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  • OTHER (ver1.0): Hosted by JT

    New other section, I will come and put what's happened so far in a minute.
    -Civ3 Thread Master of OTHER and UNITS.
    "We get the paperwork, you get the game!"

  • #2

    posted May 18, 1999 21:52

    General features:

    Reigons-As time goes by, your cities are collected into groups called regions. These
    share resources, food, etc. There is a percentage of production going to whatever project you assign.

    Altitude-Altitude for the terrain.

    PW-Public Works instead of Formers/Settlers.

    More than one worker on a square.

    Note: These are only the big topics that were discussed in multiple posts. If I missed any, or you posted a building or enhancement that was not mentioned, feel free to post it here.
    -Civ3 Thread Master of OTHER and UNITS.
    "We get the paperwork, you get the game!"

    Comment


    • #3
      As there is no list for City Improvements...

      Multiple improvements in one city - a really big city would need many granaries to take care of its large food storage.

      Improvements could need employees instead of money.
      The best ideas are those that can be improved.
      Ecce Homo

      Comment


      • #4
        I'm not so sure about the employees idea. The money pays invisible employees to keep the improvement going. But the multiple improvement idea is definatly good.
        -Civ3 Thread Master of OTHER and UNITS.
        "We get the paperwork, you get the game!"

        Comment


        • #5
          An elaboration on regions:

          In the darkest of ages, cities must be self sufficient. Over time, as you gain infrastructure and government techs, you can begin to incorporate cities into regions. The lower the tech, the closer the cities must be to each other and the lower the number of cities in one region can be.

          Cities in a region must be contiguous.

          All surplus food and resources above minimal requirements for city survival end up in the region's 'warehouses' where the governor can assign percentages to go back to the cities, and a percentage to keep for trade and a
          percentage that goes to the civilisation's capital as 'taxes'. Perhaps this could be done with slider bars for each city in the region management window.

          Regions have a 'loyalty-to-empire' factor that varies according to infrastructure compared to other regions, how much in taxes goes to the civ capital compared to other regions and perhaps even the wealth of that region (if a region begins to feel that it is practically supporting the empire, it might decide that it would be better off supporting itself as its own empire).

          Trade micromanagement could be reduced by having regions trade instead of cities, which could perhaps allow for a little more complexity in trade ("Alsace seems to produce a lot of iron. Let's allocate 20% of that for export."). This might encourage city specialisation (like in the real world).

          Perhaps you could also add a 'regional army' that would be supported from the region's resources as a whole rather than each individual city.

          These are just my ideas on how regions could work while being interesting without turning the whole concept into a micromanager's nightmare.

          -Ked

          Comment


          • #6
            1) One thing that was not used to great enough effect in CivII was X-factors, such as barbarians, citizen revolts, and environmental degradation. Natural disasters, for instance, could take great effect on the shape of the game and act as a levelling (or distancing) force. Potential X-factors which would occur randomly (and rarely) include:

            *epidemics (population decrease)
            *earthquakes (population decrease, terrain changes, infrastructure destruction)
            *hurricanes (island and coastal areas, infrastructure destruction)
            *famines (desert areas, population decrease)
            *volcanic activity (especially in early stages of the game, population decrease, possible wiping out of cities - volcanoes would appear slightly different from mountains so that settlers who had explored the terrain sufficiently could build elsewhere)
            *cults (decrease citizen happiness, could take other random effects - this one could be either a lot of fun or very annoying)
            *alien visitation (farfetched, but possibly fun)
            *artificial intelligence revolt (ditto, depending on reach of game)

            Any others? Comments? How difficult would it be, AI-wise?

            2) Another major suggestion I have is to increase the influence of religion on the game. My proposal is to incorporate the spontaneous appearance of prophets and religions among different nations, especially in the early stages of the game. This would be more realistic and fun than the advances like Monotheism and Polytheism, and could possibly influence questions like which happiness-related wonders a nation can build and which nations are likely to ally (though the latter is not entirely accurate, historically). The ruler would not be able to affect which religion appears in his nation initially, though he can, through diplomacy or warfare, introduce a new religion to the people. The increasing influence of science and reason in the later stages would decrease the significance of religion in much the same way as CivII.

            I actually think a separate strategy game based on religion and religious history would be very interesting.

            3) As to the time period the game should cover - I feel that one of the nice things about the game and the ability to create sequels for it, is that it traces civilization to the present and conceivable future, and no further. Thus, I think the game should cover the period from the first appearance of Homo sapiens (not sure when that was, sorry I've forgotten Anthro 101) until roughly twenty or so years after the game is released.

            A

            [This message has been edited by anachron (edited May 19, 1999).]
            "Without a sense of metaphor, we are inclined to confuse the meal with the menu. And so we end up munching on cardboard."
            -Joseph Campbell

            Comment


            • #7
              This _is_ the "other" thread.
              -Civ3 Thread Master of OTHER and UNITS.
              "We get the paperwork, you get the game!"

              Comment


              • #8
                Rats, JT, you caught my mistake... I thought I was on the Governance one - it's fixed.

                A
                "Without a sense of metaphor, we are inclined to confuse the meal with the menu. And so we end up munching on cardboard."
                -Joseph Campbell

                Comment


                • #9
                  I _really_ like your first two ideas, but I think the game should go farther-maybe to the year 3000? This would give people both the "rewriting history" experience and the sci-fi experience. I say this mainly because I think this is one of the areas(out of maybe two) that CTP did well in. Many of the futuristic ideas I liked, like the space cities and the Wormhole Probe. Some of it was cheesy, but the basic idea was good.
                  -Civ3 Thread Master of OTHER and UNITS.
                  "We get the paperwork, you get the game!"

                  Comment


                  • #10
                    I would do away with terraformers/settlers completly. Public works should only be able to build improvments inside the region/city radius. Settlers would have to do the things outside of the city radius. This would mainly affect roads forts and airbases. This would allow the oponents to interfere with with construction.

                    Comment


                    • #11
                      I like that. It combines the best of both worlds. And it's realistic. You don't see people from NY going out and fixing farms in Kansas.
                      -Civ3 Thread Master of OTHER and UNITS.
                      "We get the paperwork, you get the game!"

                      Comment


                      • #12
                        Just NY Tax dollars going to fix Kansas Highways.

                        Actually, PW are a pretty good way of modeling how modern infrastructure works.

                        i.e. The is no way Denver could pay for a 5.5 billing dollar airport. The rest of you nice folks in the country helped pay for it.

                        Comment


                        • #13
                          Yeah, I think the PW system was the other system CTP got right. I'd vote for that in Civ3.
                          -Civ3 Thread Master of OTHER and UNITS.
                          "We get the paperwork, you get the game!"

                          Comment


                          • #14
                            I would like to see an alarm clock option. Say you want to play for 1 hour. At the beginning of your session, you set it for 1 hour. When the hour is up, it will ask you if you would like to save and quit or continue playing, or allow you to again set the alarm clock.

                            Comment


                            • #15
                              WALLS - Like a bunker/fortification, but greatly hinders movement to cross. Regional walls can also act like roads, esp. for infantry (i.e. The Great Wall of China, not sure about Hadrian's Wall). It would completely prohibit movement of vehicles/calvary unless deystroyed... but that may take some time with primitive weapons (give the wall hit points?)

                              What do you think? I will also post in Combat list

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