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  • Good post, M@nia@c. I like almost everything of it, specially the colonization-like aproach to units and their weapons, and the rest of the army stuff. I also totally agree that food-production shouldn't be related to population-growth in any way, but the fact that food-production is an upper limit to population, and food-production is again related to amount of arable lands and farming-technology.

    You write:
    If there are more resources(work) than labor(people) there is work available and people migrate to other already existing cities with more resources or they will move to a spot you chose as a new city.

    I don't like this part, because I don't think people move because they are unemployed, they move because they are unhappy. So I think that unemployement should cause unhapiness, and unhapiness cause emigration. This way people would still move away, when unemployed. But also when their religion was persecuted, or they lived in an overcrowded city, or they were othervise unhappy with their conditions. Good idea about unemployement tough. Should be most relevant in industrial and modern times.

    My only objection against the unemployement idea is that I see resources/labour a bit different. In my opinion, resources should be very easy to transport between cities inside your empire (ie you wouldn't need a unit, you'd just "start" a route between two cities, and it'll instantly appear). Something like the food-distribution that you proposed. This way a mining city with a lot of mines, miners and minerals, but few workers would be possible. It could ship minerals to the bigger cities where there was plenty of workers and factories to process the minerals, but not enough mines to keep up with the demand. I'm not sure if unemployement could be shown in this model.

    I think that the automatic migration is good, but I see a problem in it. Migration would only happen when people were unhappy or unemployed or whatever. And while this is very realistic, it's not very good for the gameplay. Players would try to create situations which left the people poor, which is not a very good idea for a leader to do on purpose, an btw very unrealistic in reality. I have no idea how this could be solved, but it is a problem that needs to be considered, othervise Firaxis might just keep the old system, because of this flaw.


    You're right. There are fewer people around. Strange...
    <font size=1 face=Arial color=444444>[This message has been edited by Westergaard (edited August 23, 1999).]</font>

    Comment


    • Mzilikazi

      Holidays

      In Europe most people leave on vacation the July or August the first, creating massive traffic-jams. Perhaps in the USA most people go on holidays on the end of August.

      Wonders thread in exile

      I agree about that American bias. Some could be solved by just renaming, like Hoover to Aswan Dam. Or another possible solution could be a different name for each style.
      One for classical, one for monolith style...
      BTW, has anyone checked if you can still post on Wonders? Will have to try that...

      Unfortunately I don't know that much about African civilizations. Had Benin or Ghana also buildings that can be called wonders?

      Population Growth

      I agree pollution should increase the death rate. This can also be affected by the SE Environment factor.
      Same with disease and sanitation. I think cities should continue to grow even if they haven't an eg aquaduct. The bad side should of course be more diseases and chances on a plague. Also very unhappy citizens.
      How to implement education and contraception I don't see...
      Perhaps wealth can just be represented that a high amount of trade in a city increases wealth, decreasing deaths?

      Migration and Westergaard

      About resource transportation.
      First of all, I agree you shouldn't need a unit to transport (I would hate building a costly caravan just for transporting one resource), a route should indeed instantly appear. But perhaps the further you want to transport, the more resources go lost. So in the ancient age, it would be difficult and limited, but as technology advances it
      should become easier and easier.

      You're right about that. Players should create unhappy citizens on purpose.
      Perhaps something I suggested in the SE thread can solve it.
      Happy citizens produce 50% more and unhappy citizens 50% less. Easy to do with the x10 system. The loss of resources could be that great that it's cheaper to just pay them 4 gold to migrate.
      Contraria sunt Complementa. -- Niels Bohr
      Mods: SMAniaC (SMAC) & Planetfall (Civ4)

