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FIRAXIS please read! - Panzer problem solved!

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  • #16
    Arabia,
    Now I see where you're coming from.
    "But the minor tech one is better because it seems unlikely that every building or unit that you build will be special. I think that only with certain techs it should be possible."
    Fair enough. this could be catered for in the 'slider bar' model, by fixing the practical science at 50% of the total science - (eg. if I had 20% luxuries, I'd have 80% total science, so there would be 40%practical science and 40%science)
    This way, practical science level only plays a role in techs which yield military units.
    BOTH MODELS ARE VERY SIMILAR. the only DIFFERENCE is that (assuming the bar is fixed for non unit techs as discussed above)...
    The MINOR TECH model is more basic (yes strong unit or no), and will only apply to a handful of units which are deemed by FIRAXIS to be worthy of stronger versions. This I believe is the flaw. Every player, NOT FIRAXIS, should decide depending on each game circumstance, whether there should be a stronger version of a trireme, or archer etc. Just because in Earth history, the Germans found it beneficial to have a stronger tank (Panzer) doesn't mean that a civ player would.
    EXAMPLE: Russians have small forest empire. No access to iron. They are about to be attacked by Germans, who have iron and therefore knights. THeir best defence therefore, is not knights (because they can't build them) but tougher archers. Using the minor tech model, they may not be able to because FIRAXIS looks at history at doesn't find that this situation every arose. If it did the history books may be filled with tales of the glorious Russian super archers, but they are not because this did not happen in real history. In civ history is made! Players will undoutably not make the same history as in the real world, and thus every game should see different civs specialise in different units - they should not be arbitrarily decided. THIS RESTRICTS THE FREEDOM OF THE PLAYER TO CREATE THEIR OWN HISTORY.
    You say, "it is unlikely that every unit you build will be special". YOu are certainly right. With the 'slider bar model' a player that tries to make super units of everything will most likely be wiped out by a nuke while he's still got knights. You are right in saying only a few units that each civ built were superior in strength in the whole of history. However, the question of 'which ones were superior Panzer, ROman legion etc.' should not be decided by FIRAXIS through arbitrarily included minor techs, but should be up to the player to decide for each game of civ is different, and most importantly, DIFFERENT FROM HISTORY.

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    • #17
      Your clarification has certainly convinced me of your superior model. *bows down to the king* The only hard problem would be a way to representthe stronger units. There will have to be some sort of way to distinguish between the standard level unit and the higher level unit. My model would show that with a specific unit. Yours would have to either slightly change the unit, make it visible in its stats (although it might get repetitive to click on every unit to see which ones are upgraded), or have a totally different looking unit (which is what the minor tech model would have). Or maybe you have a better idea?

      ------------------
      Its okay to smile; you're in America now
      "Everything for the State, nothing against the State, nothing outside the State" - Benito Mussolini

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      • #18
        Arabia (or should I call you Lawrence),
        I'm glad that I have convinced you.
        I have though about your question on how to represent stronger units and have come to three possible solutions.
        1) Powerful units could be represented by a different image. eg. powerful legions would be represented by a different coloured breastplate (gold rather than silver?) (A unit could be considered powerful if it was discovered with the practical science level at or higher than 75% of the total science - eg. 20% luxuries 60% practical science 20% science)

        2) 'power bar' above the 'health bar' that displays how strong your units are according to the practical science you put into them. eg. you set your practical science bar to 30% science to 20% luxuries to 50%. The bar would be 60% coloured in, because it is the proportion of practical to normal science that counts - not the luxuries!

        3) Powerful units could have a gold circle next to the health bar clearly signalling that it is a powerful unit.

        I would say that out of option 1. and 3. three will be better because it is clear, doesn't require extra development time to create new images for tougher units, and does not risk confusing the player at to what the unit is. As for option 2, it has the advantage of showing you exactly how powerful the unit is, but creating another bar above the unit may make it look less pleasing visually. I don't know. I'd say its a trade off between options 2. and 3.
        Feedback, comments?
        Just as an aside, I think it might also be a good idea to be able to name tougher units. eg. you discover tank warfare with heaps of practical science. A menu pops up asking you what you want your tank to be called, default is 'tank', I'm the Germans so I call my tank 'Panzer tank'.
        Feedback, comments?

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        • #19
          I highly doubt Firaxis will go for the "practical science" idea, because it complicates the economic model, and I'm sure they'll try to keep things simple and elegant.

          Here's another way to fix the civ-specific unit problem. Option 1: people who want to play with special units the way Firaxis describes it, fine. Option 2: if you don't want them at all, turn them all off. In addition, have a third option, to work like this:

          Each civ can only have one special unit. but none start out with any. If you are the first civ to reach a tech that gives a certain special unit, you can choose if you want the special unit that comes with it, or not. You might choose not, if you're angling for a different special unit that you like more. Eventually each civ ends up with one and only one special unit. The civ or civs that are far behind may not end up with their top priority special unit, though- a price for falling behind. Given that there's a max of 8 civs in a normal game, and 16 special units presumably, every civ should get a special unit that suits them, even if its not their number one choice.

          So, for instance, if you're on an island, you might beeline for the Longship. If you're a land based civ, you might beeline for the Horse Archer (imagining the game has a Mongol specific special unit). But if you don't plan on going to war in the middle ages, you hold off and aim for the Panzer later on. And so on. This makes a lot more sense than say, the Germans have an inherent ability to build better tanks, a destiny foretold thousands of years in advance, even if they're in a situation where Panzers are useless.

