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Topic:   14 POLL: "unique benefits depending on the Civilization you choose" Format for Better Printing
our_man
Settler
Ireland
Oct 2000
posted January 12, 2001 17:24   Click Here to See the Profile for our_manClick Here to Email our_man  send a private message to our_manSend a Message to UIN: 76362183
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I think Firaxis should do it for Civ3. In my opinion it would simply be an expansion on the aggresive/militaristic/expansionist settings. The advantages/disadvantages could be used to reflect racial traits of a particular tribe i.e. the Mongols could have a military advantage and start off with Horseback Riding always, but suffer an effiency and research disadvantage.
lord of the mark
Chieftain
USA
Dec 2000
posted January 12, 2001 17:31   Click Here to See the Profile for lord of the mark   send a private message to lord of the mark
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quote:

Originally posted by M@ni@c on 01-12-2001 02:51 PM

To further illustrate my examples: it's only logical then that the Greeks and English will each game turn to the sea, so there's nothing wrong with giving them beneits like "free Harbor facility in each city" or "+50% transport capacity" to simulate the unavoidable experience they will gather after decades of seafaring.
As a second example: it's logical the Mongols will turn to horses as means of transport and war, so there's nothing wrong with something like "+25% Attack bonus for mounted units"., .


What if the mongols settle somewhere other than mongolia - what if they conquer China, and (unlike original time line) hold it? Do they continue to get their horse bonus? Historically conquerors of China, like the Manchus, became sinicized.

How about the english? they didnt start out on a island, or have you forgotten? this game begins in 4000 BC, the angels and saxons didnt migrate to england until 600 AD, before that they lived in North Germany. Maybe the Celtic Britons should get the naval bonus? Or anyone who starts their first city near a coast? Or maybe it could just be that if you start on an island, you have an incentive to build naval wonders (HEY! thats what we have in Civ2)

Should the Greeks be innovative democrats (Athenians?) or tough minded egalitarian militarists (spartans) or expansive religious despots (byzantines?)

what traits do the Romans have that the Renaissance Italians keep? And do the post Muaryan Indians keep the same traits as Indus valley civilization?

The more you think about it the more you realize how ahistorical the whole idea is. Hopefully Sid and company wiil discover this as they try to implement it.

Jon Miller
Prince

May 99
posted January 12, 2001 17:41   Click Here to See the Profile for Jon MillerClick Here to Email Jon Miller  send a private message to Jon Miller
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Note, I am not _as_ against some ideas (similar to Imran's, even though it is not the best way it is a simple _platable_), I just do not beleive Firaxis is going this way until they tell me differently and so would like to react against it.

Also note, I am a fanatic, I will buy Civ3, whether I continue to play it is the question.

Jon Miller

yin26
Civ3 Forums Moderator
Work in Seoul, Korea. From Los Angeles.
Apr 99
posted January 12, 2001 21:11   Click Here to See the Profile for yin26Click Here to Email yin26  send a private message to yin26
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Like I said, I don't think Firaxis is going to throw things all out of whack. They are a smart bunch. Let's see more details about this first.
Theben
Emperor
"Life is a swirling cesspool of despair."
b.02-15-99
posted January 13, 2001 03:58   Click Here to See the Profile for ThebenClick Here to Email Theben  send a private message to Theben
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Further thought down the "gain ability"line:

ALL civs start out vanilla-flavored. A civ that tends toward one or more aspects of civ is offered a bonus eventually; the player/AI doesn't have to take it, as each civ may only have 1 bonus at a time.
Once the aspect becomes obsolete, or the player ignores it's use for a long while, the bonus is lost. The civ is now eligible for a new bonus

FE: English get an Archer bonus at some point for building lots of archers; lose it when Musketeers replace most Archers. They concentrate then on navy and eventually get a naval bonus.

Otherwise civ should stay all the same at the beginning. Another NO! to hardwired unique benefits for each civ.

