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Proposals to Fix ICS in Civ3: Firaxis, please stop by...

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  • #61
    Originally posted by yin26
    And you shouldn't guess how I would react...
    Please accept my apology, and note that ive changed the offending remark

    Having gone through this thread several times now, I think that's really all I'm asking. If I can have the ability to send the settler packing, I'd be satisfied. I'm fully aware the AI will still sneak some by on boats or whatever. I'm fine with that. Heck, it will add some fun to the scouting effort.

    C'mon. That point seems to be agreed by most or all of us. And it shouldn't be too hard to implement I would think.
    I definately agree on that point. Hopefully someone will mention it to Soren during the chat tomorrow *hint hint*

    Originally posted by Talenn Even something so simple as making it so that a city must have a pop of at least 4-5(?) before it can build a settler would cure many of the problems.
    I have to disagree with this propsed implementation as well. Its main effect would be to slow everyones expansion down, but leave all other gameplay options the same. Instead of waiting for the city to go from 2->3 before popping a settler, all cities would just wait until they were size 4->5 or whatever, and pop a settler out just as soon as they can. The only great change I can see is that it would make the 'wall of warriors' more likely to be a viable strategy.
    I'm building a wagon! On some other part of the internets, obviously (but not that other site).

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    • #62
      Skanky Burns:

      Well, I think you just hadn't thought through the implications of needing, say, a size 5 City before you can make a settler. True, it would slow down everyone (but I thought this was intended) and perhaps capital cities (ie, those with Palace and Forbidden whatziz) could be exempt.

      The other results are:

      1) The little useless cities crammed into worthless location that can never really grow but that hog territory will never 'spawn'.

      2) You have to at least make SOME cultural improvements (on Regent) or make an effort to get luxuries, or a decent military just to keep order in a size 5 city.

      3) Many city locations will take a LONG time to reach size 5. This might encourage early Monarchy/Republic to allow irrigation to really take hold and let you start growing. It would encourage people to be a bit further up the tech tree before the true 'land grabbing' could begin.

      4) Since early settlers will be fewer and the amount of time needed to make more increased, the QUALITY of your cities will be more important. Again, this provided more incentive to take GOOD locations instead of just plopping down wherever there might be open ground.

      In short, this little change could do quite a bit to change the face of the game. Just because its simple doesnt mean its ineffective. In fact, I've found that very often the simplest changes provide the most satisfactory results...ymmv.

      Comment


      • #63
        Make the AI more Intelligent?

        Two things:

        Perhaps a good "middle ground" solution is to make the AI a little more intelligent about where it decides to build its new cities: I've seen land-hungry Civs (on Regent) cross half an empire to plant a city on a patch of hill otherwise wholly surrounded by other civs. Eventually they assimilate into my Civ, and I'm forced to take them over (as my only other option is to rebuff them, at which point they go back to their original Civ. IMHO they should become Barbarian, but I digress) and they invariably end up being virtually worthless.

        Still, there may be reason to land such a city - perhaps as a foothold on a new continent, or for a resource - and no one, the player or the other Civs, should be punished and limited artifically because of this irking or otherwise annoying the Player. Therefore, let the behavior continue, hopefully more intelligently, and make a different limitation, one that to me seems a little more realistic: No new city (which starts, afterall, with a culture of 0) impinge the borders of another Civ. And, let the AI realize that putting a city on the boarder of another Civ will have a decreased beneft. This will make landing a city on one small square in the middle of nowhere *much* less attractive to all Civs, both AI and Player alike. Afterall, settling a city within another Civ's borders is an Act of War - shouldn't founding a city that pushes back borders similarly be an Act of War? Especially in an instance where it deprives the original Civ of a resource, luxury, or even a contigious trade route?

        Of course, this might need to be an option. You might be willing to go to war over borders, which is, of course, a common cause of war in our world.