          With this option, there would be all kinds of fun strategy. Do you go for an early special unit and shoot your wad early, or go for a later one, when maybe you won't even last that long? If you're slightly ahead of a competitor, do you take a special unit just to deny it to them? It would be kind of like having an ace in the hole, ready to be pulled out when needed the most. It also means that the civ that gets the special unit was really the one or ones that excelled the best in that technology. It makes military players have to excell in science much more than when you have a predetermined special unit. It might even help a player that's fallen behind catch up, cos it would be likely the technological leaders would pick special units early on, leaving the player that's fallen behind some great late game units. The possibilities are so much more interesting than having the situation fixed.

          Having these three options will make everyone happy. It shouldn't change Firaxis' playbalancing: if all the strengths of the special units balance out in option one, they should balance out in option 3. It would require a little bit of extra programming, esp. in having the AI pick an intelligent special unit for their geographical/strategic situation, but I think it would be well worth it.

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          • #20
            I like the idea of specific units. Ok, they will make the game a "bit" unbalanced, but if the panzer unit is very expensive to build and maintain, it should be balanced? Then you can only have a minor force of panzers at the same time. It think (hope) this is what Cid had in mind...
            We shall go on till the end,
            We shall fight in France,
            We shall fight on the seas and oceans,
            We shall fight with growing confidence and growing strength in the air,
            We shall defend our island,
            Whatever the cost may be,
            We shall fight on the beaches,
            We shall fight in the fields and in the streets,
            We shall fight in the hills,
            We shall NEVER surrender.

            (Winston Churchill)

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            • #21
              Great idea Harlan!
              I like the simplicity of your idea, however, I think it should be combined with the benefits of the 'practical science' model - a sort of dumbed down version of it, so that the AI can handle it better. (I don't know what you meant by it complicating the economic model!?)
              EXAMPLE: when you start researching a tech that yields a military unit, a menu pops up asking whether I want 'low practical research', 'normal', or 'high practical research'. If you click low, the research is done quicker, but the unit produced is weaker in att/def/hitpoints. Normal is self-explanatory, and 'high' would produce a 'special' unit with increased att/def/hitpoints. This combined model does away with a slightly complicated 'practical research bar', and replaces it with a clear cut choice, that even the AI should be able to handle! As for limiting the number of 'special' units that a civ can build per game, I'm not sure. It sounds like a good idea, but may be restrictive...

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              • #22
                Nice idea! You really have to think what you're gonna build and how good/strong you want it to be ... I like it!

                Lawrence of Arabia, what do you mean by "minor tech idea"? Can you explain what it is supposed to do? Thanks!
                There is but one safe way to avoid mistakes: To do nothing or at least, to avoid doing something new.

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                • #23
                  This is a great idea! Unique units are OK, if ANY civ
                  can get them due to hard work during the game.

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                  • #24
                    Civ3 must have practical sicences!

                    its genius!
                    its pure brilliance!
                    I love it!

                    it wont add much to the complexity, but will add TONS in gameplay and player control. imagine developing your totally superior expeditionary force of caravels and dragoons! DIE pathethic zulu\mongol\russian\indian or whoever is killing my settlers, DIE!!! yur veek americhan vepons cannot hurt us! etc etc...

                    Firaxis be cursed if they do not integrate this in some form!

                    LzPrst (on sugar high)
                    Diplogamer formerly known as LzPrst

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                    • #25
                      Lzprrst,
                      I'm glad you like my idea. Since Firaxis will more likely listen with more responses, could I have more responses...

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                      • #26
                        YEEESSSSS I CAN POOOST AGAIN!!!!!!!
                        FOUR MONTHS WITHOUT POSTING FOUR MONTHS EMAILING TO MARK ABOUT It and nothing then one email to DanQ and Bamm! he helped me. YESSSS!!! THANKYOU!!!
                        huhuhuh hyperventilating!! breath in out in out in out in out! OK
                        Sorry it's just I was browsing here when I got the mail.
                        Phew now I'll read your post. PLEEZ work !!!fingerz crossed XXXXX
                        Hairy moment I typed the password wrong...
                        Anyway I've read your idea and it look's good just one thing you've got your battleship you've conquered the seas you're about to launch the largest seaborne attack in history but wait your tanks are rolling up to their cities then falling to bits. Ooops forgot! I need to wait until I get fusion tanks another 100 turns later but by then maybe my chance and my nations gone.


                        ------------------
                        " Never in the field of human conflict was so much owed by so many to so few "
                        [This message has been edited by Darkknight (edited May 05, 2001).]
                        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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                        • #27
                          Eons ago I suggested somewhere in this hallowed forum that research can be divided into two (or three) areas: discovery/invention and application.
                          (\__/) 07/07/1937 - Never forget
                          (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                          (")_(") "Starting the fire from within."

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                          • #28
                            Ranger,
                            Please expand. How do you propose that your three types of research affect the game?

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                            • #29
                              Urban Ranger

                              I remember that, too. bring the thread back Urban!

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                              • #30
                                Since many of you are concerned about rushers who focus on military then conquers weaker civs who focus on peaceful tech, why not have cultural points to be used as unit money. They can be used to upgrade units. Another option is the more cultural points you have, the higher chance you get a special unit. Germans building better tanks has connection with their advanced culture. An advanced culture usually means more innovation, inspiration, etc etc. Third option is to have Great Artists (hinted, but not confirmed) to have somethign to do with special units.

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