Ralf
Prince
Sweden
Mar 2000
posted January 13, 2001 05:42   Click Here to See the Profile for Ralf   send a private message to Ralf
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Then im writing this: 120 votes have been made.

- 36 votes for either SMAC-style, or SMAC-style with added option (pre-game allocation-points).
- 84 votes for either CIV-2 style, or CIV-2 style with SMAC-style and/not allocation-points as added options.

Well, I understand civers who voted for all options = flexibility. The player is given the ultimate choice (but, at the expense for increased workload and more potential game-release bug-problems, for the game-designers at Firaxis).

What i dont understand is that so many as 19 voted SMAC-style only, some with the argument "more historically accurate". I dont get that. If Civ-3 had a timeline of perhaps 300 years; Yes, then perhaps. But the timeline is at least 6000 years.

Also, historically interested scenario-designers most probably wants to tailorcut any civ-benefits themselves, and they most probably wants to have those benefits applied to a specific and limited time-period in history. Is Firaxis pre-fabricated civ-benefits going to be helpful here?
Finally, bear in mind that you can have SMAC-style civ-unique benefits in scenarios, without having those civ-unique benefits in the main game. So this poll isnt about having civ-unique benefits, or not - its instead about if we should have them in the main game.

[This message has been edited by Ralf (edited January 14, 2001).]

kolpo
Settler

Jan 2001
posted January 13, 2001 10:31   Click Here to See the Profile for kolpoClick Here to Email kolpo  send a private message to kolpo
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I don't understand those comments that say that predeterminated SE adds te replayability.

In SMAC was quite always the Hive the strongest computer opponent because his very powerfull start SE settings and could you predict the outcome of all wars between computers. I never got a game where the morgans dominated the world even while that would be intresting to play, I never have seen how the peacekeepers conquered the hive empire, I never saw a game where communistic rebels took over the power in the morgan empire or where fasist took over the power in the peacekeeper empire(even while similar things happened a lot in real history especial with nations who are not doing it very well). But that would certainly give more replayability then a game where predeterminated variables make sure that there will never be a surprise that there will never happens something that can't be predicted.

And even giving civs random predeterminated bonuses will solve nothing because you will soon be able to discover which civ in that particular game has which predeterminated ability so from then can you predict how things will happen and also CIVILIZATIONs CHANGE OVER TIME. The Germans who are now a peacefull democratic nation with a relative weak army where 50 years ago an extremely agressive despotistic nation with an extremely strong army.

So please run as far away as you can from predeterminated civilizations attributes but let history(which will be every time different) determinate who is good in what and what character each civ has. So that you can never predict what will happens ,so that all games are different. That is real replayability.

Windborne
Settler
lansing, michigan, usa
Jan 2001
posted January 13, 2001 19:29   Click Here to See the Profile for WindborneClick Here to Email Windborne  send a private message to Windborne
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I too have to object to the idea of a game set up with factions like alpha-centauri. I'm a very strong proponent of cultural differences, I like to see different civilizations doing different things at different times, but I wouldn't want to see the human player stuck with some set of standard advantages and disadvantages just because of a tribe name.

What I'd rather see is some form of cultural set-up screen at the start of the game, perhaps with some default settings if you choose to use a standard race, but those settings should change throughout the game, the mongols shouldn't stay a warlike civ with no interest in the sea if they end up on a small island away from everyone, in civ II the japanese were in this kind of situation, they built a huge army but seldom any boats to get them to the enemy!

Humans have almost all the characteristics we place on alien intelligences to one degree or another, but we have them as a broad range, our cultures change their emphasis over time, grow, try new things, etc . . . I think this is the main difference between a game of civ featuring humans and something like "space empires" where you get some standard, shallow, race stereotype. Humans are more complex.

Alexander's Horse
Troll Machine
What are you lookin at? GRRRR!!!
May 99
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I am strongly against unique benefits. Firstly, the racism charge is a risk, reinforcing stereotypes, and SMAC was weakened as a game by unique attributes for civs.

