CIVILIZATIONS
¡XSummarized by Thread Manager: Theben¡X
sicmkit_e@hotmail.com
Most of this thread was a list of ¡§I like this civilization, let¡¦s put it in,¡¨ with some information such as civilization specific units and leaders included for some (but not all) civilizations. According to the survey that Apolyton took, the bulk of us want oodles of civilizations in Civ III, and so included here is a whole slew of what Civers want. The numbering system is simple- Section 1 is all of the civilizations that were proposed, ¡¥a¡¦ being the proposed leaders for that civ, ¡¥b¡¦ being the proposed ¡§civilization specific¡¨ weaponry for that civ. Section 2 is everything else.
1. Big List of Civilizations.
1. Ghana/Mali/Songhai (sub-Saharan civilizations), probably Mali.
a. Sundjata (male, warlike, expansionist); Musa (male peaceful, perfectionist-technologist, religious); Soumauro Kante (male, very warlike); Sogolon (female, peaceful); Sassouma Berete (female, warlike).
2. Japanese:
a. Tokugawa; Hirohito; Hideyoshi (warlike expansionist); Oda Nobunaga (warlike expansionist); Ko Sanjo (female, perfectionist); Tomoe Gozen (female, warlike, perfectionist)
b. Samurai.
3. English:
a. William the Conquerer; Elizabeth I; Winston Churchill; Bernard Montgomery; Tony Blair;
b. b. Longbowmen.
4. Greeks:
a. Plato; Alexander the Great; Basileios II; Pericles; Constantus
5. Americans:
a. George Washington; Abraham Lincoln; FDR; Adams; Jefferson; Nathaniel Greene; Madison; Grant; Johnson; Name That President
6. Babylonians:
a. Sargon; Hammurabi; Nebukadnezzar
¡XSummarized by Thread Manager: Theben¡X
sicmkit_e@hotmail.com
Most of this thread was a list of ¡§I like this civilization, let¡¦s put it in,¡¨ with some information such as civilization specific units and leaders included for some (but not all) civilizations. According to the survey that Apolyton took, the bulk of us want oodles of civilizations in Civ III, and so included here is a whole slew of what Civers want. The numbering system is simple- Section 1 is all of the civilizations that were proposed, ¡¥a¡¦ being the proposed leaders for that civ, ¡¥b¡¦ being the proposed ¡§civilization specific¡¨ weaponry for that civ. Section 2 is everything else.
1. Big List of Civilizations.
1. Ghana/Mali/Songhai (sub-Saharan civilizations), probably Mali.
a. Sundjata (male, warlike, expansionist); Musa (male peaceful, perfectionist-technologist, religious); Soumauro Kante (male, very warlike); Sogolon (female, peaceful); Sassouma Berete (female, warlike).
2. Japanese:
a. Tokugawa; Hirohito; Hideyoshi (warlike expansionist); Oda Nobunaga (warlike expansionist); Ko Sanjo (female, perfectionist); Tomoe Gozen (female, warlike, perfectionist)
b. Samurai.
3. English:
a. William the Conquerer; Elizabeth I; Winston Churchill; Bernard Montgomery; Tony Blair;
b. b. Longbowmen.
4. Greeks:
a. Plato; Alexander the Great; Basileios II; Pericles; Constantus
5. Americans:
a. George Washington; Abraham Lincoln; FDR; Adams; Jefferson; Nathaniel Greene; Madison; Grant; Johnson; Name That President
6. Babylonians:
a. Sargon; Hammurabi; Nebukadnezzar
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On the diplomacy side, we have, as you know, got a much more detailed version. We don't know much specific about the feasibilities, so I wont quote the X pages long chapter!
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On the economic side, we have, by many others(phew! So much! ), these:
1. Pirates and black markets
The element of crime should be more developed then civ II generic "corruption" rating. All money lost from corruption is not just "gone,¡¨ it is transferred to a pirate AI player. When it renly military action is required. Once the pirate units are in place, they will start raiding trade routes, attacking caravans and villages ( see idea 11 ). If a city is unguarded enough, they could even raid a city. All this time, they still gain the money from corruption. They will use the money they get to buy more units, train them, and build fortresses. Once they are firmly in place, they will start using spies that will bribe cities. A bribed city by the pirates has more corruption ( generating even more money to the pirates ), all money gotten directly from the banks and market places go to the pirates ( the extra credit gotten from the bonus ), and pirate units are invisible in the city vision radius. All this time, the pirates will save enough money for their big task: bribing a city into their hands. Once pirates own a city, they form a new civ. They cannot build a new city, however. Pirates also have a good use to the smart emperor: a high presence of pirates creates black markets. You can buy your military units from the black market with a reduced cost, but it will enrich the pirates even more. More, you can even bribe and manipulate your local pirates ( or the ones the other civ have ), and make them raid/steal/spy for you. Pirates are also a good source for experienced mercenaries for hire.