      Comment


      • M@ni@c: Couple of problems with your model...
        First, in the model of expansion by migration that I learned years ago (population geography), it is only in the modern era that resource/jobs is the deciding factor. In ancient times it is simply population pressure on food production. In other words, the migration patterns will vary with the Technology available. When agriculture is primitive, food will be marginal, and at a fairly low point in the city growth someone will move somewhere where they can get/farm enough to eat. Once most people are not ‘growing their own’ but working for money to buy their own, lack of jobs becomes critical to staying or going. Also, you missed the very real historical migration for Social Reasons: religious persecution or freedom (thousands of Irish Catholics and French Huegenots from one part of Europe to another, Puritans et al to the USA).
        Food cannot be distributed throughout a civilization until you get the proper transportation technology: railroads. You’re right in that all the major megapolis’s in the ancient world were trading cities, but you missed the point that all of them were either in the middle of extremely fertile areas (heavily irrigated Nile, Euphrates valleys) or they were able to bring in food by river or sea: Rome, Alexandria, Byzantium/Constantinople, Babylon... You cannot, I say again, cannot, deliver any usable quantity of food by any form of land transportation based on animal power. The traction animals eat too much of the food they haul! I’ve posted this all over until I’m becoming fanatic about it, but the city radius MUST be variable according to the terrain, especially according to river or sea transport that allows bulk resources like food to be delivered from further away. Once railroads tie the civ together, those resources can be delivered from virtually anywhere and you can talk about Regional or Civ-wide food resources.
        Also, Nomads are NOT Settlers. They have no intention of settling anywhere, they’d have to change their entire way of life and cultural values. The Nomad Unit represents a concentration of migrating hunter-gatherer or herding groups. I used that abstraction because it allows the relative concentration of population and resources required to get some of the advantages of concentration of resources that a stationary city has: equivalents as I listed for Markets, Libraries, Temples, City Walls, etc. Otherwise, the Nomadic Civ misses out on 1/4 of the Civ Quadrilateral: the Build in Build, Grow, Explore, Conquer. Nomadic Tribal Units
        The Volkerwanderung that overran Rome and western/ Mediterranean Europe can be represented perfectly well with the Nomad/Tribal Units. If a bunch of small cities suddenly moves into your area, siphoning off resources from the stationary cities and accompanied by mobile combat units with higher morale and mobility, the stationary Empire/Civ is going to hurt. If that Civ’s forces are attacking a Wagon Burgh-protected Tribal Unit when a bunch of the Tribe’s Knights (Armored Lancers) attack them, we have just recreated Adrianople and the (probable) destruction of the Western Roman Army in 378 AD by the Visigoths!
        Dividing all the numbers by 10 allows more precision, but it’s all artificial and abstracted... The Population ‘points’ in the game are just that, an abstraction of actual population figures which represent, as near as I can tell, the city and its supporting country population. After all, Jericho the ‘first’ city only had about 1000 people inside the walls, so even in your 10x it would only be 1/10!
        Mobilization and recruitment are worthy goals, and the Combat/Unit threads have seen a lot of postings on that (mine included, slong with some stuff in SE) but a 10,000 population point is not basically out of line with the basic military unit. I know in ancient times everybody wants to consider a Legion unit to be one legion, but that's still 3600 to 5000 men - too many to be raised from a total population of 10,000 by far! In modern times, a divisional slice in world war two for an infantry division would be 22,000 (Soviet) to 50,000 (US). Again, far more than a single population point can support.
        On the other hand, if we are going to use Specialists to represent assignment of labor, a smaller population 'size' would be useful: you'd have to have a huge basic population before you will be supporting 10,000 Entertainers or Sceintists, even including students, all in one city. Trouble is, if you use the 10x for Specialists, you're either going to need a lot of points for each military unit, or you are going to be representing a pitifully small army for the size of your empire.
        Either way, as I stated before, the numbers are all abstractions. Pick any number you want and attach population figures to it for 'Mind Candy', but it's still historically meaningless. With a minimum time period of 12 months for movement and activity, the game is bound to be abstracted in a lot of ways...

        Comment


        • M@ni@c... you're right about the holidays. I'm a Brit, so I know when they're all away. Maybe I was confused because I have my own holiday coming up in September. Anyway, irrelevant...