But most importantly, this will weaken the game for the legion of multiplayers. Just as we build only certain wonders, player will only want certain civs. We already have fights over just the civ colour, imagine if civs are differentiated??? Not worth the trouble.

------------------
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Keep the OT sticky thread free!!

Darkknight
ACS CtP2 Modification Editor
Ireland
Nov 2000
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since Civ games almost always start at or around 4000bc?? then the individual civs have already been around for 6000 years since 10000bc end of last ice age. therefore they would have all their individual characteristics but there should be a choice to let it be set per civ or random or for the terrain they're in e.g. mostly forest you get archers (whatever) if it's mostly sea then naval units. therefore it would be better to stay inland if thats where you're from because if you go out to the sea then you'll be overpowered by opponents.

------------------
" mind over body "

JosefGiven
Chieftain
Okehampton,Devon,UK
Jan 2001
posted January 14, 2001 07:14   Click Here to See the Profile for JosefGivenClick Here to Email JosefGiven  send a private message to JosefGiven
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I think there should be some scope for civs to have individual characteristics, but I think they should be very underplayed.

The civilisations that have 'gone the distance' in the real world have undergone some amazing transformations, sometimes the whole character of a nation has changed time and time again...for example,

Britain, only 100 years ago, had an empire so large that 'the sun never went down on it'. Being the seat of empire, Britain was very militaristic, and had a rigid class structure based on old feudal customs.
Nowadays, Britain is just another European democratic post-industrial nation, and this comes through in the thoughts and feelings of it's people.

Right, back to the point in hand: I say that a civilization's character becomes defined as the game goes on, so that isolated civs become insular, and civs in contact with each other become either very aggressive, or very cosmopolitan. Do you see what I mean?

In this way, by forcing an identity on your civ, you limit your game. By all means have a facility for civ characteristics for those who want them, but make sure it is possible to play a game without them...

------------------
Josef Given
josefgiven@hotmail.com

Theben
Emperor
"Life is a swirling cesspool of despair."
b.02-15-99
posted January 14, 2001 07:15   Click Here to See the Profile for ThebenClick Here to Email Theben  send a private message to Theben
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nevermind...
[This message has been edited by Theben (edited January 14, 2001).]
The diplomat
Prince
muncie,IN USA
Sep 1999
posted January 15, 2001 17:08   Click Here to See the Profile for The diplomatClick Here to Email The diplomat  send a private message to The diplomat
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Another reason why a SE system is a good idea. Allow an advanced SE where the player can pick "traits" for his civ. This way, the player decides what advantaged/disadvantages his civ has. Furthermore, this avoids the problem that has been raised of a civ's benefits clashing with the starting location (ie: seafaring civ starting in the middle of land).
Instead of calling them "traits" they would be called "policies" since that is what they are. They represent the player choosing to emphasize certain areas of his empire that he/she feels is important to his civs development. All "policies" would have the following affects:
-research bonus in specific area (ie seafaring would give you research bonus in naval techs)
-special bonus (like +10% attack)
-special penalty (like -15% production)
-unhappiness for certain groups of people/happiness for others. (ex: seafaring would give coastal cities bonus happiness but landlocked cities would get unhappiness penalty)

Just a suggestion...

But I still don't see the real problem with simple SMAC-like bonus/penalties for each civ. You just have to make sure that they:
a) are balanced
b) don't restrict the player's strategies

I think that unique benefits acentuate the historical aspect of the game and make each civ more challenging to play and more fun. After all, just because the civs have unique benefits doesn't mean that the player is forced to follow history.

------------------
No permanent enemies, no permanent friends.
[This message has been edited by The diplomat (edited January 15, 2001).]

markusf
Prince

Oct 1999
posted January 15, 2001 18:21   Click Here to See the Profile for markusf   send a private message to markusfSend a Message to UIN: 3852691
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hmm In the rules.txt i would add something like the following. This would allow anyone to customize the civs....

