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14 POLL: "unique benefits depending on the Civilization you choose"

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  • #46
    Then im writing this: 120 votes have been made.

    - 36 votes for either SMAC-style, or SMAC-style with added option (pre-game allocation-points).
    - 84 votes for either CIV-2 style, or CIV-2 style with SMAC-style and/not allocation-points as added options.

    Well, I understand civers who voted for all options = flexibility. The player is given the ultimate choice (but, at the expense for increased workload and more potential game-release bug-problems, for the game-designers at Firaxis).

    What i dont understand is that so many as 19 voted SMAC-style only, some with the argument "more historically accurate". I dont get that. If Civ-3 had a timeline of perhaps 300 years; Yes, then perhaps. But the timeline is at least 6000 years.

    Also, historically interested scenario-designers most probably wants to tailorcut any civ-benefits themselves, and they most probably wants to have those benefits applied to a specific and limited time-period in history. Is Firaxis pre-fabricated civ-benefits going to be helpful here?
    Finally, bear in mind that you can have SMAC-style civ-unique benefits in scenarios, without having those civ-unique benefits in the main game. So this poll isnt about having civ-unique benefits, or not - its instead about if we should have them in the main game.

    [This message has been edited by Ralf (edited January 14, 2001).]

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    • #47
      I don't understand those comments that say that predeterminated SE adds te replayability.

      In SMAC was quite always the Hive the strongest computer opponent because his very powerfull start SE settings and could you predict the outcome of all wars between computers. I never got a game where the morgans dominated the world even while that would be intresting to play, I never have seen how the peacekeepers conquered the hive empire, I never saw a game where communistic rebels took over the power in the morgan empire or where fasist took over the power in the peacekeeper empire(even while similar things happened a lot in real history especial with nations who are not doing it very well). But that would certainly give more replayability then a game where predeterminated variables make sure that there will never be a surprise that there will never happens something that can't be predicted.

      And even giving civs random predeterminated bonuses will solve nothing because you will soon be able to discover which civ in that particular game has which predeterminated ability so from then can you predict how things will happen and also CIVILIZATIONs CHANGE OVER TIME. The Germans who are now a peacefull democratic nation with a relative weak army where 50 years ago an extremely agressive despotistic nation with an extremely strong army.

      So please run as far away as you can from predeterminated civilizations attributes but let history(which will be every time different) determinate who is good in what and what character each civ has. So that you can never predict what will happens ,so that all games are different. That is real replayability.

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      • #48
        I too have to object to the idea of a game set up with factions like alpha-centauri. I'm a very strong proponent of cultural differences, I like to see different civilizations doing different things at different times, but I wouldn't want to see the human player stuck with some set of standard advantages and disadvantages just because of a tribe name.

        What I'd rather see is some form of cultural set-up screen at the start of the game, perhaps with some default settings if you choose to use a standard race, but those settings should change throughout the game, the mongols shouldn't stay a warlike civ with no interest in the sea if they end up on a small island away from everyone, in civ II the japanese were in this kind of situation, they built a huge army but seldom any boats to get them to the enemy!

        Humans have almost all the characteristics we place on alien intelligences to one degree or another, but we have them as a broad range, our cultures change their emphasis over time, grow, try new things, etc . . . I think this is the main difference between a game of civ featuring humans and something like "space empires" where you get some standard, shallow, race stereotype. Humans are more complex.

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        • #49
          I am strongly against unique benefits. Firstly, the racism charge is a risk, reinforcing stereotypes, and SMAC was weakened as a game by unique attributes for civs.

          But most importantly, this will weaken the game for the legion of multiplayers. Just as we build only certain wonders, player will only want certain civs. We already have fights over just the civ colour, imagine if civs are differentiated??? Not worth the trouble.


          ------------------
          Chaos, panic and disorder - My work here is done.

          Keep the OT sticky thread free!!

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          • #50
            since Civ games almost always start at or around 4000bc?? then the individual civs have already been around for 6000 years since 10000bc end of last ice age. therefore they would have all their individual characteristics but there should be a choice to let it be set per civ or random or for the terrain they're in e.g. mostly forest you get archers (whatever) if it's mostly sea then naval units. therefore it would be better to stay inland if thats where you're from because if you go out to the sea then you'll be overpowered by opponents.