          I am so glad you made the point about wonders having the same function and different names/styles - linked to civ city style. We have had a lot of discussion on a similar topic, i.e. using civ styles to determine unit appearance (e.g. samurai and swordsman and brave - or whatever - all have the same function and prerequisites, but a different icon - to fit with the look of a Civ). It suddenly occurred to me on the train home last night that this could work for Wonders too, so I am really pleased to see that you have posted it. I think this is a feature which must be in Civ, and has wide ranging implications. The choice of city style (currenlty between Bronze age, Medieaval, Classical and Oriental - to which I would add, at least, Middle Eastern, Aboriginal (not just Australia, but many more 'tribal' societies), Slavonic etc...) now determines just the look of the city - until the industrial era begins. I previously propsed that the Civ style should extend to governing the look and the name of units and of some city improvements - again until the industrial age begins. Adding this to what M@ni@c suggests above, we could extend it further so that some wonders would have their name and look governed by civ style choice - but again, just their style, not their game function. This is purely an aesthetic question. For wonders, the different styles could continue after industrialisation has been discovered, so that (as M@ni@c suggests) the Hoover Dam, if built by a Middle-East Civ style, would be called the Aswan Dam; if by an Aboriginal Civ, it would be the Kariba Dam etc... The appoll program could be built by a Classical or Mediaeval style Civ, but a Slavonic one would build the Sputnik Program. An Oriental Civ could build Sun Tzu's, but an Aboriginal (or whatever) Civ would build an identically functioning wonder called Shaka's Induna, and a Classical Civ would build the Campus of Mars (I have forgotten most of my Latin, but it's something like that). More suggestions on these lines from anyone??
          Remember, it's all just names - the game effect is zero; but it was the atmosphere and the flavour of Civ2 which scored so highly above the dullness of CTP. IMHO, a stylistic feature like this would add immeasurably to this flavour. An additional impact: all wonders then become possibilities only, not certainties as they are now... if Shaka's Induna is built by the Zulus, then the Chinese would not be able to build Sun Tzu's. I like that - wonders become less wonderful if they get built every7 time you play.

          We have talked of more African wonders: perhaps difficult to find many conventional examples, as African wonders have tended not to be constructions as we in the west might perceive a wonder to be. Great Zimbabwe is a rare exception. In some ways, Africa is so blessed with Natural Wonders (which I hope appear in Civ3) that it has not needed to construct its own. My own area of knowledge does not extend far beyond Zimbabwe (any African players of the game??) but I believe there could be a commerce-type wonder from the Ashanti Goldfields in Ghana; an early Science wonder from the Dogon wise men (the guys who supposedly had an electric battery way bach when..); a very early happiness wonder in the Bushman Paintings across Namibia, Botswana and Zimbabwe. On more modern wonders we get into controversial ground, but we might find a modern happiness (at least a discontent-stopper) in South Africa's Rugby World Cup of 1995. Think creatively!!! If we rename wonders according to civ-type, we will need these wonders - alongside potential wonders from other Civ-types.

          Comment


          • And, while I am ranting anyway, let's get the following off my chest!

            I would be very pleased to see Civs from a much wider background included in Civ3 (ie with proper graphics, leader pics etc - not just from my customisations). My own area of preference would be to see more Civs in the game from sub-Saharan Africa; and not just the Zulus. The Carthaginians and Egyptians are obviously not from sub-Saharan Africa.
            I would be very keen to see some or all of the following major civilisations represented:
            Shona - possible leader: Robert Mugabe - actual builders of the Great Zimbabwe wonder in the Middle ages. Eventually conquered and temporarily subdued by...
            Ndebele - leader Lobengula or Mzilikazi - cousins of the Zulus; led uprisings against the British, including beginning the war which led to the foundation of zimbabwe (subsequently dominated by teh Shona).

            Masai - names? - East African tribe who have possibly found transcendence already on a very different tech tree... tend to reject most aspects of modernity

            Swahili - led by Tippoo Tib (not the official leader, but a prominent citizen with cool name - based around East Africa and zanzibar, and strong links with Arabs. Made wealthy on ivory and slave trading...

            there are many more... e.g. Dogon, Hausa, Ashanti, San - who could be included. But please chaps, let's have more than just the Zulus - great nation though they are!!!

            Comment


            • x2 post

              <font size=1 face=Arial color=444444>[This message has been edited by Theben (edited August 24, 1999).]</font>
              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


              • I've been pushing for the Mali empire for a while now, and there were the city-states of East Africa which were quite powerful before the Portuguese came along with cannons.

                You could also use the Bantu, even though they were never unified as a nation. But niether were the Celts & Vikings.
                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