The element of crime should be more developed then civ II generic "corruption" rating. All money lost from corruption is not just "gone,¡¨ it is transferred to a pirate AI player. When it renly military action is required. Once the pirate units are in place, they will start raiding trade routes, attacking caravans and villages ( see idea 11 ). If a city is unguarded enough, they could even raid a city. All this time, they still gain the money from corruption. They will use the money they get to buy more units, train them, and build fortresses. Once they are firmly in place, they will start using spies that will bribe cities. A bribed city by the pirates has more corruption ( generating even more money to the pirates ), all money gotten directly from the banks and market places go to the pirates ( the extra credit gotten from the bonus ), and pirate units are invisible in the city vision radius. All this time, the pirates will save enough money for their big task: bribing a city into their hands. Once pirates own a city, they form a new civ. They cannot build a new city, however. Pirates also have a good use to the smart emperor: a high presence of pirates creates black markets. You can buy your military units from the black market with a reduced cost, but it will enrich the pirates even more. More, you can even bribe and manipulate your local pirates ( or the ones the other civ have ), and make them raid/steal/spy for you. Pirates are also a good source for experienced mercenaries for hire.
2. Budgets
Budgets, like in real life. The bonus gotten from libraries, for example would be decided by how much you put in Education. That money is divided among all libraries and universities. The higher the gold per institute, the bigger bonus they give. Hospital bonus by health, wealthfare gives happiness ( divided by all the populace, like Luxuries ), military would be divided between the support cost of all units and decide what morale bonus/minus you get, etc. ( In democracy/republic, the senate should demand a minimum portion to some section. ) The different budget sections:
„h Science ( labs and science rate )
„h Education ( libraries, universities, college wonders )
„h Health ( hospital, care for cancer wonder )
„h Defense ( military infra-structure, barracks, and units )
„h Internal affairs ( Police, intelligence and reducing unrest )
„h Wealthfare ( happiness bonus: like luxuries )
„h Transportation ( Support of road tiles and Mans transport building [ highways, mass transit ] )
„h Construction ( reserve money to buy city building and wonders )
„h Arts ( support for wonders )
„h Agriculture ( support for farms )
„h Religion ( the bonus for temples/church )
„h Trade ( caravans are bought of a pool created here )
Budgets, like in real life. The bonus gotten from libraries, for example would be decided by how much you put in Education. That money is divided among all libraries and universities. The higher the gold per institute, the bigger bonus they give. Hospital bonus by health, wealthfare gives happiness ( divided by all the populace, like Luxuries ), military would be divided between the support cost of all units and decide what morale bonus/minus you get, etc. ( In democracy/republic, the senate should demand a minimum portion to some section. ) The different budget sections:
„h Science ( labs and science rate )
„h Education ( libraries, universities, college wonders )
„h Health ( hospital, care for cancer wonder )
„h Defense ( military infra-structure, barracks, and units )
„h Internal affairs ( Police, intelligence and reducing unrest )
„h Wealthfare ( happiness bonus: like luxuries )
„h Transportation ( Support of road tiles and Mans transport building [ highways, mass transit ] )
„h Construction ( reserve money to buy city building and wonders )
„h Arts ( support for wonders )
„h Agriculture ( support for farms )
„h Religion ( the bonus for temples/church )
„h Trade ( caravans are bought of a pool created here )
3. Diplomacy
Via the diplomatic screen, you can sign several trade treaties and agreements. The first thing is the creation of trade pacts, or alliances, between three or more nations. In this trade alliance, you all automatically trade between you ( with a nice big bonus ). Also, all of the below treaties suggested are done with a bigger profit and efficiency then before. Active trade improve the relations between two nations. The more treaties you sign, the better the level of diplomatic relations will exist between the two nations. The suggested treaties have been posted on the various threads:
Via the diplomatic screen, you can sign several trade treaties and agreements. The first thing is the creation of trade pacts, or alliances, between three or more nations. In this trade alliance, you all automatically trade between you ( with a nice big bonus ). Also, all of the below treaties suggested are done with a bigger profit and efficiency then before. Active trade improve the relations between two nations. The more treaties you sign, the better the level of diplomatic relations will exist between the two nations. The suggested treaties have been posted on the various threads:
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The Village model, is in as I see it, but not exactly as we suggested(colonies):
3.4) The Village Model
In the context of Civ 2: Villages function as terrain improvers, by either farming or mining. They are all size 1, though size 2 might be possible late in the game, increasing productivity. Food and Mined resources are automatically sent to a nearby host city, whose population either gathers resources from it's own square, or processes the resources the villages send them (all population in a city not gathering from its own square are either labourers, traders, or scientists). Otherwise, cities function the same as in Civ 2.
