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  • #46
    If it's a good idea, then Firaxis will read it - they're here, watching us, you know...

    Eg of good idea --> Overlapping resources.

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    • #47
      3D isn't bad, I propably have an P4-2Ghz when Civ3 releases, but it's more the way it infects the gameplay. If you just keep on miniturizing on and on the game get's too conplex.

      So 3D looks interesting too me, as well as overlapping recourses which are not very discussible I think, they just should be there. But I hope that the 3 D graphics are used correct.

      The way I was thinking is a 3D-tiled map. So you can 'look around anywhere', but the movement stay a little basic. I think turn based games are not very open too free terain movement, don't you think?

      What current game engines looks interesting too you all now? Overdeveloped civ2? Railroad Tycoon 2? Earth 2150?

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      • #48
        Hmm.. I hope Firaxis IS listening..

        The Railroad Tycoon II is exactly what I was thinking about.. At least the elevation /tunnels part.. The resource model of rr2 appeals to me too, as some of you'll might know

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        • #49
          I also think the Populous 3 interface is quite interesting.. As is Earth 2150.. But RR2 represents elevation and scale really well..

          And resources.. And industry..

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          • #50
            Why this obession for accuracy in polar crossings?

            When a unit crosses the 'edge' of the map it should appear at a point half-way from where it entered. Not accurate, but simple.

            About the strategic value of the poles: during the 80s the north pole was the scene of a mini arms race as US and USSR made subs capable of traveling undetectably under the ice. Tracking stations and bases like Alert were built, and both sides had many Sub-Zero arctic units, with some mechanized snowmobile units (Canadian).

            More importantly, Civ 2 is a game of 'might've beens'. I mean, if the Aztecs can conquer Europe, why not have the USSR invade north america via the north pole??
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            • #51
              I believe that the map levels should be transposed over one another such as you can build a city on land and have a unit over it in the sky, however, to see the sky unit you have to 'tilt' the map using a button and from that 'tilt' you can see the land units obscured and the sky units bigger and more vibrantly colored such as the land units are gray and the sky units are colored.

              Just a thought

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              • #52
                And a good thought too... It should extend to submarines, ships etc. Planes should be able to fly over ground units, too.

                Say 1 ground level, 2 above and 2 below (underwater/tunnel/underground bases??/nuke silos)

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                • #53
                  How about in the below level the land is shown like in Rollercoaster Tycoon for tunnels, in RCT you had an option to see underground because the land could be raised. How about that?
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                  • #54
                    Good idea..

                    I like these Tycoon games..

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                    • #55
                      Just a few more 'underground' thoughts..

                      Underground rail? Missile silos?

                      Expanded bunkers?

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                      • #56
                        Coming back to the map issue, have any of you'll played Shogun: Total War?
                        It's a new game, and the battle map is fantastic. We could use something similar in civ.. A LARGE map but with more movement 'points' will let you use attributes like charging down a hill for better attacks, vanguards, rearguards and stuff..

                        In turn-based play of course..

                        Just a thought..

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                        • #57
                          Underground roads and rails are good ideas.
                          How about, Underground Habitat (A city) which has specific improvements to allow it to grow, I.E. Sundome, Nutrient Soil.

                          You should also be able to build irrigation underground with 'artificial heat lamps' they would be called artificial irrigation.

                          Some underground resources
                          Diamonds (Shields)
                          Fossils (Research)
                          Gems (Shields)
                          Worms (Food)
                          Grubs (Food)

                          Any other ideas?
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                          • #58
                            Grubs and Worms as food supply?
                            Doesn't that go a little bit too far?
                            I would even prefer moles then (IF we need underground food-resources)

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                            • #59
                              Not really, people do eat them and we do need food supplies.

                              I believe more people eat grubs and ants than moles however. (At least in France)
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                              • #60
                                Wow... I certainly didn't have grubs and worms in mind when I posted the first message of this thread...

                                I don't think these improvements need underground layers though.. Underground is where tunnels and underground bases/bunkers etc. come in..

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