                • LordStone1 and all: I have assimilated (thankfully) ideas from the fruitful discussion with Diodorus Sicilus, mindlace, mhistbuff, itokugawa, Mo & E, changed my proposal, making the version from August 3 obsolet.
                  ----
                  As first part of "sweep of time" civilizations could start a bit earlier without agriculture, as nomadic civs. The traditional start with the advances "settling", irrigation, mining and road building should be included as one of the accelerated startup options. The nomad-tribe-based civs should have advantages in the beginning; once their city-based opponents get gunpowder, as historically, they start to seriously hurt. By then, though, most of them will (to survive) have conquered a few enemy cities and settled down, as they did historically.
                  This proposal for an implementation of nomadic civilizations is based on one new special unit, the _NOMAD TRIBE_ UNIT (all other units remaining the same). The _nomad tribe_ unit as population base represents a Tribal Group with many of the characteristics of a city plus the ability to move.
                  When a game starts from the very beginning (8000BC?), every civ gets one weak _nomad tribe_ unit (0a, 1d, 1m, 1h, 1f) with 1 population point. _nomad tribe_ units can have multiple pop. points (limited by happiness) and are generated by splitting 1 unit into 2 units and removed by founding a city with them or adding to a city their population point[s] (like settlers). While exploring the environs they live off the land and have no home city, ie. need never food or shield support.

                  Like a WALKING CITY a _nomad tribe_ unit gathers food&shield&trade from the tile it is currently on (occasionally preventing a local city to use this tile). It must move every turn or will get _no_ resources (e.g. fortified in emergency). The first/only population point of the _nomad tribe_ unit reaps _all_ food&shields&trade points from the occupied tile according to the current government type -- Nothing is subtracted as maintenance for the unit itself! Further pop. points reap additionally (shields+1 & trade+1) per pop. point, but _no_ food from the occupied tile. Thereafter this tile is exhausted for "further pop. points"-number of turns (yield=0), symbolized by a pollution-like icon. So the multiple _nomad tribe_ units leave temporary traces behind them, happy hunting -- this also prevents them from occupying the same (special resource or self-improved) tiles "too soon" again (for example on automated patrol routes).
                  Every _nomad tribe_ unit has a name (reference for the supported units), a short list of TRIBE IMPROVEMENTS and a food & production box, which are displayed, when it becomes the active unit. _nomad tribe_ units can't improve terrain with roads, irrigation, mines etc. and cannot produce wonders; they can produce units and some equivalents to city improvements:
                  Chieftain's Hut - equivalent to Palace
                  Sacred Grove - equivalent to Temple
                  Shaman's Hut - equivalent to Library
                  Bazaar - equivalent to Market Place
                  Wagon Burgh - equivalent to City Walls, but not as strong
                  When a _nomad tribe_ unit founds a city, the tribe improvements are changed into their city equivalents.

                  _nomad tribe_ units may gain advances through the collection of TRADE POINTS, just like regular cities. Every civ gets 1 tradepoint per turn for free (to lessen the advantage for starting with the _nomad tribe_ unit near river tiles). Once the "settling" advance is acquired, they may build cities.

                  With the appropriate civilization advance a _nomad tribe_ unit can build the tribe improvements mentioned above and units (warriors, horsemen, settlers, diplomats etc.) by emptying a full PRODUCTION BOX. 1 military unit per population point of the _nomad tribe_ unit is free of support in despotism (&monarchy?). Further units are supported from the _nomad tribe_ unit's production box with 1 shield per turn (or 1 food, if the prod. box is empty (and disbanded, if the food box is empty too)). Settlers need 1 shield & 1 food support.
                  The MILITARY UNITS produced by a _nomad tribe_ unit are some of the regular types, except higher Morale/Experience than ordinary units and mounted types have slightly better mobility. The units it can produce should be limited to infantry and mounted, so no vehicles. Maybe they could not build units requiring beyond a certain Production cost, which would be a quick way to prohibit them from building things they never built, like Musketeers, Catapults, Cannon, etc?

                  When its FOOD BOX becomes full, 1 _nomad tribe_ unit _may_ split in 2 new, independend _nomad tribe_ units with their own, empty (and scaled up) food boxes, dividing the content of the old unit's production box into their own, independend production boxes as well as dividing supported units of the old unit between the 2 new units; tribe improvements remain together at 1 (the bigger) new unit.
                  Alternatively to the split the _nomad tribe_ unit _may_ accumulate, ie. clear & scale up its full food box and increase the pop. points by one.
                  To provide one mechanism towards building cities (and to escape the general "exponential growth" problem!), the food box is enlarged on every split or accumulation (e.g. 10, 10, 20, 30, 50 etc. food). This numbers should play-balance a variety of starting strategies between the following extremes:
                  (chinese) PERFECTIONIST, explore neighbourhood for a good city location, develop asap the advance "settling", build city, irrigation, granary, phalanx etc.
                  (mongolian) EXPANSIONIST, explore continent for goodie huts & weak civs, develop asap horseback riding, wheel etc., conquer cities and/or plunder their irrigated & mined tiles with swarms of simple _nomad tribe_ units.
                  As long as _nomad tribe_ units want to grow, they would avoid desert, glacier & mountain (0 food) and prefer grassland, special resources & irrigated tiles (2+ food), mainly mixed with forest & plains (1 food), and so gaining approx. 1.5 food per turn (net).
                  [With the FOODBOX-SIZES 10, 10, 20, 30, 50, 80, 130.. & approx. 1.5 food per turn gathered by a _nomad tribe_ unit, it would need 7, 7, 13, 20, 33, 53, 87.. turns to fill them. I.e. during the first 7, 13, 27, 47, 80, 133, 220.. turns there would be max. 1, 2, 4, 8, 16, 32, 64.. _nomad tribe_ units (of course if not accumulated or killed or used for cities).]

