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  • #16
    Here is an idea. Instead of giving civ's plus and minuses, give them a tech in what they specialize in the beginning of the game. A great seafaring nation would recieve boating for example, while a great warrior nation would recieve iron working as their first tech...

    ------------------
    Imran Siddiqui
    Moderator SG Forums - www.sidgames.com/forums/ ,

    "Sir, I would rather be right than be President."

    -Henry Clay

    “I give you a new commandment, that you love one another. Just as I have loved you, you also should love one another. By this everyone will know that you are my disciples, if you have love for one another.”
    - John 13:34-35 (NRSV)

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    • #17
      Please, no civ-specific properties! In the stone age, all civs were alike. What made them different were their environment and their leaders. Civ is not like Colonization or SMAC, where the civs come from different cultures, which have already developed different skills!
      The best ideas are those that can be improved.
      Ecce Homo

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      • #18
        Perhaps it would be better if Civ Specific properties where developed over time and not inherant in the civilization itself.

        IMHO, we are all created equal. Then we spend 70+ years getting more and more specialized.

        Most civilizations did not start out with an innate ability to fish or farm. Over time they became fishermen or farmers because of of the terrain they where in.

        However, if you are a good fisherman, you probably are not a good farmer. It would be interesting if that kind of specialization occured as the game progressed.

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        • #19
          So, what I see is the majority moving toward a "All is created equal" beginning but the geography would determine some form of specialization for that civilization...

          Like, the computer would go, "Oh, that settler is in a piece of land, very small, surrounded by a big ocean. Let's give him Navigation" or something like that?

          But doesn't Civ2 already give us that ability? There's a lot of seafaring technologies and such...it's easy to turn your civilization into like the British Empire and just as equally easy to change it into the Mongol Empire. (Sea, land, if you don't get it)

          Others propose putting it in Social Engineering, like +1 for sea units..?

          Plus, I think everyone agrees that each civ should have a personality much like Civ2, but do we make them randomized or would the Mongols always be hated?
          The honorary duty of a human being
          is to love, I am human and nothing
          human can be alien to me.

          -Maya Angelou

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          • #20
            As far as personality, like I said before, if playing on a map of Earth, use the actual personality of that civ, but on a random map use random personalities.

            Never know, you might just meet a tree hugging, peace loving Ganghis Kahn. =)

            Or just do what SMAC did and make it an option in the rules before the game starts.

            [This message has been edited by Travathian (edited May 26, 1999).]

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            • #21
              I like the multiple CIVs idea. But instead of having the minor civs reduced, every time a city revolts it becomes a monior civ again (to model the current break up of the nation-state and the end of colonial empires, since every country has been somewhat a colony since history began)

              I would also like to see an option where the leader graqphics are a .GIF file so when you make scenarios you can put scanned pictures or download pictures for leaders and see them when you do diplomacy.

              As far as the whole attributes, talents, debate goes. The "great" traits developed because of the policy of the nations, instead of giving attributes i like the experience idea but the easier route would probably be making more than one technology tree. An economic, naval, military, etc, that is fairly distinct and practical to travel down one course by combining experience and science and realistic route to be competive (you can be have a land vs sea power; although most will try to master all branches, the difficulty will be that experience will lead down one path moret han another or easier to acquire etc.) And while were at it, future tech should just increase effectiveness, i.e. fututre agriculture ups farms 10% so it never really ends, civ wasto easy to max on science peak out at future tech then go on a rampage, the real world you never know when you peak in science. Of course there should be an end tech option for scenarios.
              Formerly known as "E" on Apolyton

              See me at Civfanatics.com

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              • #22
                Another plug for the minor techs idea - since the debate seems to be heading this way.

                The idea of having minor advances that are always discovered by each civilisation seems to fit the current ideas - civs shouldn't start with inital abilities, because this seems an inherently racist idea, but people feel there should be something more concrete than just focus to differentiate the zulus from the vikings.

                The advantage to minor techs is that they occur during the game, and only if that civilisation finds the stimulus to pursue them. (Amoungst the ideas in the tech forum is the notion that technology be linked to environmental and social factors - so you CAN'T discover seafaring when stuck in the middle of a desert). Secondly, the idea takes it's bonuses from a truly historical basis - the english aren't necessarily better archers than anyone else, but they did discover the longbow.

                (LordStone1: Every aspect of Civ is linked to every other one. So while this idea has, IMHO, some major potential for differenting civilisations, it also belongs in the tech thread, and I have posted it there.)

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                • #23
                  First post in topic.
                  Modification of Isle's idea:

                  I like the idea that a player would be able to pick special advantages/disadvantages if they wanted to. However, to make it balanced, how about this:

                  About 1000 years in (about 3000BC), once you've had a chance to explore around a bit, a screen will pop up and allow you to customize your civ. This would be realistic as the first goal was survival and development of the home city and distinctiveness came over time.

                  However, there would be a limit of two or three items that you could change and every advantage would have to be offset by a disadvantage or you could decide to do nothing. The offsetting disadvantages would avoid the computer having to make decisions on adv/disadvantages.