Assume that all the following are specialists.

@Germans

entertainer = 3 -- produces 3 luxeries
taxcollector = 3 -- produces 3 taxes
scientist = 4 -- produces 4 science
industryworker = 4 -- produces 4 shields
merchant = 3 -- produces 3 trade

@Mongols

entertainer = 4 -- produces 4 luxeries
taxcollector = 3 -- produces 3 taxes
scientist = 3 -- produces 3 science
industryworker = 4 -- produces 4 shields
merchant = 3 -- produces 3 trade
[This message has been edited by markusf (edited January 15, 2001).]

technophile
King
of pain
Jul 1999
posted January 15, 2001 21:47   Click Here to See the Profile for technophileClick Here to Email technophile  send a private message to technophileSend a Message to UIN: 103932346 Visit technophile's Homepage!
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I'm in favor of anything that will help turn me into a research powerhouse. +5 Research Bonus, here I come!!!
Theben
Emperor
"Life is a swirling cesspool of despair."
b.02-15-99
posted January 16, 2001 02:21   Click Here to See the Profile for ThebenClick Here to Email Theben  send a private message to Theben
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Okay, what happens when there's a schzisim and the Mongols split off from the English (for example)? Do the Mongols have the previous English abilities of expert longbow archery & seamanship, or do they immediately revert to being good hunters/ excellent horse archers?

I STILL say hardwired civ benefits are a bad idea. In fact it could RUIN civ3.

kolpo
Settler

Jan 2001
posted January 16, 2001 05:06   Click Here to See the Profile for kolpoClick Here to Email kolpo  send a private message to kolpo
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There is no real genetic difference between races. What a race is is completely determinated by it's political, cultural, economical and religious decisions and to a lesser extend also by the climate.

Rule the USA like North Korea is ruled and you will see that within 50 years it will have become a very weak economie where many people don't have enough money to buy food. On the other hand if you rule North Korea like South Korea is ruled will you see that within 50 years it has become a very powerfull economie.

The japanees are now one of the most peacefull nations on the earth but where 50 years ago one of the most agressive, has the japanese race a peacefull or agressive nature ? none of both of course it are just the political, cultural, economical and religious decisions that have changed.

Windborne
Settler
lansing, michigan, usa
Jan 2001
posted January 16, 2001 11:11   Click Here to See the Profile for WindborneClick Here to Email Windborne  send a private message to Windborne
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I think that cultural advantages being set from the begining is just WRONG, one of the greatest things about civilization one and two is that everyone starts out with almost the same abilities and what matters is how you develop them from there.

I do favor a MUCH greater ability to mold your culture, at heart civilization is a roleplaying game more then anything else. I play a civilization and develop it's culture, abilities, and characteristics over time. It's all up to me whether my people become warlike nazi's, or peaceful Ghandi-worshipping technocrats.

The way I'd do this is by giving the players choices throughout the game, each choice made alters things a bit more, until you finally have cultures that are totally DIFFERENT from each other, using the land and oceans in different ways, and pursuing different roads to ultimate victory such as world peace, world conquest, first integrated world economy, highest total score, etc . . . . .

Steve Clark
Prince
Colorado Springs, CO
Oct 1999
posted January 16, 2001 15:18   Click Here to See the Profile for Steve Clark   send a private message to Steve Clark
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quote:

Originally posted by Ralf on 01-13-2001 05:42 AM

What i dont understand is that so many as 19 voted SMAC-style only, some with the argument "more historically accurate". I dont get that. If Civ-3 had a timeline of perhaps 300 years; Yes, then perhaps. But the timeline is at least 6000 years.

Also, historically interested scenario-designers most probably wants to tailorcut any civ-benefits themselves, and they most probably wants to have those benefits applied to a specific and limited time-period in history. Is Firaxis pre-fabricated civ-benefits going to be helpful here?
Finally, bear in mind that you can have SMAC-style civ-unique benefits in scenarios, without having those civ-unique benefits in the main game. So this poll isnt about having civ-unique benefits, or not - its instead about if we should have them in the main game.