                  Another mechanism towards building cities and balance between the splitting or accumulating of _nomad tribe_ units is provided by UNHAPPINESS (riot factor): Unhappiness/Inefficiency from distance translates into rebellion after a time unless serious steps are taken to avoid it. Own rioting (redhead) _nomad tribe_ units on the circumference of the empire turn into barbarian (redflag) _nomad tribe_ units after a couple of turns (10?) and split off from the starting civ.
                  [Early-game BARBARIANS should have more options than just attack anything that moves: provide trading partners, info about other civs they contact, middle-men for tech transfers. Variety in Barbarians comes both from giving them a range of attitudes and mentioned interactions, but also some diplomatic exchange as well: You can buy off barbarians into not attacking you, joining you, attacking someone else, etc. Trading a lot with them would make them like you more (or, occasionally, lust after what you've got and raid you if you don't keep some military force around. And they should rely a lot on the way nomadic civs worked, by raids or hiring themselves out as mercenaries or try to join your empire but settling in the borders... There should be many barbarian tribes, but barbarians of the same tribe should land near each other. If barbarians stay too long without being attacked, then they should found thier own cities and become a small city-state. Finally the threat to civs also change over time and/or technology: barbarians to peasant rebellions to religious fanatics and terrorists.]

                  Goodie huts can result in a _nomad tribe_ unit.

                  Questions:
                  _nomad tribe_ units are really weak and probably can't survive a heavy battle (they can fortify, but that would prevent them from gathering food). Should ZONES OF CONTROL apply to them?

                  I think cities should be able to produce _nomad tribe_ units (kind of supply crawlers). When such a unit is created in a city, the number of citizens is reduced by 1. Number of shields required to produce a _nomad tribe_ unit?20? How about the initial foodbox-size of the _nomad tribe_ unit?80?

                  Taking the resources from a tile improvement is just 'living off the land'. If a _nomad tribe_ unit destroys the improvement (pillage it), should it get a one-time bonus depending on the improvement? How big should this bonus be?
                  On the other hand, they might get peaceful bonuses in diffusing Tech and in Trade, because they tend to contact a lot of Civilizations informally in their wandering. Each time a _nomad tribe_ unit trades with a city, it increases the chance of gaining a technological advance, as does wandering through a populated area. How can this be modelled in more detail and terms of game effect?

                  Comment


                  • Diodorus Sicilus :

                    About that jobs are only a deciding factor in the modern era, you're probably right. The people couldn't migrate anyway even if they wanted, no means of transport available. So let's make resource production a depending factor from the Industrial Revolution.
                    You're right in the ancient era food was a deciding factor, but it was not the factor. Again, some trade cities were located on very infertile places, yet they were large.

                    About persecution. In the religion model persecuted citizens become very unhappy. So if a migration model is based on happiness, their migration is already included.

                    About food transportation. Ok, in the early game, the food production of the city would only include the city's production itself. When there are more advanced (Roman, Rail?)roads, it is dependent on the region's production and in the modern age it depends on your whole civ's production.

                    About that trade cities you called. They were indeed founded on good spots. I am talking about the real desert or steppe cities like Palmyra, Petra, Bokhara.
                    The only reason they got big is because they were built along trade routes. So if there isn't a communal food pot for all your cities (BTW, I'm not really a big supporter of the idea. Just were giving a possible solution to simulate how desert cities survived.), I insist that transporting food is made a bit easier. In Civ2 you had to build a 50 shield caravan for just one more food. I think it should be something instantaneous and diplomatic like "you give per turn 10 food to my city and I give you something else in return (trade icons? or if the ideas on the Economy/Trade thread are worked out something better, a specific item). That would make food trade with other civs possible. Something impossible in Civ2.

