The Big List of Ideas for Civilization III: Civilizations (ver 1.0, 1.1)
By LordStone1 (LordStone1@yahoo.com)
I. Number of Civilizations Included
II. Number of Civilizations playable in One Game
III. Special Abilities for Individual Civilizations
IV. Personalities for Individual Civilizations
V. “Civilization” Feeling in Civilization
VI. Minor/Major Civilizations
VII. Others
VIII. Civilizations suggested
Appendix I: Historian
I wish to thank Yin for setting up the whole system, and to some of my faithful visitors of this thread: Snowfire, Ecce Homo, Trachmyr, Eggman, Travathian, Freddz, Imran Siddiqui, HolyWarrior, Stefu, Darkstarr, Kmj, Diodorus Sicius, the Octopus, evilconquerer, Mo, Utrecht, crusher, Paul, NotLike Tea, CormacMacArt, Isle, VaderTwo, delcuze2, E, monolith94, Aharon Ben Rav, St. Leo, Cartagia the Great, PhotonMan, Harel, Transcend, paraclet, Kris Huysman .
I. Number of Civilizations Included
I asked how many civilizations should be included in the gaming software. But from the response elicited, this is not a real priority.
Seven civilizations from each of the ages included in the game (Travathian)
“Hundreds!” (Eggman)
As much as Firaxis can reasonably squeeze in, but it shouldn’t be a priority. (Freddz)
II. Number of Civilizations in One Game
Civ II allowed you to play with seven civilizations. CTP upped it to eight, but by tweaking the files, you could jack the number up to 32. However, from the responses, it is assumed that the general agreement is that there should be a choice ranging from three to thirty-two or more. It should be easy to change it – perhaps in the startup stage of the game.
Give the player the choice: see how their computers can handle it. At least 32 civilizations should be playable at one time. Otherwise, it is a step backward from CTP. (Eggman)
If I wanted to play with 100 or 200 civilizations, I should be able to do that. (Paul)
Have a drop-down menu ranging from 3 civilizations up to - and possibly over - 32. Include a warning message if one exceeds the number of civilizations recommended for enjoyable play according to his/her computer specs. (LordStone1)
III. Special Abilities
Civ II did not offer any civilizations any special abilities. Neither did CTP, so the only difference between one civilization and another was the color, the architecture, and the AI personality. However, SMAC had seven distinct factions, each with special abilities. We discussed whether this idea could be implemented in Civ III.
No. It may tick off people if some civilizations got slighted. There are too many civilizations anyway. (Darkstarr) There should be no individual properties for civilizations except for architecture and AI personalities. (Ecce Homo) No - what if Vikings have a seafaring advantage, but a random map puts them in the middle of a grassland? (Kmj) There should not be any difference between civilizatins among the lines of social engineering stats. This will cause unimaginable damage to the game on any number of levels. (Shining1)
Special abilities should be optional - you can turn them on or off. It also should play-balance. How about having civilizations “earning” advantages? Over a period of time, you could acquire points which you could spend on whatever particular advantage you want. (Eggman)
Give them a tech in what they specialize at the beginning of the game. (Imran Siddiqui)
Any special abilities based on civilizations borders on racism, and is clearly a bad idea. On the other hand, different civilizations in history are different from each other. So, different civilizations should have preferences, like this civ would take the Conquer option if this was a choice given. (NotLikeTea) Give them different motives, a la SMAC’s “Discover, Build, Explore, Conquer”. Perhaps, make the British strong in Math and Economics, and Greeks with Philosophy. Give them ‘focuses.’ (Snowfire)
How about this: about 1000 years into the game, once you’ve had a chance to explore around a bit, a screen will pop up allowing you to customize your civilization. However, there would be a limit of two or three items that you chould change, and each advantage has to be offset by a disadvantage. This could be made part of a larger social engineering area. (VaderTwo)
Possible Cultural/Civilization Emphasis(es) by VaderTwo:
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/Defense factors
-Happiness
-Viewing range
-Amount of science rate
-Amount of money
-Amount of luxuries
-Attitude toward your civ by other civs
-Terraforming
-Random events (good and bad)
Have differentiated civilizations: Say, Mesopotamia has a start with a greater emphasis on agriculture, but have them decide where they want to lead their civilization. (The Octopus)
Each civilization should be very different from each other - otherwise, why choose one civilization over another? Have +1 research, -2 economy, etc. (evilconquerer)
Lump civilizations together in categories of civs, like “Warlike” would get Bronze Working while “Peaceful” would begin with Alphabet. It would be like how the white civilizations were always expansionist in Civ II, the blues more peaceful. (LordStone1)
Have them form special abilities over time - if one civilization has been warring for a very long period of time, they should begin to grow special abilities favoring them in war. If you build a lot of boats, you get better at seafaring. (Freddz, NotLikeTea, delcuze2) However, some should be exclusive. It would be dull to artificially train to be good at everything. Being exceptionally good at one thing should take up enough resources to preclude experts in everything. The “special abilities by doing” idea is a popular idea.
