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The Creation of Differences between Civs.

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  • #31
    No, but realistic enough that you feel like you are controlling a Civ through the ages... That is its charm. This aspect of mine doesn't just add a bit of realism, it adds strategy and fun (I hope ).
    “I give you a new commandment, that you love one another. Just as I have loved you, you also should love one another. By this everyone will know that you are my disciples, if you have love for one another.”
    - John 13:34-35 (NRSV)

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    • #32
      interesting discussion you brought up here, fellows! go on!

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      • #33
        I don't think that you should have to chose your trait but instead it should be defined by your actions and then you get rewarded and penalized for it. Ex. If you like to build caravans and you never start your wars than you should be rewarded by getting extra money per turn but your army size would be limited. This would be good under Republic because your small corruption rate could be set to nil if you like to trade but your army size would be further limited BUT you would not have a Senate that is as annoying as a Democracy.

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        "Adorare Christantine!!!"
        Chrisonian Decree #1
        "I agree with everything i've heard you recently say-I hereby applaud Christantine The Great's rapid succession of good calls."-isaac brock
        "This has to be one of the most impressive accomplishments in the history of Apolyton, well done Chris"-monkspider (Refering to my Megamix summary)
        "You are redoing history by replaying the civs that made history."-Me

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        • #34
          But the question is... can the AI acurratly give you a trait based on your prior actions? And how would it do so? Does it count specific troops? And how does it distinguish between giving you a military trait vs. a political trait, etc.
          “I give you a new commandment, that you love one another. Just as I have loved you, you also should love one another. By this everyone will know that you are my disciples, if you have love for one another.”
          - John 13:34-35 (NRSV)

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          • #35
            quote:

            But the question is... can the AI acurratly give you a trait based on your prior actions? And how would it do so? Does it count specific troops? And how does it distinguish between giving you a military trait vs. a political trait, etc.



            Let's leave that question to the programers(sic)....

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            "You may not be interested in war, but war is interested in you"

            "Soylant Green is people. PPPeeeoooppllleee!"
            Today, you are the waves of the Pacific, pushing ever eastward. You are the sequoias rising from the Sierra Nevada, defiant and enduring.

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            • #36
              I think I can answer some of that. An AI wouldn't handle it but more of a slightly smarter-than-normal calculator. It would tally up how many trade routes you have, how many cities you have captured by force, how many engagements your army has made, how your diplomacy is doing and how fast you discover tech. It would make the classifications from there. Also the calculator would influence the civs that are like you to seek out your trust if you seek theirs. I really can't say what the values are since I know nothing about programming.

              ------------------
              "Adorare Christantine!!!"
              Chrisonian Decree #1
              "I agree with everything i've heard you recently say-I hereby applaud Christantine The Great's rapid succession of good calls."-isaac brock
              "This has to be one of the most impressive accomplishments in the history of Apolyton, well done Chris"-monkspider (Refering to my Megamix summary)
              "You are redoing history by replaying the civs that made history."-Me

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              • #37
                It is kind of difficult, no? You'd have 200 or so calculation slowing the game down, and if you wanted to edit it in a txt file... well, you're screwed .

                I still believe picking the traits per era is the way to go... it also puts less stress on those programers (who already have enough when many people say Civ3 is 2 years late ).
                “I give you a new commandment, that you love one another. Just as I have loved you, you also should love one another. By this everyone will know that you are my disciples, if you have love for one another.”
                - John 13:34-35 (NRSV)

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                • #38
                  bump

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                  • #39
                    Hey thanks Builder!

                    I think with all the discussion on unique civs, we should utalize something like my "trait" idea and give the player the ability to pick differenciations of civs, and not the computer in the beginning of a game!
                    “I give you a new commandment, that you love one another. Just as I have loved you, you also should love one another. By this everyone will know that you are my disciples, if you have love for one another.”
                    - John 13:34-35 (NRSV)

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                    • #40
                      quote:

                      Originally posted by MidKnight Lament on 08-21-2000 04:34 AM
                      I'm not going to elaborate too far because I've said it one hundred times before, but I'm against civ specific units/wonders/whatever. Differences should be related to how you've played the game, not based on who you chose at the beginning of it.

                      Thankyouverymuch.

                      - MKL


                      Perfectly said.

                      Say NO to enforced limitations.

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                      • #41
                        but Traits aren't forced on us. We choose them as a part of our advancement. I think it's a great idea.

                        And I also think the limit for the amount of saved up traits should be higher - 3.

                        We wouldn't want a jugernaught but we could have a rather strong beast. Think about the USA.

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                        • #42
                          How do you guys know that "unique benefits" means enforced limitations?

                          Let's wait until we get more info on this from firaxis.

                          Unique benefits don't have to limit the player. For example, if the carthaginians get +1 attack for the War elephant unit, does that force the player to use war elephants? Of course not! it just means that if the player uses war elephants they will be a little stronger than the war elephants from other civs. Another example, if a civ gets -10% cost to research a particular tech, does it force the player to research the tech? NO! It just makes it easier if the player wants to.

                          I, for one, think that "unique benefits" can be a great idea, IF properly implemented. SMAC had unique factions and it worked great. The factions were more interesting to play and more interesting to interact with. Players developed new strategies for the each faction. And, with the editor, players were able to create their own factions!

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                          No permanent enemies, no permanent friends.
                          [This message has been edited by The diplomat (edited January 12, 2001).]
                          'There is a greater darkness than the one we fight. It is the darkness of the soul that has lost its way. The war we fight is not against powers and principalities, it is against chaos and despair. Greater than the death of flesh is the death of hope, the death of dreams. Against this peril we can never surrender. The future is all around us, waiting, in moments of transition, to be born in moments of revelation. No one knows the shape of that future or where it will take us. We know only that it is always born in pain.'"
                          G'Kar - from Babylon 5 episode "Z'ha'dum"

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