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  • #16
    I'd sure like that, BUT you know how long time the AI takes to finnish a turn at present time on a huge map with 16 players. Then go figure how long times the turns are going to take if the map was just doubled in size. And since this will make the units be built quicker, which means there will be more units on the map at the same and thereby make the AI take even longer per turn. The only way to stop the turns from taking ages you need to set a limit of units to be moved per turn (Just like in Battle Isle and History Line)
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    • #17
      Hey ADG, standard giant maps and 16 civs the way they come in the game are good enough in size. More than that would be... exaggerated and difficult to handle, I agree.

      The turns should be increased, that's all. That shouldn't have any effect on the actual time it takes to your PC to process each turn, right?

      In any case I love my 1.2 GHZ AMD Even on a giant map and 16 civs, turns never take more than 10 seconds and 5 seconds is the norm.
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      • #18
        Originally posted by Yodasplat
        In any case I love my 1.2 GHZ AMD Even on a giant map and 16 civs, turns never take more than 10 seconds and 5 seconds is the norm.
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        • #19
          I think this would be great if you could have the option of choosing starting and ending eras (ala Empire Earth) for shorter games.
          Sorry....nothing to say!

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          • #20
            I'm told CtP2 has something like that already.

            there is the possibility of upwards of 1000 turns (maybe 1600 limit?) but you can lengthen or shorten that according to how you want to play (I think it goes from 7000 BC to 2000 AD but you can pick your start and end dates). Long game for sure but not impossibly long.

            I don't have CtP2 yet though, but maybe someone who does could comment.

            There was a thread about this kind of thing ages ago (before civ 3 released, about having linear time, i.e. 1 turn=1 year, and each "ruler's lifespan" would be like a mini-game. they all would add up to form a mega-game. it's kind of how each Starcraft level took 30 min-3 hrs to complete, but there were 45 missions in total. Or you could think of it as a really long succession game. I thought it would be cool but I think I was in the minority.)
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            • #21
              Originally posted by Yodasplat
              Hey ADG, standard giant maps and 16 civs the way they come in the game are good enough in size. More than that would be... exaggerated and difficult to handle, I agree.

              The turns should be increased, that's all. That shouldn't have any effect on the actual time it takes to your PC to process each turn, right?

              In any case I love my 1.2 GHZ AMD Even on a giant map and 16 civs, turns never take more than 10 seconds and 5 seconds is the norm.
              bragging yoda!
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              • #22
                i have 256 ram and 4ghz....


                anywho, the more i here of ctp2 the better it sounds.......
                eimi men anthropos pollon logon, mikras de sophias

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                • #23
                  4GHz? Have I just been in a timewarp for 12 months and missed these being developed, or was that a typo?

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                  • #24
                    prolly a typos, maybe tis 2ghz. cant remember.

                    maybe i ment Pentium4.
                    eimi men anthropos pollon logon, mikras de sophias

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                    • #25
                      What I'd like to see is not a super-humongous single game, but a quality scenario editor. I wouldn't want to sit down and play 1000 or more turns of a single game of Civ3. What's I'd really like to see, though, is a larger variety of units, more specialization, and shorter year-spans on turns in earlier eras for individual scenarios.

                      With a quality scenario editor, you could set the starting and ending dates, set the number of years per turn, and specialize each unit and civ advance to one that was available in the era you're interested in. You don't have to increase the total, making for hundreds of tech advances and thousands of units, you'd just customize the ones you'd use in each scenario, with the net total number about the same as the original game, and game length sometimes shorter or sometimes nearly the same as a regular game.

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