Have special abilities be assigned based on geographical starting positions. For example, if your first city is near a desert, that civilization can get Irrigation as their first free advance, or get +1 in farming. Build on that idea. (Diodorus Sicilus, CormacMacArt) These attributes should be limited, however, like a single tech or a +1 bonus in something. This will solve the problem of offending anyone by giving out racial attitudes. (Bell) Everyone seems to like this idea.
IV. Personalities for Individual Civilizations
One of the things you could always depend on in Civ II was that you had to squash the Mongols and the Russians immediately, since they were aggressive, expansionist, and extremely warlike. Should this be carried onto Civ III?
Each civilization should have a distinct personality. When playing on the Earth map, the personalities should mirror the real-world ones. However, on a random map, the personalities should also be randomized. (Travathian) For example, “Isabella of Spain should be a total *****” on the Earth map, but not on a random map (Imran Siddiqui)
Allow personalities to change over the course of the game. A semi-warlike civ can become a pacifist if they lose a big war. The Babylonians can become warlike if their borders are threatened. (Mo)
It would be interesting to have different personalities for one country based on whether the leader was male or female. Stalin would be more warlike, while Catherine would be more enlightened. (Cartagia the Great)
Have a randomize option on the menu like on SMAC. (Freddz)
V. Civilization “Feeling” in Civilization III
The only thing that separated one civilization from another when playing was the color of the shield and one of the four architectural options. We discussed whether this concept should be expanded, so that you get more of a civilization-ism feeling that you are playing the British, not an orange civilization.
Allow unique individuals from certain civilizations pop up as random events. For example, if you were the French, Pasteur would pop up as a random event and give you a science boost. But Pasteur wouldn’t pop up for the Aztecs. (the Octopus)
Replace color-codes with flags. Britain should fly the Union Jack, not some orange shield. (Eggman) This would help if we had 32 civilizations – more variety of colors.
Allow historical names to be used for specific units. The Japanese could have the Samurai, while the Greeks have the Hoplites, and the English their Knights. But all three would be the same unit, just different names. (Shining1)
It is important to be able to tell apart civilizations if you choose to use colors. What happns if you have so many civilizations you have to use red, maroon, chartreuse, puce, and vermillion? (Diodorus Sicilus) Implement different shield designs, like with multiple color designs like stripes, polka dots. (Eggman)
See Minor Techs in Section VII: Other
VI. Major/Minor Civilizations
Obviously, this is a very new and radical idea. People are split on this topic, but we are definitely leaning toward allowing minor civilizations. The big issue are what abilities do the minor civilizations have? Overall, this seems like a very exciting innovation and would greatly enhance the realism of Civ III.
You should consult Microprose’s Birth of the Federation team on this issue. They can probably help you out. (LordStone1)
-You start off with 6-8 major civilizations, and you can choose the settings for minor civilizations: none, same # as major civilizations, double the number, etc.