            ------------------
            " mind over body "
            Destruction is a lot easier than construction. The guy who operates a wrecking ball has a easier time than the architect who has to rebuild the house from the pieces.--- Immortal Wombat.

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            • #51
              I think there should be some scope for civs to have individual characteristics, but I think they should be very underplayed.

              The civilisations that have 'gone the distance' in the real world have undergone some amazing transformations, sometimes the whole character of a nation has changed time and time again...for example,

              Britain, only 100 years ago, had an empire so large that 'the sun never went down on it'. Being the seat of empire, Britain was very militaristic, and had a rigid class structure based on old feudal customs.
              Nowadays, Britain is just another European democratic post-industrial nation, and this comes through in the thoughts and feelings of it's people.

              Right, back to the point in hand: I say that a civilization's character becomes defined as the game goes on, so that isolated civs become insular, and civs in contact with each other become either very aggressive, or very cosmopolitan. Do you see what I mean?

              In this way, by forcing an identity on your civ, you limit your game. By all means have a facility for civ characteristics for those who want them, but make sure it is possible to play a game without them...



              ------------------
              Josef Given
              josefgiven@hotmail.com
              A fact, spinning alone through infospace. Without help, it could be lost forever, because only THIS can turn it into a News.

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              • #52
                nevermind...
                [This message has been edited by Theben (edited January 14, 2001).]
                I'm consitently stupid- Japher
                I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

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                • #53
                  Another reason why a SE system is a good idea. Allow an advanced SE where the player can pick "traits" for his civ. This way, the player decides what advantaged/disadvantages his civ has. Furthermore, this avoids the problem that has been raised of a civ's benefits clashing with the starting location (ie: seafaring civ starting in the middle of land).
                  Instead of calling them "traits" they would be called "policies" since that is what they are. They represent the player choosing to emphasize certain areas of his empire that he/she feels is important to his civs development. All "policies" would have the following affects:
                  -research bonus in specific area (ie seafaring would give you research bonus in naval techs)
                  -special bonus (like +10% attack)
                  -special penalty (like -15% production)
                  -unhappiness for certain groups of people/happiness for others. (ex: seafaring would give coastal cities bonus happiness but landlocked cities would get unhappiness penalty)

                  Just a suggestion...

                  But I still don't see the real problem with simple SMAC-like bonus/penalties for each civ. You just have to make sure that they:
                  a) are balanced
                  b) don't restrict the player's strategies

                  I think that unique benefits acentuate the historical aspect of the game and make each civ more challenging to play and more fun. After all, just because the civs have unique benefits doesn't mean that the player is forced to follow history.

                  ------------------
                  No permanent enemies, no permanent friends.
                  [This message has been edited by The diplomat (edited January 15, 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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                  • #54
                    hmm In the rules.txt i would add something like the following. This would allow anyone to customize the civs....

                    Assume that all the following are specialists.

                    @Germans

                    entertainer = 3 -- produces 3 luxeries
                    taxcollector = 3 -- produces 3 taxes
                    scientist = 4 -- produces 4 science
                    industryworker = 4 -- produces 4 shields
                    merchant = 3 -- produces 3 trade

                    @Mongols

                    entertainer = 4 -- produces 4 luxeries
                    taxcollector = 3 -- produces 3 taxes
                    scientist = 3 -- produces 3 science
                    industryworker = 4 -- produces 4 shields
                    merchant = 3 -- produces 3 trade
                    [This message has been edited by markusf (edited January 15, 2001).]
                    Join the army, travel to foreign countries, meet exotic people -
                    and kill them!

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                    • #55
                      I'm in favor of anything that will help turn me into a research powerhouse. +5 Research Bonus, here I come!!!
                      <p style="font-size:1024px">HTML is disabled in signatures </p>

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                      • #56
                        Okay, what happens when there's a schzisim and the Mongols split off from the English (for example)? Do the Mongols have the previous English abilities of expert longbow archery & seamanship, or do they immediately revert to being good hunters/ excellent horse archers?