[This message has been edited by Ralf (edited January 14, 2001).]

Excellent points. By introducing explicit limits to civs, you are limiting the game. Because of the factions, SMAC is viewed by some as being no more than a complex scenario.

As said many times, ideas like this are best implemented in a custom scenario where the emphasis is usually specific to a time period or types of civs.

Sirotnikov
Prince
Israel
Feb 2000
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quote:

Originally posted by The diplomat on 01-15-2001 05:08 PM
Another reason why a SE system is a good idea. Allow an advanced SE where the player can pick "traits" for his civ. This way, the player decides what advantaged/disadvantages his civ has. Furthermore, this avoids the problem that has been raised of a civ's benefits clashing with the starting location (ie: seafaring civ starting in the middle of land).
Instead of calling them "traits" they would be called "policies" since that is what they are. They represent the player choosing to emphasize certain areas of his empire that he/she feels is important to his civs development. All "policies" would have the following affects:
-research bonus in specific area (ie seafaring would give you research bonus in naval techs)
-special bonus (like +10% attack)
-special penalty (like -15% production)
-unhappiness for certain groups of people/happiness for others. (ex: seafaring would give coastal cities bonus happiness but landlocked cities would get unhappiness penalty)

SMAC-like bonus/penalties for each civ. You just have to make sure that they:
a) are balanced
b) don't restrict the player's strategies


I think the diplomat has a point.

If we take the bonuses and construct them according to rules:

1) blanced!
2) player chooses a trait
3) maybe player can choose more traits every era (like Imran's suggestion)
4) traits do not limit players
5) perhaps traits don't make you actually worse, they over develop an area making you better in one and there fore, reltively worse at others
6) traits don't have effects such as "can't choose democracy as govt." because this is stupid and ineffective in a long time span game, and not realistic.

Basically I support Imran's traits Idea, and I think diplomat's suggestions are consistent with the trait idea and can be implemented that way.

colossus
Chieftain
Hong Kong
Nov 1999
posted January 16, 2001 23:03   Click Here to See the Profile for colossus   send a private message to colossus
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I am well aware the danger that the majority of the unique bonuses will go to the military. It is easier to give a unit +1 AP, +1 HP or +1MP, rather than boost the civ's science or tax income. Would it turn out that some civ will become warmonger due exclusive of the civ bonus? Already civ2 is too much a military and conquer-the-world game, I'm afraid that unique bonus will accentuate the problem.
kolpo
Settler

Jan 2001
posted January 17, 2001 04:03   Click Here to See the Profile for kolpoClick Here to Email kolpo  send a private message to kolpo
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I NEVER saw a game where civ bonuses where balanced and didn't limit the player stragegies.

There was always 1 civ that was at least a little bit better then the others, there was always 1 civ that was more popular in multiplayer then the other. If all previous failed on that is it then not possible that bonuses and balance can't be combinated.

And bonuses will always limit strategies. Who wants to play with something else then the civ with the best military bonus(even when it only lasts 100 turns) when he goes for instand conquest ?

Nobody will play peacefull with a civ with a small military bonus, nobody will play instand conquest with a civ with a small diplomatic bonus.


If you want to wipe out the indians in colonization will you choose the Spanish or the French ? The Spanish
off course because they give you a small bonus against the indians and the peace with indians bonus from the French is useless then.

