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[This message has been edited by MarkG (edited January 12, 2001).]
[This message has been edited by MarkG (edited January 12, 2001).]
quote: Originally posted by yin26 on 01-12-2001 02:01 AM And I find it odd that people who scream for more historical accuracy prefer to play with cardboard cut-out civs! |
quote: Originally posted by yin26 on 01-12-2001 11:04 AM Yes, the pick points idea would work fine. You could also earn points as part of the Throne Room concept. But I'd also like the option of a "real history" setup (from which I could pick a certain time period), and at the start, the civs would approximate civs at that time...so if you wanted to play an underdog civ, you could try to change history. |
quote: Originally posted by yin26 on 01-12-2001 11:04 AM Yes, the pick points idea would work fine. You could also earn points as part of the Throne Room concept. But I'd also like the option of a "real history" setup (from which I could pick a certain time period), and at the start, the civs would approximate civs at that time...so if you wanted to play an underdog civ, you could try to change history. |
quote: Originally posted by yin26 on 01-12-2001 11:04 AM I see people's worries about the game being "determined" from the start if certain civs are given too powerful a bonus. I have faith enough in Firaxis not to ruin the game in that way, however. They have more creativity and gamer's spirit, I'm sure. |
quote: In AoK, they had the catch-all: "All Techs Available." But the funny thing is, almost NOBODY uses it! The plain fact of the matter is that the game is FAR more interesting and complex when having to deal with the weaknesses and strengths given to various civs. |
quote: it's logical the Mongols will turn to horses as means of transport and war, so there's nothing wrong with something like "+25% Attack bonus for mounted units". |
quote: Originally posted by Ralf on 01-12-2001 04:46 PM Isnt it exactly that what Civs with pre-fabricated benefits really is? Cardboard cut-outs? Also - our history is pretty contradictive, with many "1 step forward, then 2-3 steps backwards" historical examples. Yes, its overal progressive and evolutionary, but mostly in rather roundabout and erratic ways, with many blind-alleys and labyrinthic "We have lost our direction - where shall we go now?" type of nation/civilization crises (and yes, we are all certainly living in such times now, i think). This is why i simply DONT like the idea of Civ-3 having neither development-team pre-designed civ benefits, nor player pre-designed civ benefits (through pre-game allocation-points). Its simply historically false! Its like if a 4000BC people knew exactly where they was heading, from the word GO (and, by the way - here is some 100% static cultural, political and economical benefit/trade-off values, that either will be helpful, or disadvantageous for you, the next 6000 years of timeline!) Good Luck!!! Talk about a "cardboard cut-out" design-approach. Its like having once-and-for-all 100% static cultural/political/economical values; then let the whole historical timeline again and again, be shaped by those static values. Isnt it really the other way around? Hasnt value-systems of civilizations again and again have to be reshaped, in order "to better fit the surrounding reality". Hence; "The stone you first threw away, have know become a cornerstone". The game should reflect this: What benefits and trade-offs your people shall have should be decided dynamically, by the way YOU play the game. It shoudnt be decided statically once-and-for-all, by the game-designers, or by some pre-game allocation benefit-points. [This message has been edited by Ralf (edited January 12, 2001).] |
quote: Originally posted by M@ni@c on 01-12-2001 02:51 PM To further illustrate my examples: it's only logical then that the Greeks and English will each game turn to the sea, so there's nothing wrong with giving them beneits like "free Harbor facility in each city" or "+50% transport capacity" to simulate the unavoidable experience they will gather after decades of seafaring. As a second example: it's logical the Mongols will turn to horses as means of transport and war, so there's nothing wrong with something like "+25% Attack bonus for mounted units"., . |
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