        Finally, the impact of violating borders needs to be greater; if a Civ is willing to violate the Player's borders, the other, AI Civs should be a little more wary. And they need to discern for themselves if the reputation impact is worth the possibility of a patch of tundra far, far from home.

        Oh, this may be unrelated, but is anyone else a little surprised that by, oh, 1000 AD the whole of the world is under someone's domain in Civ III? Whatever happened to Deepest, Darkest Africa?

        My 2 cents on it all,
        Yaga
        For some the fairest thing on this dark earth is Thermopylae, and Spartan phalaxes low'ring lances to die -- Sappho

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        • #64
          Please accept my apology, and note that ive changed the offending remark
          Cool! Very civil of you. Thanks.
          I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

          "Yin": Your friendly, neighborhood negative cosmic force.

          Comment


          • #65


            Originally posted by Talenn
            Skanky Burns:

            Well, I think you just hadn't thought through the implications of needing, say, a size 5 City before you can make a settler. True, it would slow down everyone (but I thought this was intended...
            While its true that it would slow expansion down a fair bit, im fearing that it would merely delay the AI spreading cities into bad positions, rather than forcing it to think. But thinking about it further, perhaps the added delay would allow your borders to expand somewhat, thus forcing the AI settlers to not build as close to your cities as they otherwise would. Hmmm.

            I dont know. To answer this, i would need some first-hand experience with the AI expansion pacing and city placement.
            I'm building a wagon! On some other part of the internets, obviously (but not that other site).

            Comment


            • #66
              Disclaimer: I don't have the game yet (only 10 more days to go though ).

              One of the good things about user modifications made to CtPII (like Cradle of Civilization) was adding stuff to eventually eject AI civs from your territory. And even if you suffered from badly placed AI cities you could edit the default limit for disbanding a city. I want to know if Civ3 as any such restrictions: either a maximum city size for disbanding or penalties (like your reputation among other civs going down) if you disband?
              If a man speaks in a forest and there is no woman to hear him... is he still wrong?

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              • #67
                Re: Proposals to Fix ICS in Civ3: Firaxis, please stop by...

                Originally posted by yin26
                1) "Continguous City Borders" -- CCBs

                The idea is simple: You may found a city ONLY if its borders will touch your existing border.

                2) "Settler Deporation"

                Another simple fix: If an AI with which you are not at war brings over his escorted settler into your land, any military unit you send to that stack will bring up the following two options:
                Yin, are you a programmer? Did you help code Civ3? If you cannot answer "yes" to both of these questions, then please refrain from characterizing substantial changes to the game's code as "simple fixes". Most programming changes are anything but simple, especially when you start tinkering with the basic mechanics of what the program does. In this light, I feel that your first idea unneccessarily changes basic game mechanics. The borders as implemented provide a simple, elegant abstraction of small towns becoming city-states and eventually merging to form a nation. I don't want them to touch right away! I honestly like the borders the way they work now, and I do not feel that the AI is doing anything particularly unfair/unwarranted.

                As for your second idea, if you don't like them tramping around on your property, declare war on them and get them the hell off.
                "Stuie has the right idea" - Japher
                "I trust Stuie and all involved." - SlowwHand
                "Stuie is right...." - Guynemer

                Comment


                • #68
                  Stuie: Relax, man. We're just discussing ideas here.
                  I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

                  "Yin": Your friendly, neighborhood negative cosmic force.

                  Comment


                  • #69
                    Civ3 Borders are just pretty lines

                    I do like the "Deport Settler" option that yin has proposed. Their refusal to move the settler can always be countermanded with an attack, but diplomacy should allow a more forceful option in this area. I'd be satisfied with just the ability to select a "Remove Unit or War" option in the diplomatic menu. I ignore AI requests all the time just like he ignores me, but he can then give me the "Remove or War" message and I'd simply like to do the same to him. However, it is important to note that Civ3's cultural borders are just prettly lines that must be enforced with troops. One very enjoyable departure from Civ2 was the removal of the Zone of Control concept (ZoC). In Civ3, you cannot simply remain tucked inside your cities with one fortified mountain unit maintaining a perimeter. Certainly I am getting tired of seeing the warrior/settler stack attempting to skirt my city and ignoring any requests to leave my territory, but now I have a line of veteran troops actively containing the AI. Just a tiny bit of a dipomatic change would help immensely to mitigate this problem.