-Civilizations can upgrade or downgrade between major and minor civilizations
-Minor civilizations should have different diplomatic options and ought to be able to be colonies, client states of major civilizations, or complete integration but with a separate military structure, etc.
-The minor civilizations do not have an expansionist policy. (SnowFire)
How about, every time a city revolts, it becomes a minor civilization? (E)
-Reduce what minor civilizations can do – it will also reduce the algorithms.
-Technology leakage should be the main way the minor civilizations can receive technological advances. (Trachmyr)
-There should be a lot of minor civilizations to start out with, perhaps 16. As the game progresses, they will slowly be reduced and then there will be a group of major powers.
- Major civilizations can have one extra settler and begin their city one unit larger than minor civilizations at the beginning of the game.
-They can merge with other minor civilizations to become a major civilization.
-They can be integrated with a major civilization but have autonomy for a period of time.
-They should not attack any major civilizations unless that major civilization is very weak and they have a good chance of winning.
-Any civilization with nuclear weapons automatically becomes a major civilization.
-Minor civilizations cannot participate in the U.N. or any other similar organization.
-Major civilizations can be downgraded to a minor if they become too weak.
-They ought to easily agree to alliances with major civilizations. (Mo)
How about having them control ONE city? That city should be very developed, have a lot of farms, and wide borders. They could merge with other civilizations. They cannot wage war but they can defend themselves, and they can’t sign any treaties except for trade. (Harel)
No. If a civilization begins in a bad location or is under an inept government, it will stay a minor problem. Let history play itself out. “History Rewards the Strong.” (Utrecht)
It should be included, but not using different civilizations. If you have around 30 cultures available, you can then have 16 as majors and another 8 as minors. (Shining1)
VII. Others
Well, other stuff that didn’t fit anywhere.
Don’t always start with Despotism as your government. You should have a choice at the very beginning: Tyranny, City-State, or Tribal. (Cartagia the Great)
Colonies should be able to be built, or conquered cities could be converted into colonies. They would produce more trade and more capital, but be slightly more expensive to defend, and the people would have a better chance of rebelling than other cities. If they did rebel, they could take neighboring colonies (even some of other civilization’s colonies) and create a new civilization. (Cartagia the Great)
Make civilizations more spread out in starting positions. In Civ II, the historical starting positions sometimes put six civilizations in Europe and one in America. (crusher)
Pop in a (perhaps unpaid) historian on the team to do research into civilizations like for city names, leader names, special scientists for those random events, etc. See Appendix I. (LordStone1)
Minor Techs should be allowed – each minor tech should have a single prerequisite. The minor techs cannot be researched directly. Each minor tech is a deadend addition to the technology tree. There is a small chance of the minor tech popping up randomly between the time where the prerequisite tech is discovered and the research into the next tech. Each civilization has a few minor techs that ALWAYS occur. China will always get “Ming Vase-Making” while Greeks would always get “Rowing Cushions” and the English the “Long Bow.” With the Long Bow, you could add your range to your Archers. Minor techs could also affect city improvements, components, WoW’s.
The advantages 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) Historial 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 civilization that discovered them in real life.
This shouldn’t affect the game balance in any great extent, and doesn’t imply that one race is superior in one area than another. There ought to be two per civilization, and at least one minor tech for about 80% of the techs on the tree. (Shining1)
Implement restrictions for expansions like in CTP – the government determines how many cities can exist in one civilization before problems arise. (Depp)
Civ III should be able to read your computer and figure out just how many civilizations your computer can handle. For example, there would be a message: “You have a Pentium II-266 with 128 MB memory. You have chosen 20 civilizations. Your game will be moderately slow.” Or “You have a P-III. You have chosen seven civilizations. Your game will be very fast.” (Trachmyr)
How about having a different kind of civilization in the game along with the normal, city-based one? Nomadic civs! You start with a tribe, not a settler. Tribes have a radius like a city, but they can slowly move. They exploit the terrain differently: no agriculture, but hunters in the woods, herders on the grasslands and plains. They automatically generate Warriors or other military units for the population. Certain improvements would be impossible, but they could have alternatives, such as if they had xtra food, they could put in into Increased Production fabricating things like weapons, trade goods, etc. They would be major traders, and should have an advantage in borrowing techs from settled civilizations they contact, and possibly spreading them to other civs in trade routes. But eventually, the nomad civilization would have to settle down, because Gunpowder, for example, pretty much requires permanent structures to manufacture. But they could do this either by starting their own cities or conquering a lot of other cities! (Diodorus Sicilus)
VIII: Civilizations Suggested
One of the favorite pastimes of Civ players was picking over the choices of civilizations for the game. Obviously, that tradition continues to this very day!