For every type of strategy will there be one civ that is the best in it(so there is no sense in playing another when you use that strategy), from all strategies will there be 1 that is the best in multiplayer so will there be 1 civ that is used in multiplayer by everyone and will those who play another get killed because the other gain a small bonus in the beginning with will detreminated the outcome if all players have equal skill.
[This message has been edited by kolpo (edited January 17, 2001).]

n.c.
Emperor
North Carolina, best state in the union
Jul 1999
posted January 17, 2001 12:27   Click Here to See the Profile for n.c.   send a private message to n.c.
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quote:

Originally posted by Alexander's Horse on 01-13-2001 09:44 PM
I am strongly against unique benefits. Firstly, the racism charge is a risk, reinforcing stereotype
Here here! Check out a discussion of this matter: http://apolyton.net/forums/Forum23/HTML/019132.html?98

The best summary I've seen of why this is a horrible idea is the one below:

quote:

Originally posted by AustralianJeremy on 01-15-2001 04:29 PM
So, we have the following very good reasons why unique attributes are a bad idea in Civ3:

1. No civilization has maintained any particular attribute over 6000 years
2. Civ covers periods where current civilizations simply didn't exist (America, Australia etc) - so what do they get?
3. The best explanation for nations being different isn't their genetics, it's their EXPERIENCES within the world. Civ2 ALREADY models this. Civilizations make the most out of where they start. If Firaxis wants to reward, say, shipbuilding nations (and I suppose it makes sense that a nation that's built lots of ships should have stronger ships, simply from experience), then it could simply have defence and attack bonuses based on how many naval units that civ's produced. (Say after you've built 25 battleships they get +1 attack. BUT this would need to be limited - three levels at the most.)
4. racism - it's not wrong because it's "un-pc", it's wrong because you're assigning characteristics based on the genetics of that first settler unit. Didn't we all start out with the same ancestors anyway? Surely the differences are in how we run our Civ...
5. gameplay balance - as people have pointed out, what's an equivalent to the roman empire's military skill around 30BC? Rome should only have a super powerful empire if the Roman player's playing that way. What, if I'm playing the Australians in a battle with the Romans do I have to lose every time just because we didn't have a warrior Civ then? What's the point of playing a Civ differently if it's constrained by race?

I notice in the poll that the pro-unique civs vote is winning. That's more than a little scary...


bagdar
Chieftain
Turkey
Jan 2001
posted January 17, 2001 13:46   Click Here to See the Profile for bagdar   send a private message to bagdar
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N.C.'s quotation of AustralianJeremy is the best summary there is.

The poll results are frightening given that the developers and the voters have in mind something like the AoE model. That's nonsense, and in my opinion, the only plausible explanation for the "unique benefits" is related someway or another to -geography- or -accumulation of experience-.

In AoE2, they gave the Turks the priviledge of building so many types of cannons, and I believe that ruined the balance of the game because the other nations' towers and units just didn't have the effect the cannons had. The reason? The famous cannons employed during the siege of Constantinople? Nonsense! and how about the growth rate of the Chinese? Chinese farms somehow more fertile? Also, what kind of unique benefits for the Americans back at 4000BC? How many of the original Civ nations were present then? Allright, this is not SimHistory, but... Anyway: Sid won't do anything that'll make the game feel silly. Let's not make such a big fuss, we don't know how it's going to be.


[This message has been edited by bagdar (edited January 17, 2001).]

Biddles
Prince
Melbourne, Victoria, Australia
Mar 99
posted January 17, 2001 21:39   Click Here to See the Profile for BiddlesClick Here to Email Biddles  send a private message to BiddlesSend a Message to UIN: 20518789 Visit Biddles's Homepage!
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Many people in this forum are claiming that bonuses are going to limit the strategies that you can use with a particular civ. I don't think that this is the case.
quote:

Originally posted by kolpo on 01-17-2001 04:03 AM
If you want to wipe out the indians in colonization will you choose the Spanish or the French ? The Spanish
off course because they give you a small bonus against the indians and the peace with indians bonus from the French is useless then.

Fair enough, the french bonus will be useless in this situation, but how are you any worse off than if there weren't any bonuses in the first place? The answer is that you aren't.

Besides, who says that a peace bonus would be useless in that situation. I can think of ways it could be useful even if you wanted to conquer the native americans. Given, it probably would never be as strong as the spanish bonus.

