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The official verdict: NO "unit workshop" in civ3!

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  • #16
    quote:

    Yes, maybe. But, that could be achieved by adding an parallell extension of Civ-2 style governments-types. The player choose an government-type, but added to this he can now also choose a specific Religion- (or philosophy) type. That would lead to a more basic version of SE "mix and matching", then in SMAC - but anyway.


    Ralf, you have it all wrong about Social Engineering,

    SE is more flexable, more emersive, and more FUN than choosing a single form of government as in civ2, i think if they changed the name from Social Engineering to something else that sounded less futuristic that you would be happy with the more robust civ 2.33 (SMAC) game mechanics

    out of the four SE choices you already endorse two of them, politics and values, aka government and philosophy and i think that you could go for economics with just a little push...however future society is just too far out for a historical game so lets call it something else like perhaps utopian vision (only available late game) and i am sure that it will be a better system than the OBSOLETE civ2 system

    __________________________________________________ _____

    the civ 2.33 unit workshop system was flawed in execution, the gui was much too user unfriendly, the units were too hard to distinguish between on the map, and the whole execution could have used some serious upgrades, but i think that the idea of the unit workshop was unsurpassed and that civ3 (2.51) will miss its flexability

    rest in peace unit workshop
    the good ones always go too soon

    korn469
    [This message has been edited by korn469 (edited February 03, 2001).]

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    • #17
      "Without a unit workshop, I won't buy the game."

      Reminds me of certain celebrity leftists who whine at every election that they would "move to Canada" (or wherever) if so-and-so isn't elected. Cry me a river.

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      • #18
        Thank god... no unit workshop...

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        • #19
          The reason why SE is inappropriate for Civ3 is that for many of the choices (especially values) we should not have that power over the populous. That should still be there making Civ3 more multifaceted thatn Civ2, but it should rather be something that we interact with our civilization to create. That was one of the two big things missing from Civ2 (the other being AI), and it can be summed up as interaction with ones own populous. I want a democracy with militaristic values (speaking in SMAC terms) to force you into war, sometimes with people you don't want to be at war with. And you unable to change the militaristic values unless you start directing you civilization on a more peaceful course.

          Jon Miller
          Jon Miller-
          I AM.CANADIAN
          GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

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          • #20
            Korn -- you begin to sway me to your point of view when you give me an example of SE in Civ 3 as, for instance if you're playing...

            quote:

            ...an absolute monarchy of a feudalistic state, where i have begun reforms of our agrarian based economy to change it into a mercantilist one. I am pondering approving a magna charta to quell unhappiness amongst the nobles, eventhough that might weaken my long term power base. Though we still have a stong belief in God and Country and i will not allow any hersey in my realm.


            I can see where you must get frustrated with us non-SE people. I think most of us are speaking with a memory of SMAC, where you seem to be speaking with a vision of something we haven't seen before. I'll grant you that. But Ralf made a great point that I think you glossed. Quoth Ralf:

            quote:

            ...many earth and space-based strategy-building games (gave me a) rather foggy idea how this or that gradual improvement actually added to the overal output. And IF i could see an exact output-change, i still often couldnt understant why the output changed the way it did. I simply lost the connection.


            This is an excellent description of the sense one gets from playing SMAC with its Social Engineering. It may be a more sophisticated connection and lost on Ralf, but I agree with him about this. Civ 2 with its more rigid system was almost groundbreaking in the way players were able to see the cause and effect links of their actions to the output in the game. SMAC's SE system simply obfuscated those relationships for the sake of more sophisticated choices.

            NOW, I say hold on a second. Maybe the problem is using the term "SE" and all its attendant definitions and associations to SMAC (which Firaxis claims is still the best game ever invented, but okay).

            Maybe there is a synthesis of these two ideas that would actually be better than either. Simply, if the ruler of a civ has as much flexibility to design his government as his technology allows, than he can set parameters as he sees fit. I wouldn't call it "social engineering" because that, well, "smacs" of Alpha Centauri.

            But if you could shape your nation's policies toward its people and resources, perhaps you would have to do so blindly, not knowing exactly what the resultant government was called, just what it DID, per Ralf's comment. Then at appropriate times a "book-style" pop-up window would open and you'd be told that Noam Chomsky has written an account of your nation having the first "Theocracy," or "Communist State," etc. And changing from that system would be, as has been suggested, a painful and difficult process.

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            • #21
              [quote]We will *not* be using a design workshop[quote]

              Good

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              • #22
                quote:

                Anyway; its obviously MUCH easier to combine imagined & made up futuristic value-systems and political ideas in a SciFi-game like SMAC, then it is to combine real-life value-systems and political/religious ideas in a game that suppose to cover real-life historic & present day realities - as in Civ-III.