You must include the Arabs! They have been a glaring omission from Civ I and Civ II. (Imran, Eggman, Freddz)
Include all civilizations that either (1) deserve it or (2) are fun. (Eggman)
Include every civilization you sell the game to. (Darkstarr)
Why not have an alien race that crashes onto Earth in the future? (crusher)
They should be included on the basis of distinctiveness, geography, and greatness. But basically, I’ll be happy as long as I can include my own civilizations. (Shining1)
Some civilizations should have a higher chance of being selected than others. If I was playing with 3 other civilizations, I would certainly be disappointed if they were Luxembourg, Andorra, and Liechtenstein. (Paul, Aharon Ben Rav)
Perhaps have civilization names change over time, either in a pre-chosen direction or totally random. You could go from the Franks to the French, the Magyars to the Hungarians, the Slavs to the Serbs, Bulgarians, Russians, and so forth. But if the Franks had a lot of contact with the English, it could become the Franklanders or something.  (Cartagia the Great) Others don’t like this. It would be too complicated. (Imran Siddiqui)
Expand the roles of Barbarians in the games. Why can’t they trade? They can be like middlemen between civs. They could also become normal and start clawing for the top instead of randomly attacking cities and units. (Diodorus Sicilus)
(Ecce Homo, Shining1, HolyWarrior, Stefu, Kerris, Trachmyr, monolith94, Cartagia the Great, Harel, Transcend, Diodorus Sicilus, NotLikeTea, Imran Siddiqui, CormacMacArt)
Aborigines
American
Anatolian
(Anglo-)Saxon
Argentines
Assyrian
Australian
Austro-Hungarian
Aztec
Babylonian
Berbers
Belgian
Brazilians
Byzantine
Canadian
Carthaginian
Celts
Cherokee
Chinese
Cossacks
Danes
Dutch
Egyptian
English
French
Ethiopian
Finns
Gauls
German
Ghana
Greek
Hellenic
Hebrew
Hittites
Huns
Incas
Indian
Irish
Israeli
Japanese
Korean
Khmer
Luxembourg
Macedonian
Mayans
Mesopotamian
Mexican
Minoan
Mongol
Moors
Native American
Nigerian
Norman
Norse
Norwegians
Persian
Phoenican
Polynesian
Portuguese
Polish
Roman
Russian
Scottish
Siamese
Sioux
Spanish
Sumerian
Swedes
Tibetans
Thai
Turk
(Visi)Goths
Vikings
Zulu
Appendix I: Historian
Following the idea that a historian should be on the team, Diodorus Sicilus offered to take the position. Here is what he said:
If the CivIII crew is looking for an Unpaid Historian, I’m not quite Unpaid but could be for them.
Qualifications: 15 military history titles in print, guest lecturer in Military History at the ORIGINS gaming convention, contributor of scenario information to both SSI and Talonsoft games, author or collaborator on two sets of historical miniatures rules, familiar with almost all areas of military history (MA on Alexander the Great, recent writing on Soviet and German army in WWII) European Ancient, early modern, and modern history, Asian ancient and medieval military history, and American Colonial, Native, and early modern history. Some background in Ethnology and Geography, reasonably fluent in German, Russian, Ukrainian, and French.
His e-mail address is: ccsfort@earthlink.net
Whew! Okay, if you got any problems with this, e-mail me, all right? Thanks!