If all civs are inherently the same, THEN your strategies are decreased. If you finish the game with the spanish, then it is the same as finishing it with all the other civs. This was never the case in SMAC. I played (and still do) all the factions in SMAC (admittedly the UoP is my favourite). In civ1 I only ever played as the Greeks because I thought they were pretty cool and there was no incentive for me to change who I played as, they were he same anyway. With differentiated civs you can develop strategies that suit that civ (this doesn't mean it is restricted by the civ). For example in civ3 the americans will probably have a capitalist/economy bonus. This doesn't mean that you can't build a strong military. Your civ can have both military bonuses (from government/SE bonuses) and your civ bonus (economy). The civ won't have the possibility of being as strong militarily as sparta (if you had your starting military bonus and then chose military SE) but it would still be strong militarily. I can't see how that is limiting your strategies, unless you refuse to play as anyone but your chosen civ. For people who feel that way, just have the option to choose which civ bonuses you want at the start. That way I could play as the morgans but have the universties bonuses or the spartans bonuses.

Other people claim that the actual bonuses were too unbalanced in SMAC and would as such ruin civ3. I never found this the case. I did find that Yang was too powerful for the AI. A good player can adapt to the situation and find a use for their bonuses and a shield for their weaknesses, no matter what they are. Firaxis did a pretty good job of balancing the SMAC factions and I have no reason to assume that they won't do the same good work with the Civ3 civs.

------------------
- Biddles

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Theben
Emperor
"Life is a swirling cesspool of despair."
b.02-15-99
posted January 18, 2001 03:13   Click Here to See the Profile for ThebenClick Here to Email Theben  send a private message to Theben
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quote:

Originally posted by Biddles on 01-17-2001 09:39 PM
Given, it probably would never be as strong as the spanish bonus.

quote:

I played (and still do) all the factions in SMAC (admittedly the UoP is my favourite).

quote:

The civ won't have the possibility of being as strong militarily as sparta (if you had your starting military bonus and then chose military SE) but it would still be strong militarily.

In you arguement you've answered why there shouldn't be bonuses. Never as strong, you have a favorite (because of those high tech bonuses?), won't be possible; pretty cut and dried that you admit certain civs will be better than others.

quote:

Other people claim that the actual bonuses were too unbalanced in SMAC and would as such ruin civ3. I never found this the case...A good player can adapt to the situation and find a use for their bonuses and a shield for their weaknesses, no matter what they are.

Uh, did you ever read Vel's strategy guides? He's pretty clear about how each faction is tailored made to a certain overall strategy: builder, momentum, or hybrid (which has the most flexibility). And that limits you. After all, you don't want to be Miriam or Yang if there's no one nearby in the early game, do you? The builders will leave you behind, technologically and monetarily. Conversely, builders want to be left alone, which won't happen when Santiago shows up on your doorstep right away. And SMAC, as has been pointed out by several people here, is a game based on a few hundred years (which actually is enough that even SMAC faction bonuses/penaltys should change over time), as opposed to civ which is 6000 years.

I'll say it again: experience, not pre-determined!

Another sour note to sing is that the poll itself is biased, albeit not purposefully, I expect. 4 out of 5 choices are "yes" or "yes, but" with one "no". But with that range of choices it's no surprise that the "yes" count is winning (and no, I don't have a suggestion to "fix" it- yet).

