing Civ II MP here as playing Civ III MP sums up one of the problems. It's true that many of the old MP crowd never warmed up to the new game. A shame... we were hoping for so much more.
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Well now we have a chance to do something about it, and hopefully attract them to our version of CTP2++. The mechanics of multiplaying is something I don't know anything about; but like J Bytheway said, hopefully someone will turn up who knows about this stuff.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:29
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quote:
they are the only place to do a 1-turn heal
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It shouldn't be too difficult to give forts the same healing rates as cities. Gotta find out where they do it though.
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