                  Maybe this could be used as part of a larger social engineering/governments area that was not dependant on obtaining certain technologies.

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                  • #24
                    What about having these qualities (Great Warriors, etc.) depend on what you build and what you do as well as geography. (On a random map, having the Vikings as Great Seafarers, would be kind of strange) Of course, this would make the strong, stronger and there is already too much of that. What about making what technologies a civ can research depend on what resources are available (I know, but this addreses this thread) to each civ. This would give each civ a unique quality.

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                    • #25
                      I don't like this since it seems too artificial.

                      I think that the best bet is just to learn by doing.

                      In other words, if you use a lot of boats, you get better at boating. Lots of farms: good at farming.

                      Some should be exclusive, though. It would be dull to artificially train to be good at everything. Being exceptionally good at one thing should take up enough resources (time, energy, gold, etc) to preclude experts in everything.

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                      • #26
                        Shining, will you please explain your idea of minor techs in greater depth. I'd love to hear more about it.

                        E, I completely agree about the .GIF thing, so post it in the Graphics thread, too. It's important! It was way too hard in CTP...

                        Also, E, what do you mean by future agriculture? Do you mean that every time this civilization discovers future agriculture, the output increases 10%? I'm assuming that "future" techs can be discovered over and over again...

                        Trav, thanks for the clarification! You summed up a big issue very cleanly! Makes my job easier!

                        The honorary duty of a human being
                        is to love, I am human and nothing
                        human can be alien to me.

                        -Maya Angelou

                        Comment


                        • #27
                          Possible Cultural/Civizational Emphasis(es):

                          Increased/Decreased:
                          - amount of food
                          - amount of shields required for units
                          - amount of shields required for city improvements
                          - amount of shields required for wonders
                          - movement rate
                          - attack factors
                          - defense factors
                          - happiness
                          - viewing range
                          - amount of science rate
                          - amount of money
                          - amount of luxuries (to deal with unhappiness, not the same as the unhappiness level)
                          - attitude towards your civilization by other civs
                          - terraforming
                          - random events (good and bad)

                          This system (in addition to the social engineering/government) would allow each player to customize their civ to either their preferred style of play or a variable style of play each time.

                          For instance, a builder player could emphasize the defensive and city improvement factors at a cost of offensive and movement factors and be able to withstand attacks from war-like civs easier while maintaining their desired profile.

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                          • #28
                            Minor techs:

                            A second list of technologies, distinct from the main tech tree in two ways: the player cannot research them directly; and each tech is a deadend addition to a tech on the main tree.

                            I quoted the longbow example before - I'll use it to illustrate the example below.

                            Minor discoveries are kind of the aftershocks of a discovery, representing the fact that some cultures took ideas to a higher level than others. When a major tech is researched, there is a small chance that the player will receive a minor tech addition to that tech in the time between the inital discovery and the next major discovery. For instance, you discover 'archery'. You get bows, and you can build an archery range addition to your barracks. These are the benefits of the major tech. Every culture can research them and build the resulting units/components/structures/addons/etc.

                            The player then starts researching the next tech - call it currency, say. The player then has a chance to discover the longbow minor tech at anytime between the discovery of archery and the discovery of currency. It's a random event, more than anything else.

                            The advantages of minor techs are:
                            1) Interest -- you don't get them every game.
                            2) Tradibility -- since you can't actively research all of them, you'll nearly always have something to trade, even with a superior culture.
                            3) Historical immersion -- they add an even greater depth to the historical aspects of Civ, by including important discoveries that don't make the main tech tree.
                            4) Less stagnation -- if it takes you 20 turns to research a tech, you have a very good chance of picking up the previous discovery's minor tech too.
                            5) Civ differentiation -- an option to automatically give minor techs to the civilisation that discovered them in real life - for instance, the english ALWAYS get the longbow minor tech when they discover archery, while other civs have only a small chance of discovering it.

                            By this means, you can create a unique aspect to each civilisation that doesn't influence game balance to any great extent, and doesn't imply that one race is superior to another in any area. You also avoid the problems with having a naval civ (viking) being unable to use their advantage because when landlocked. But the potential advantage is still there.

                            How this helps. It's an interesting idea, it covers a lot of bases, and it makes for a good way to make unique, historically accurate civs without creating massive balancing issues.

                            Shining1

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                            • #29
                              Cool - I like the idea. It'll be almost on the top of the summary list!

                              But, like with the English w/ longbow example, do you imply that each civilization would have their own 'preferred minor tech'? So, there'd be as many minor techs as civilizations, with one definite one assigned to each civilization?
                              The honorary duty of a human being
                              is to love, I am human and nothing
                              human can be alien to me.

                              -Maya Angelou

                              Comment


                              • #30
                                LordStone1: YES. In fact it all depends on the number of minor techs that firaxis and the civ community can come up with. I'd like to see 2 per civilisation, and at least one minor tech for 80% of the techs on the main tree.

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