<font size=1 color=444444>[This message has been edited by LordStone1 (edited June 17, 1999).]</font>
By LordStone1 (LordStone1@yahoo.com)
I. Number of Civilizations Included
II. Number of Civilizations playable in One Game
III. Special Abilities for Individual Civilizations
IV. Personalities for Individual Civilizations
V. “Civilization” Feeling in Civilization
VI. Minor/Major Civilizations
VII. Others
VIII. Civilizations suggested
Appendix I: Historian
I wish to thank Yin for setting up the whole system, and to some of my faithful visitors of this thread: Snowfire, Ecce Homo, Trachmyr, Eggman, Travathian, Freddz, Imran Siddiqui, HolyWarrior, Stefu, Darkstarr, Kmj, Diodorus Sicius, the Octopus, evilconquerer, Mo, Utrecht, crusher, Paul, NotLike Tea, CormacMacArt, Isle, VaderTwo, delcuze2, E, monolith94, Aharon Ben Rav, St. Leo, Cartagia the Great, PhotonMan, Harel, Transcend, paraclet, Kris Huysman .
I. Number of Civilizations Included
I asked how many civilizations should be included in the gaming software. But from the response elicited, this is not a real priority.
Seven civilizations from each of the ages included in the game (Travathian)
“Hundreds!” (Eggman)
As much as Firaxis can reasonably squeeze in, but it shouldn’t be a priority. (Freddz)
II. Number of Civilizations in One Game
Civ II allowed you to play with seven civilizations. CTP upped it to eight, but by tweaking the files, you could jack the number up to 32. However, from the responses, it is assumed that the general agreement is that there should be a choice ranging from three to thirty-two or more. It should be easy to change it – perhaps in the startup stage of the game.
Give the player the choice: see how their computers can handle it. At least 32 civilizations should be playable at one time. Otherwise, it is a step backward from CTP. (Eggman)
If I wanted to play with 100 or 200 civilizations, I should be able to do that. (Paul)
Have a drop-down menu ranging from 3 civilizations up to - and possibly over - 32. Include a warning message if one exceeds the number of civilizations recommended for enjoyable play according to his/her computer specs. (LordStone1)
III. Special Abilities
Civ II did not offer any civilizations any special abilities. Neither did CTP, so the only difference between one civilization and another was the color, the architecture, and the AI personality. However, SMAC had seven distinct factions, each with special abilities. We discussed whether this idea could be implemented in Civ III.
No. It may tick off people if some civilizations got slighted. There are too many civilizations anyway. (Darkstarr) There should be no individual properties for civilizations except for architecture and AI personalities. (Ecce Homo) No - what if Vikings have a seafaring advantage, but a random map puts them in the middle of a grassland? (Kmj) There should not be any difference between civilizatins among the lines of social engineering stats. This will cause unimaginable damage to the game on any number of levels. (Shining1)
Special abilities should be optional - you can turn them on or off. It also should play-balance. How about having civilizations “earning” advantages? Over a period of time, you could acquire points which you could spend on whatever particular advantage you want. (Eggman)
Give them a tech in what they specialize at the beginning of the game. (Imran Siddiqui)
Any special abilities based on civilizations borders on racism, and is clearly a bad idea. On the other hand, different civilizations in history are different from each other. So, different civilizations should have preferences, like this civ would take the Conquer option if this was a choice given. (NotLikeTea) Give them different motives, a la SMAC’s “Discover, Build, Explore, Conquer”. Perhaps, make the British strong in Math and Economics, and Greeks with Philosophy. Give them ‘focuses.’ (Snowfire)
How about this: about 1000 years into the game, once you’ve had a chance to explore around a bit, a screen will pop up allowing you to customize your civilization. However, there would be a limit of two or three items that you chould change, and each advantage has to be offset by a disadvantage. This could be made part of a larger social engineering area. (VaderTwo)
Possible Cultural/Civilization Emphasis(es) by VaderTwo:
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/Defense factors
-Happiness
-Viewing range
-Amount of science rate
-Amount of money
-Amount of luxuries
-Attitude toward your civ by other civs
-Terraforming
-Random events (good and bad)
Have differentiated civilizations: Say, Mesopotamia has a start with a greater emphasis on agriculture, but have them decide where they want to lead their civilization. (The Octopus)
Each civilization should be very different from each other - otherwise, why choose one civilization over another? Have +1 research, -2 economy, etc. (evilconquerer)
Lump civilizations together in categories of civs, like “Warlike” would get Bronze Working while “Peaceful” would begin with Alphabet. It would be like how the white civilizations were always expansionist in Civ II, the blues more peaceful. (LordStone1)
Have them form special abilities over time - if one civilization has been warring for a very long period of time, they should begin to grow special abilities favoring them in war. If you build a lot of boats, you get better at seafaring. (Freddz, NotLikeTea, delcuze2) However, some should be exclusive. It would be dull to artificially train to be good at everything. Being exceptionally good at one thing should take up enough resources to preclude experts in everything. The “special abilities by doing” idea is a popular idea.