                    On a second note:
                    I would like to see a method of attack in which the unit holds the territory from which it attacks. My Ancient Era Maginot line is continually stepping off of prime defensive territory out into the open and the same is true for my city defenders. Perhaps my desire to grab a couple of workers from the enemy should be tempered by having to move into the enemy's square, but it certainly is annoying....

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                    • #70
                      Originally posted by yin26
                      Stuie: Relax, man. We're just discussing ideas here.
                      Hey, maybe I'm on edge from the lack of sleep, ok?

                      Honestly though, I do get the option to say "leave or else I'll declare war" sometimes, and other times I do not. I think it has to do with your relations with the offending Civ. So if they are ticking you off, go to diplomacy and make some unreasonable demands until their attitude toward you crumbles, then you should be able to evict them (or go to war - but hey, that's civ). Having played the game a lot in the last week, I guess I don't see where any additional options are needed in that regard.

                      As for my border comment, sorry you ignored just to say "relax". The game does an incredible job modelling city-states growing into a nation, and I for one would hate to see them start mucking around with how the borders work.
                      "Stuie has the right idea" - Japher
                      "I trust Stuie and all involved." - SlowwHand
                      "Stuie is right...." - Guynemer

                      Comment


                      • #71
                        Yeah, lack of sleep seems to be going around.

                        Hey, I think I just understood something (hopefully) that could be VERY important to this discussion if reproduced: The *moment* an enemy units steps on your land, you issue the warning, which is just given lip service. Now, if the unit's next square is ALSO in your territory, the second warning DOES say:

                        "Remove your troops or declare WAR!" and unless war is declared, the troops get pulled back to the original spot.

                        Of course, it the AI can get in behind you through just one square, he'll move by you. But now that I seem to understand this ... hoping it wasn't a fluke ... then this is much better off than I thought.

                        Can other people test this? Darn. These are the kinds of things that need to be in the manual.
                        I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

                        "Yin": Your friendly, neighborhood negative cosmic force.

                        Comment


                        • #72
                          Originally posted by yin26
                          Now, if the unit's next square is ALSO in your territory, the second warning DOES say:

                          "Remove your troops or declare WAR!" and unless war is declared, the troops get pulled back to the original spot.

                          Of course, it the AI can get in behind you through just one square, he'll move by you. But now that I seem to understand this ... hoping it wasn't a fluke ... then this is much better off than I thought.
                          I knew there was a way to trigger the more threatening message, just couldn't remember exactly (and I'm at work now....). So you need to keep at them for a couple turns.
                          "Stuie has the right idea" - Japher
                          "I trust Stuie and all involved." - SlowwHand
                          "Stuie is right...." - Guynemer

                          Comment


                          • #73
                            Originally posted by saracen31
                            I also think they should use a random seed at the beginning of a game to determine just how expansionist each civ is going to be. Right now, every AI civ just makes a mad dash to plop down cities anywhere they can. I don't mind if some civs do that, but to have EVERY civ do that EVERY game is just a pain in the ass.
                            People have always tried to expand and grab land, it's human nature. Every successful civilization has tried to grab as much resources (and land) as possible because more resources = more power. Study some history books if you don't believe this.

                            Sometimes I want to play an expansionist game, sometimes I just want a few big cities. As it currently stands, I'm forced to play the expansionist in the early stages to combat the AI civ strategy. While fun, I hate to have to follow the same strategy every single game.
                            No, you can sit still currently and only have a few large cities, just expect to lose when the AI out produces you 10:1 because they have 10X the cities that you do.