New Benefits: ¡§City radius is no longer used. You can use every square in your territory if you desire, and keep the cities in logical places, like on the coast and river junctions, where cities historically thrived.¡¨ Rural population is represented and strategically important (to capture or defend). Makes the logical split between resources and industry easier to manage.
Further, the villages belong to a region and send food straight to it. Cities in the region receive it as needed. Infrastructure is still placed in individual cities, but the industry is calculated centrally, to ease micromanagement. Regions are likewise good for reducing micromanagment, and the overall model more accurately shows the rural/urban population shift brought about by better agriculture.
Discussion: Villages are the only place to put non-specialists. These would work the village squares, gathering materials from the square they were on and nowhere else. Cities contain only specialists -- labourers produce industry, which is used to process the resources harvested in the countryside. ¡§¡KVillages would be built by a "public works" type system, rather than by a unit. They could be autobuilt by the AI or queued by the player¡K Villages don't count towards any particular city, but are shared within a region. ¡KThe maximum distance from the main city would be dependant upon the technology level, or whether it is linked by road, railroad, etc.¡¨ It was suggested that you can transfer villagers along a clear road, so if the enemy blocks off your road, the only place you can put the villagers is in the city ¡V which would have a maximum capacity beyond which negative effects begin to be felt.
In the context of Civ 2: Villages function as terrain improvers, by either farming or mining. They are all size 1, though size 2 might be possible late in the game, increasing productivity. Food and Mined resources are automatically sent to a nearby host city, whose population either gathers resources from it's own square, or processes the resources the villages send them (all population in a city not gathering from its own square are either labourers, traders, or scientists). Otherwise, cities function the same as in Civ 2.
New Benefits: ¡§City radius is no longer used. You can use every square in your territory if you desire, and keep the cities in logical places, like on the coast and river junctions, where cities historically thrived.¡¨ Rural population is represented and strategically important (to capture or defend). Makes the logical split between resources and industry easier to manage.
Further, the villages belong to a region and send food straight to it. Cities in the region receive it as needed. Infrastructure is still placed in individual cities, but the industry is calculated centrally, to ease micromanagement. Regions are likewise good for reducing micromanagment, and the overall model more accurately shows the rural/urban population shift brought about by better agriculture.
Discussion: Villages are the only place to put non-specialists. These would work the village squares, gathering materials from the square they were on and nowhere else. Cities contain only specialists -- labourers produce industry, which is used to process the resources harvested in the countryside. ¡§¡KVillages would be built by a "public works" type system, rather than by a unit. They could be autobuilt by the AI or queued by the player¡K Villages don't count towards any particular city, but are shared within a region. ¡KThe maximum distance from the main city would be dependant upon the technology level, or whether it is linked by road, railroad, etc.¡¨ It was suggested that you can transfer villagers along a clear road, so if the enemy blocks off your road, the only place you can put the villagers is in the city ¡V which would have a maximum capacity beyond which negative effects begin to be felt.
The ICS issue; Partly as suggested:
6. Gameplay Issues
6.1) Balancing Civs More Realistically
In the context of Civ 2: a civ with 30 cities was 10 times stronger then one with 3 cities ( if not more ). This isn't true in real life ¡V Israel, for example, leads the world in several technologies and it's army is far better trained than would be modeled in Civ 2.
To solve this, the ¡§power model¡¨ in Civ 3 would add, for example, +10% for the morale in a US size civ, but a +50% bonus for a civ like Israel. Smaller civs get much bigger bonuses for the same modifier than bigger civs.
Benefits: More realistic. It will make civ much more interesting, as conquering a smaller civ will be more difficult. Also, it opens the road for the much missed diplomacy, trade and scientific learning.
6.1) Balancing Civs More Realistically
In the context of Civ 2: a civ with 30 cities was 10 times stronger then one with 3 cities ( if not more ). This isn't true in real life ¡V Israel, for example, leads the world in several technologies and it's army is far better trained than would be modeled in Civ 2.
To solve this, the ¡§power model¡¨ in Civ 3 would add, for example, +10% for the morale in a US size civ, but a +50% bonus for a civ like Israel. Smaller civs get much bigger bonuses for the same modifier than bigger civs.
Benefits: More realistic. It will make civ much more interesting, as conquering a smaller civ will be more difficult. Also, it opens the road for the much missed diplomacy, trade and scientific learning.
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