Have special abilities be assigned based on geographical starting positions. For example, if your first city is near a desert, that civilization can get Irrigation as their first free advance, or get +1 in farming. Build on that idea. (Diodorus Sicilus, CormacMacArt) These attributes should be limited, however, like a single tech or a +1 bonus in something. This will solve the problem of offending anyone by giving out racial attitudes. (Bell) Everyone seems to like this idea.
IV. Personalities for Individual Civilizations
One of the things you could always depend on in Civ II was that you had to squash the Mongols and the Russians immediately, since they were aggressive, expansionist, and extremely warlike. Should this be carried onto Civ III?
Each civilization should have a distinct personality. When playing on the Earth map, the personalities should mirror the real-world ones. However, on a random map, the personalities should also be randomized. (Travathian) For example, “Isabella of Spain should be a total *****” on the Earth map, but not on a random map (Imran Siddiqui)
Allow personalities to change over the course of the game. A semi-warlike civ can become a pacifist if they lose a big war. The Babylonians can become warlike if their borders are threatened. (Mo)
It would be interesting to have different personalities for one country based on whether the leader was male or female. Stalin would be more warlike, while Catherine would be more enlightened. (Cartagia the Great)
Have a randomize option on the menu like on SMAC. (Freddz)
V. Civilization “Feeling” in Civilization III
The only thing that separated one civilization from another when playing was the color of the shield and one of the four architectural options. We discussed whether this concept should be expanded, so that you get more of a civilization-ism feeling that you are playing the British, not an orange civilization.
Allow unique individuals from certain civilizations pop up as random events. For example, if you were the French, Pasteur would pop up as a random event and give you a science boost. But Pasteur wouldn’t pop up for the Aztecs. (the Octopus)
Replace color-codes with flags. Britain should fly the Union Jack, not some orange shield. (Eggman) This would help if we had 32 civilizations – more variety of colors.
Allow historical names to be used for specific units. The Japanese could have the Samurai, while the Greeks have the Hoplites, and the English their Knights. But all three would be the same unit, just different names. (Shining1)
It is important to be able to tell apart civilizations if you choose to use colors. What happns if you have so many civilizations you have to use red, maroon, chartreuse, puce, and vermillion? (Diodorus Sicilus) Implement different shield designs, like with multiple color designs like stripes, polka dots. (Eggman)
See Minor Techs in Section VII: Other
VI. Major/Minor Civilizations
Obviously, this is a very new and radical idea. People are split on this topic, but we are definitely leaning toward allowing minor civilizations. The big issue are what abilities do the minor civilizations have? Overall, this seems like a very exciting innovation and would greatly enhance the realism of Civ III.
You should consult Microprose’s Birth of the Federation team on this issue. They can probably help you out. (LordStone1)
-You start off with 6-8 major civilizations, and you can choose the settings for minor civilizations: none, same # as major civilizations, double the number, etc.
-Civilizations can upgrade or downgrade between major and minor civilizations
-Minor civilizations should have different diplomatic options and ought to be able to be colonies, client states of major civilizations, or complete integration but with a separate military structure, etc.