                Ralf

                Ok before before i go on, are you being serious? I mean i find this hilarious, but you don't seem to be joking.

                Ok here is what you are saying

                1. That using a single government system WILL be more balanced than using the slightly more complex SE system.

                False! Civ3 has yet to be balanced (it's not even in beta) so it is impossible to say for sure which system will have better balance. The government systems in civ2 were even more unblanced than the SE system in civ2.33. Your argument automatically assumes that a complex system will be inferior to a simple system. This is wrong, many complex systems work better than simple systems, conpare dos to windows 2000. W2k dwarfs dos in size and it dwarfs it in features, stability, and possibilities. It is possible for a SE system to have great balance (and SE in civ2.33 is remarkably well balanced) and i'm sure that firaxis can do it.

                2. That using a government system is more historically correct than using SE.

                FALSE! The government system in civ2 does not have any more basis in reality than SE. According to the civ2 model, All democracies operate like an idealized United States in 1968-1970. All religious governments operate like an overstated Iran circa the 1980s. All forms of government in which the state has a massive say in the economy operates like most likely East Germany in the early 1980s. Every one of these examples fail under a close analysis. One of the longest, most heated, well documented debates is the debate over can democracies goto war without unhappiness penalties. Many historical examples exist that show democracies CAN goto war with mass support of the people. The Spanish-American war, WW2, the gulf war, all of these are examples of where the people overwhelmingly support the war effort. These historical counter examples prove that all democries are NOT like the United States in 1986-1970. That alone shoots down your Basis in History argument against SE.

                SE provies much greater nuance and lets social institutions be much more intricate than the inferior civ2 government system. SE provies for more replayability, more player emersion, and more historical relavance. It is far superior to the civ2 system.

                Your argument also forgets the most important aspect of civ3...that gameplay comes before any other aspect. Civ3 coul be the most historically accurate game ever and it could suck too. So civ3 needs to be fun first, and i am talking WAY more fun than civ2. Civ3 has alot of pressure to perform way better than anything that has come before it. If it doesn't then it is destined to go down as a critical flop (worse yet it could go down as a critcal success, and a commercial flop).

                quote:

                I have played many earth- and space-based strategy-building games where i had rather foggy idea how this or that gradual improvement actually added to the overal output. And IF i could see an exact output-change, i still often couldnt understant why the output changed the way it did. I simply lost the connection


                How does a government system insulate a player from feeling detached in a game while using SE just drives a wedge between the player and the game?

                It does not. Simple as that.

                Hippee! i just switched to Monarchy baby! Where is my burger king kid's meal crown at? I FEEL so much like a real king i can barely stand it.

                Compare that to

                Right now i am an absolute monarchy of a feudalistic state, where i have begun reforms of our agrarian based economy to change it into a mercantilist one. I am pondering approving a magna charta to quell unhappiness amongst the nobles, eventhough that might weaken my long term power base. Though we still have a stong belief in God and Country and i will not allow any hersey in my realm.

                which one seemed more realistic? a cookie cutter, unrealistic, unbalanced, system with no historical basis or the more versitile, more fluid, SE system? Which one would the normal player get more satisfaction from? We need to tap into the Sims market with Civ3, not the Overly Grand, Long, and Boring History of the World Volume 87 4th extra long edition gaming set.

                What i want are a wide array of fun (though vexing) choices to make during a game. The civ2 system doesn't even give a glimpse of that. Civ2.33 system is a step in the right direction, but Civ3 must go beyond what has been done before and develop a fun and elegent way of making a large amount of choices available to the player.

                korn469
                [This message has been edited by korn469 (edited February 04, 2001).]

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                • #23
                  raingoon

                  our thoughts are on the same track

                  in my mind what i keep on seeing is a system like social engineering, but a system that has "ordinances" like in simcity 3000 (sc3k).

                  first for those of you who haven't played sc3k i will briefly explain ordinances...you open up an ordinance screen and there are a series of check boxes. when you check them then that ordinance goes into effect. one of the ordinances is to make your city a "nuclear free zone" so you can't build any nuclear power plants in your city but it increases happiness...another option is to have a pollution tax, which scares away heavy polluting businesses (to the detriment of the economy) but it helps keep pollution out of your city...many of the ordinances cost money, some provide extra income to your city, but they all have an effect on your city

                  now i think that civ3 should incorporate the idea of ordinances into the game. it is a simple system, you check a box and then a known result happens. it is also easy to evoke an emotional responce in the player to each ordinance, which would ward off detachment.