                        I STILL say hardwired civ benefits are a bad idea. In fact it could RUIN civ3.
                        I'm consitently stupid- Japher
                        I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

                        Comment


                        • #57
                          There is no real genetic difference between races. What a race is is completely determinated by it's political, cultural, economical and religious decisions and to a lesser extend also by the climate.

                          Rule the USA like North Korea is ruled and you will see that within 50 years it will have become a very weak economie where many people don't have enough money to buy food. On the other hand if you rule North Korea like South Korea is ruled will you see that within 50 years it has become a very powerfull economie.

                          The japanees are now one of the most peacefull nations on the earth but where 50 years ago one of the most agressive, has the japanese race a peacefull or agressive nature ? none of both of course it are just the political, cultural, economical and religious decisions that have changed.

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                          • #58
                            I think that cultural advantages being set from the begining is just WRONG, one of the greatest things about civilization one and two is that everyone starts out with almost the same abilities and what matters is how you develop them from there.

                            I do favor a MUCH greater ability to mold your culture, at heart civilization is a roleplaying game more then anything else. I play a civilization and develop it's culture, abilities, and characteristics over time. It's all up to me whether my people become warlike nazi's, or peaceful Ghandi-worshipping technocrats.

                            The way I'd do this is by giving the players choices throughout the game, each choice made alters things a bit more, until you finally have cultures that are totally DIFFERENT from each other, using the land and oceans in different ways, and pursuing different roads to ultimate victory such as world peace, world conquest, first integrated world economy, highest total score, etc . . . . .

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                            • #59
                              quote:

                              Originally posted by Ralf on 01-13-2001 05:42 AM

                              What i dont understand is that so many as 19 voted SMAC-style only, some with the argument "more historically accurate". I dont get that. If Civ-3 had a timeline of perhaps 300 years; Yes, then perhaps. But the timeline is at least 6000 years.

                              Also, historically interested scenario-designers most probably wants to tailorcut any civ-benefits themselves, and they most probably wants to have those benefits applied to a specific and limited time-period in history. Is Firaxis pre-fabricated civ-benefits going to be helpful here?
                              Finally, bear in mind that you can have SMAC-style civ-unique benefits in scenarios, without having those civ-unique benefits in the main game. So this poll isnt about having civ-unique benefits, or not - its instead about if we should have them in the main game.

                              [This message has been edited by Ralf (edited January 14, 2001).]


                              Excellent points. By introducing explicit limits to civs, you are limiting the game. Because of the factions, SMAC is viewed by some as being no more than a complex scenario.

                              As said many times, ideas like this are best implemented in a custom scenario where the emphasis is usually specific to a time period or types of civs.

                              Comment


                              • #60
                                quote:

                                Originally posted by The diplomat on 01-15-2001 05:08 PM
                                Another reason why a SE system is a good idea. Allow an advanced SE where the player can pick "traits" for his civ. This way, the player decides what advantaged/disadvantages his civ has. Furthermore, this avoids the problem that has been raised of a civ's benefits clashing with the starting location (ie: seafaring civ starting in the middle of land).
                                Instead of calling them "traits" they would be called "policies" since that is what they are. They represent the player choosing to emphasize certain areas of his empire that he/she feels is important to his civs development. All "policies" would have the following affects:
                                -research bonus in specific area (ie seafaring would give you research bonus in naval techs)
                                -special bonus (like +10% attack)
                                -special penalty (like -15% production)
                                -unhappiness for certain groups of people/happiness for others. (ex: seafaring would give coastal cities bonus happiness but landlocked cities would get unhappiness penalty)

                                SMAC-like bonus/penalties for each civ. You just have to make sure that they:
                                a) are balanced
                                b) don't restrict the player's strategies




                                I think the diplomat has a point.

                                If we take the bonuses and construct them according to rules:

                                1) blanced!
                                2) player chooses a trait
                                3) maybe player can choose more traits every era (like Imran's suggestion)
                                4) traits do not limit players
                                5) perhaps traits don't make you actually worse, they over develop an area making you better in one and there fore, reltively worse at others
                                6) traits don't have effects such as "can't choose democracy as govt." because this is stupid and ineffective in a long time span game, and not realistic.

                                Basically I support Imran's traits Idea, and I think diplomat's suggestions are consistent with the trait idea and can be implemented that way.

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