-The minor civilizations do not have an expansionist policy. (SnowFire)
How about, every time a city revolts, it becomes a minor civilization? (E)
-Reduce what minor civilizations can do – it will also reduce the algorithms.
-Technology leakage should be the main way the minor civilizations can receive technological advances. (Trachmyr)
-There should be a lot of minor civilizations to start out with, perhaps 16. As the game progresses, they will slowly be reduced and then there will be a group of major powers.
- Major civilizations can have one extra settler and begin their city one unit larger than minor civilizations at the beginning of the game.
-They can merge with other minor civilizations to become a major civilization.
-They can be integrated with a major civilization but have autonomy for a period of time.
-They should not attack any major civilizations unless that major civilization is very weak and they have a good chance of winning.
-Any civilization with nuclear weapons automatically becomes a major civilization.
-Minor civilizations cannot participate in the U.N. or any other similar organization.
-Major civilizations can be downgraded to a minor if they become too weak.
-They ought to easily agree to alliances with major civilizations. (Mo)
How about having them control ONE city? That city should be very developed, have a lot of farms, and wide borders. They could merge with other civilizations. They cannot wage war but they can defend themselves, and they can’t sign any treaties except for trade. (Harel)
No. If a civilization begins in a bad location or is under an inept government, it will stay a minor problem. Let history play itself out. “History Rewards the Strong.” (Utrecht)
It should be included, but not using different civilizations. If you have around 30 cultures available, you can then have 16 as majors and another 8 as minors. (Shining1)
VII. Others
Well, other stuff that didn’t fit anywhere.
Don’t always start with Despotism as your government. You should have a choice at the very beginning: Tyranny, City-State, or Tribal. (Cartagia the Great)
Colonies should be able to be built, or conquered cities could be converted into colonies. They would produce more trade and more capital, but be slightly more expensive to defend, and the people would have a better chance of rebelling than other cities. If they did rebel, they could take neighboring colonies (even some of other civilization’s colonies) and create a new civilization. (Cartagia the Great)
Make civilizations more spread out in starting positions. In Civ II, the historical starting positions sometimes put six civilizations in Europe and one in America. (crusher)
Pop in a (perhaps unpaid) historian on the team to do research into civilizations like for city names, leader names, special scientists for those random events, etc. See Appendix I. (LordStone1)
Minor Techs should be allowed – each minor tech should have a single prerequisite. The minor techs cannot be researched directly. Each minor tech is a deadend addition to the technology tree. There is a small chance of the minor tech popping up randomly between the time where the prerequisite tech is discovered and the research into the next tech. Each civilization has a few minor techs that ALWAYS occur. China will always get “Ming Vase-Making” while Greeks would always get “Rowing Cushions” and the English the “Long Bow.” With the Long Bow, you could add your range to your Archers. Minor techs could also affect city improvements, components, WoW’s.
The advantages 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) Historial 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 civilization that discovered them in real life.
This shouldn’t affect the game balance in any great extent, and doesn’t imply that one race is superior in one area than another. There ought to be two per civilization, and at least one minor tech for about 80% of the techs on the tree. (Shining1)
Implement restrictions for expansions like in CTP – the government determines how many cities can exist in one civilization before problems arise. (Depp)
Civ III should be able to read your computer and figure out just how many civilizations your computer can handle. For example, there would be a message: “You have a Pentium II-266 with 128 MB memory. You have chosen 20 civilizations. Your game will be moderately slow.” Or “You have a P-III. You have chosen seven civilizations. Your game will be very fast.” (Trachmyr)
How about having a different kind of civilization in the game along with the normal, city-based one? Nomadic civs! You start with a tribe, not a settler. Tribes have a radius like a city, but they can slowly move. They exploit the terrain differently: no agriculture, but hunters in the woods, herders on the grasslands and plains. They automatically generate Warriors or other military units for the population. Certain improvements would be impossible, but they could have alternatives, such as if they had xtra food, they could put in into Increased Production fabricating things like weapons, trade goods, etc. They would be major traders, and should have an advantage in borrowing techs from settled civilizations they contact, and possibly spreading them to other civs in trade routes. But eventually, the nomad civilization would have to settle down, because Gunpowder, for example, pretty much requires permanent structures to manufacture. But they could do this either by starting their own cities or conquering a lot of other cities! (Diodorus Sicilus)
VIII: Civilizations Suggested
One of the favorite pastimes of Civ players was picking over the choices of civilizations for the game. Obviously, that tradition continues to this very day!