                            It would be cool if some of the AI civs didn't expand so rapidly. Make it a random seed for every civ, which differs each time you start a new game. Some games they all might be ancient expansionists, some games they would chill out. Some games there would be a mix. The human player can take action accordingly. Wouldn't be a difficult programming fix either.
                            Hmm, so you'd have a few AI civ's that didn't expand and then they would be easily conquered and/or assimilated by either another AI civ or by the Human player. All because you don't like having to build more cities earlier.

                            How about this as a "fix" instead. You build as many or as few cities as you want and then deal with the game situation as it happens. If you build a few large cities then hopefully you'll have enough culture to keep them going and gobble up the smaller AI cities near-by. If you build a lot of citie then you have a stronger base.

                            Your choice, play as you want, just don't complain because you can't do a OOC in Civ3, hint this is not Civ2, thankfully!

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                            • #74
                              Well, I just tested it again. Same two civs but just a few turns later. Same AI settlers, actually. This time, it did NOT work.

                              Now, I hate to scream 'bug' at this point, but I honestly can't see what the nice feature that worked just a few turns ago does not work a few turns later?

                              If Firaxis could keep the 'one warning then next turn you must declare war if still on my land' rule in place, that would really help this situation.
                              I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

                              "Yin": Your friendly, neighborhood negative cosmic force.

                              Comment


                              • #75
                                Originally posted by TechWins

                                Yin, you are not the only one who is being annoyed by the expansion of other Civ3; I constantly have the Romans trying to get into my land building cities. In fact they have done it three times but two of those times the city has converted over to me. Again a 'normal' AI would not have had this happen to them.
                                Define "normal".

                                Is 'normal' simply sitting there with only two or three cities waiting placidly for another AI or Human player to destroy your civilization? I think not.

                                'Normal' would be trying to ensure the survival of your civilization by grabbing as much land, and hence resources, as soon as possible. Yes, this does mean that the AI will expand like crazy, which is fine because as a player I expand as fast as possible myself.

                                All these 'solutions' are very narrow minded.

                                1. Have a 3 pop cost settler. Say what? So now the expansionistic phase lasts longer?

                                Yep, that fixes the 'problem'.

                                2. Have CCB. Huh? So much for transporting that settler to the other side of your continent, around the AI's civ to get those juicy resources.

                                Yep, that fixes the 'problem'.

                                3. Make each city border touch or not be able to found that city. WTF? The idea was to get RID OF ICS, not promote it.

                                Yep, that fixes the 'problem'.

                                4. Not allow a city to found if it's borders touch an opposing civ's borders. Huh? Gee, I guess there goes the idea of converting enemy cities by making then touch more of the culture border of my civ.

                                (In other words, get a high culture and build a city like a wedge into a culturally weaker AI's empire, you convert cities quicker).

                                Yep, that fixes the 'problem'.

                                The only problem I have seen is that the AI settles in some of the worst possible places like the middle of a desert or in an area with all tundra, hills & mountians.

                                If the AI could be tweaked so they wouldn't settle these areas so readily unless vital resources were there (and maybe use colonies more) then this wouldn't be an issue.

                                As for those who complain they can't build any culture improvements while expanding...

                                What have you been building between settlers?? Usually a temple fills the gap nicely between the settlers. Add a wall, and granery in there (depending on city growth due to available food) and you can easily have city infrastructure, culture, and empire growth all at once.

                                BTW, ICS means you plop your cities down extremely close to another. Expanding like crazy does NOT equal ICS.

                                As far as the AI having small cities all over the place.. Well, that's what those temples in between settlers are for and that's what war's are for. On Regent level (only level I have played thus far) usually on the second warning I get the option to declare war or not. If they don't leave or declare war then I mop them up, or try to.
                                Last edited by Ozymandous; November 6, 2001, 13:11.

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