                  i think that civ3 could incorporate ordinances in one of three ways.
                  [*]instead of SE or governments you have a completely ordinance driven system. You select a constitution, give the people the power to vote, and have a bill of rights, then suddenly you have a constitutional democracy. All it takes is three easy clicks. With enough ordinances you could simulate almost any kind of government.
                  [*]have a government ordinance system where you have a few different rigid government types and you have some ordinaces available to each goverment that could really create some variety and flexability in the old civ2 system.
                  [*]have a beurocratic control screen (new civ like name for SE) where you could choose your government, economic, ideological, and utopian policies. each policy would have certian ordinances available to it and there would also be certian global ordinances. something like your economic policy could be a regulated free market, and an ordinance could be anti-trust laws. or you could have a socialist economic policies and universal health care could be an ordinace. strict pollution controls could be a global ordinance.

                  so what do u think about that?

                  korn469
                  [This message has been edited by korn469 (edited February 05, 2001).]

                  Comment


                  • #24
                    The unit workshop idea didn't sound all that great to me. Sounded overly complex and would either (a) end up with horse mounted cannons and other nonsense or (b) end up with so many restrictions you're just designing standard historical units so why waste your time. As for SE, I think CTP1 and CTP2 pretty much demonstrated that classic-civ government choices are obscelete. What will firaxis do? Add Facism, Theocracy, or maybe something slightly postmodern like the corporate republic? Who cares. Activision already did that and its tired. Maybe I want a militant democracy, or a libertarian dictatorship, or an authoritarian state with free markets or religious mercantilists. Give us some sort of SE! (On the other hand PW was well implememted by activision and should be appropriated- I hate to keep pressing this issue but I really don't want yet another game where I'm hearding settlers, terraformers or the like across the map. That would be a real negative).

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                    • #25
                      It worked well in SMAX, but glad to see that it won't be used in CIV III.

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                      • #26
                        I hated the unit workshop in SMAC. Not 'cause it wasn't flexible but because the units weren't easily recogniseable as different units. It's so frustrating if you have a few slightly different units and you come back to a game and can't remember which ones were were. Is that an artillery unit? No way to tell.

                        Glad it's not going to be in CivIII. Plus I think it means the units that are in there will look better.
                        Jon Miller: MikeH speaks the truth
                        Jon Miller: MikeH is a shockingly revolting dolt and a masturbatory urine-reeking sideshow freak whose word is as valuable as an aging cow paddy.
                        We've got both kinds

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                        • #27
                          Korn

                          I think the SC3K ordinances are perfect for Civ 3. I'm with you. Perhaps Government Options or The Policy Window is a good label.

                          Be curious to see what other think of this.

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                          • #28
                            quote:

                            Originally posted by korn469 on 02-05-2001 01:29 AM[*]have a government ordinance system where you have a few different rigid government types and you have some ordinaces available to each goverment that could really create some variety and flexability in the old civ2 system.


                            I dont like the other two options at all. I like above one however. The player chooses Civ-2 style take-it-or leave-it government-types, but he now have a lot more tweak-options (ordinances) to choose between, then in Civ-2.
                            These tweak-options could deal with global empire-level decision making. In Civ-2 we only had the "How shall we distribute our wealth" percentage slider-bars; Tax-Science-Luxuries options.
                            They could at least add Health as well (any more suggestions?). Above slider-bars (and more ideas?) can be fitted under a new Empire-manager (or government-manager) tab as a secondary global alternative to the indevidual city-manager tab.

                            Korn469! Im not quite sure what type of "ordinances" your have in mind. SC-3000 was a completely different game. Give some practical Civ-3 examples instead. Feel free to elaborate the idea - preferably above variation of it.

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                            • #29
                              I think your idea is V E R Y interresting, Korn!! However I belive it's to late, Firaxis surely have decided how they want this... Sad

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                              birteaw@online.no
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                              Also active on WePlayCiv.

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                              • #30
                                I don't see any reason why there shouldn't be a unit workshop. The best way to make a player attached to a game is to make the game personal. To wit, there were suggestions to make the player manage every city a la SimCity. Why do some want that? Because that would let them make their own mark, make this world unique according to their views.

                                Some of you might say, "Okay, but I can do the same thing by building cities."

                                That's not the same. Although you can build cities almost wherever you want, cities themselves are just indentical. It is just like making cookies from cookie cutters.

                                One of the best features of SMAC is the unit workshop. It allows you to build customised units to tackle a situation. I don't see why that would cause such a problem in Civ 3. For example, maybe I want to build some defensive units with pikes and heavy armor at the expense of their speed. Why can't I? Right now in Civ 2 an English Phalanx unit is exactly the same as a Chinese one. Why is that the case? That's more unrealistic than having each civ design their own units according to their situations. For example,

                                Okay, we have a bunch of iron mines around here, but we don't have many horses. Why don't we make armor for the horses so they get protection?


                                It just makes sense.
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