You must include the Arabs! They have been a glaring omission from Civ I and Civ II. (Imran, Eggman, Freddz)
Include all civilizations that either (1) deserve it or (2) are fun. (Eggman)
Include every civilization you sell the game to. (Darkstarr)
Why not have an alien race that crashes onto Earth in the future? (crusher)
They should be included on the basis of distinctiveness, geography, and greatness. But basically, I’ll be happy as long as I can include my own civilizations. (Shining1)
Some civilizations should have a higher chance of being selected than others. If I was playing with 3 other civilizations, I would certainly be disappointed if they were Luxembourg, Andorra, and Liechtenstein. (Paul, Aharon Ben Rav)
Perhaps have civilization names change over time, either in a pre-chosen direction or totally random. You could go from the Franks to the French, the Magyars to the Hungarians, the Slavs to the Serbs, Bulgarians, Russians, and so forth. But if the Franks had a lot of contact with the English, it could become the Franklanders or something.  (Cartagia the Great) Others don’t like this. It would be too complicated. (Imran Siddiqui)
Expand the roles of Barbarians in the games. Why can’t they trade? They can be like middlemen between civs. They could also become normal and start clawing for the top instead of randomly attacking cities and units. (Diodorus Sicilus)
(Ecce Homo, Shining1, HolyWarrior, Stefu, Kerris, Trachmyr, monolith94, Cartagia the Great, Harel, Transcend, Diodorus Sicilus, NotLikeTea, Imran Siddiqui, CormacMacArt)
Aborigines
American
Anatolian
(Anglo-)Saxon
Argentines
Assyrian
Australian
Austro-Hungarian
Aztec
Babylonian
Berbers
Belgian
Brazilians
Byzantine
Canadian
Carthaginian
Celts
Cherokee
Chinese
Cossacks
Danes
Dutch
Egyptian
English
French
Ethiopian
Finns
Gauls
German
Ghana
Greek
Hellenic
Hebrew
Hittites
Huns
Incas
Indian
Irish
Israeli
Japanese
Korean
Khmer
Luxembourg
Macedonian
Mayans
Mesopotamian
Mexican
Minoan
Mongol
Moors
Native American
Nigerian
Norman
Norse
Norwegians
Persian
Phoenican
Polynesian
Portuguese
Polish
Roman
Russian
Scottish
Siamese
Sioux
Spanish
Sumerian
Swedes
Tibetans
Thai
Turk
(Visi)Goths
Vikings
Zulu
Appendix I: Historian
Following the idea that a historian should be on the team, Diodorus Sicilus offered to take the position. Here is what he said:
If the CivIII crew is looking for an Unpaid Historian, I’m not quite Unpaid but could be for them.
Qualifications: 15 military history titles in print, guest lecturer in Military History at the ORIGINS gaming convention, contributor of scenario information to both SSI and Talonsoft games, author or collaborator on two sets of historical miniatures rules, familiar with almost all areas of military history (MA on Alexander the Great, recent writing on Soviet and German army in WWII) European Ancient, early modern, and modern history, Asian ancient and medieval military history, and American Colonial, Native, and early modern history. Some background in Ethnology and Geography, reasonably fluent in German, Russian, Ukrainian, and French.
His e-mail address is: ccsfort@earthlink.net
Whew! Okay, if you got any problems with this, e-mail me, all right? Thanks!
<font size=1 color=444444>[This message has been edited by LordStone1 (edited June 17, 1999).]</font>
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