MarkG
Apolyton CS Co-Administrator
Greece
b.02-15-99
posted January 18, 2001 04:34   Click Here to See the Profile for MarkGClick Here to Email MarkG  send a private message to MarkGSend a Message to UIN: 2865183 Visit MarkG's Homepage!
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quote:

Originally posted by Theben on 01-18-2001 03:13 AM
Another sour note to sing is that the poll itself is biased, albeit not purposefully, I expect. 4 out of 5 choices are "yes" or "yes, but" with one "no". But with that range of choices it's no surprise that the "yes" count is winning (and no, I don't have a suggestion to "fix" it- yet).
what kind of "no" answers would suggest???


btw, the "yes, but" answers are actually "yes, but only if". which means that if the "but" thing is not done, it's a "no" answer....

bagdar
Chieftain
Turkey
Jan 2001
posted January 18, 2001 07:22   Click Here to See the Profile for bagdar   send a private message to bagdar
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well in SMAC, there is a logical basis for the characterisctics the factions have. Part of the argument is how to decide for the characteristics for people in 4000BC. Some of you argue against this, but what makes Civ such an addictive game is that its main ingredient is the feeling it gives by having you rewrite history. In fact, no matter what -that is, how many more nations are included in civ III [i hope no more]-, I'll play the Greeks (most of the time), the Chinese or the Zulu (not as much as the other two) as I always have with Civ I and II, on the world map. Both because I like being these guys, but also because I like where they start on the map. I don't think I want any limitations to things I want to do with the Zulu, Greeks or the Chinese!
kolpo
Settler

Jan 2001
posted January 18, 2001 08:20   Click Here to See the Profile for kolpoClick Here to Email kolpo  send a private message to kolpo
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quote:


Fair enough, the french bonus will be useless in this situation, but how are you any worse off than if there weren't any bonuses in the first place? The answer is that you aren't.

Everything except the spanish have on this part an disadvantage: not having that bonus !

If you give an advantage to 1 civ give you the disadvantage of not having that advantage to all other civs !

It is all RELATIVE ; if 1 because stronger in something become the other weaker in that thing !

TacticalGrace
Chieftain
Cambridge, England
Jan 2001
posted January 18, 2001 11:03   Click Here to See the Profile for TacticalGraceClick Here to Email TacticalGrace  send a private message to TacticalGrace Visit TacticalGrace's Homepage!
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quote:

Originally posted by Lancer on 01-12-2001 04:02 PM
How about, the more a civ does something, the better they get at it. In other words, all Civs start out vanilla. When a Civ builds X # of ships, they get better at it, and build better ships. The more they fight ships the better the sailors become.

Yes! this is not only a nice idea that makes sense it also makes the game enjoyable. Although CTP2 is increasingly becoming a dirty word, this is one element it did get right.

example. In CTP2 the first person to circumnavigate the world gets +1 naval movement point for 25 turns. this is a nice bonus with no danger of unbalancing play (only for 25 turns)

HsFB
Chieftain
Cambridge, England
Jan 2001
posted January 18, 2001 22:45   Click Here to See the Profile for HsFBClick Here to Email HsFB  send a private message to TacticalGrace Visit HsFB's Homepage!
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I don't know for the game, but YES! for the scenario editor...
Biddles
Prince
Melbourne, Victoria, Australia
Mar 99
posted January 19, 2001 02:15   Click Here to See the Profile for BiddlesClick Here to Email Biddles  send a private message to BiddlesSend a Message to UIN: 20518789 Visit Biddles's Homepage!
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What I fail to see is that if you include civ's with bonuses and allow options to switch off these bonuses at the start, how is this possibly limiting your options. I don't think I have seen one person who wants individualized civs and has said "No don't even include an option for generic civ's", whereas people who don't want individualised civ's seem to be saying "No don't even include the option to have individualized civ's". It can't be too hard to switch off the individualisation at the start of the game (just have the game read the civ.txt files from a different directory where the civ's are all generic) and that way everyone is happy. I was actually p$@##$ off at something else when I was voting (so I voted 1) but I would vote 5 if I had had time to think about it. Voting for 1 or 2 is restricting the options that you have.

quote:

Originally posted by bagdar on 01-18-2001 07:22 AM
I'll play the Greeks (most of the time), the Chinese or the Zulu (not as much as the other two) as I always have with Civ I and II, on the world map. Both because I like being these guys, but also because I like where they start on the map. I don't think I want any limitations to things I want to do with the Zulu