                    Ok, let's recall them to Colonizers or Refugees.
                    ->can found cities
                    ->can have weapons
                    ->can't be built in a city. To 'make' one you have to disband a city.
                    I think my Colonizer unit is better than your Nomad unit to represent the Volkerwanderung.
                    Since as I recall,
                    1) Nomads can't reappear out of already established cities, making representing the Visi- and Ostrogoths impossible since they had some kind of a fix territory.
                    2) Your nomads have to conquer a city to (re)establish themself. But the Goths weren't the only one moving. They were also many people going over the Rhine. And some other people out of Central Europe migrated to the East of the Rhine. So basically the only thing those guys did was moving one spot to the west. That can't be represented if they first have to conquer a city.

                    BTW, if you divide pop units by 10, one pop unit is 1000 = size of Jericho.

                    Mzilikazi :

                    I have read the topic in Civ3 - General/Suggestions about different units (actually graphics and names) for each civ. I think this is easy to do. Just take a look to the numberous scenarios on the net and even in CiC and FW and I'm sure Firaxis has an abundance of different unit/building/wonder names with the same effects.

                    BTW, I hope you have posted that proposals on some official threads. Otherwise they won't get in the list.

                    About natural wonders. Are that wonders to be constructed or natural landmarks as in SMAC with some good production or SE benefit?

                    I agree on all you say, except I wouldn't include Rugby (nor cricket) as a wonder.

                    To all :

                    Does the USA really has to be included as a civ? I think it's too modern.
                    All civs in CivX are pretty old. Only the Americans are an exception. I kind of find them unhistorical to include. BTW, I think the Classical City Style sucks for them. Another reason to exclude them. Stupid if you have to make a new city style for just one civ.
                    Contraria sunt Complementa. -- Niels Bohr
                    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                    Comment


                    • M@ni@c: To clarify - when I said that Africa is abundantly blessed with Natural Wonders of teh world, I was indeed talking about naturally occurring ecological and geographical features. I have not played SMAC, so I don't know how they are treated there... hope they're in Civ3 in a big way.

                      regarding "The Rugby World Cup 1995 as a Wonder"... I know, I know - stupid idea, and I never really expected anyone to let me get away with it. But - from one who was there, and watched his own country take a sound thrashing - the feelings of confidence, unity and euphoria which arose from the tournament not only in South Africa but also in Botswana and Zimbabwe, across all classes and population groups, were remarkable. If that's not a happiness wonder I don't know what is. Obviously this is the wrong trhead for it, but it does bring us back to the old question of including "[Your favourite sport] as a wonder" in Civ3. I for one would like to see this...

                      I share your difficulties with including America as a Civ. It feels very odd to be attacked by American Phalanxes, as the concept is so utterly alien. Much stranger than sinking a Babylonian Aegis Cruiser, because (if things had turned out differently and Babylon still existed) the Babylonian cruiser could have been a possibility. Unlike America in antiquity... nonetheless, much though I hate to admit it, I think America probably should be included as a Civ - partly just to make sure the game sells, the faith grows, and one day we get a Civ4 to make all our dreams come true. Also, many scenarios will include America, so it is important to have the artwork on the disc. But I have to disagree with you on one point - I think the Classical pattern is probably the right Civ style for the Americans, with the Neo-Classical White House as a potent symbol of the Civilisation. I suppose we could have some rather offensive fun thinking up new Civ styles for American cities... but I don't think I quite dare start that one off.

                      Theben - glad to see you back; and glad you were calling for more African representation in Civ3 way back when... I would have some concerns about using the Bantu as a Civilisation, however, due to the connotations the word picked up in the old South African regime. It is a perfectly acceptable scientific word, describing a linguistic grouping, but tarnished by use in a racist context - our game designers might have to think carefully before using it. there are plenty of individual tribes/Civs which could be used.

                      I think all of the above on nomads is brilliant - I don't care whose system wins out, or whether there are elements of both, but the concept has to be in the game. Is it going to be possible for an entirely nomadic civilisation to win? Perhaps through a transcendence type research/happiness victory? I think that would be an important feature, otherwise players will all rush to learn how to build cities, and nomads (other than AI) will not feature heavily in usage by victory-minded players.

                      Comment


                      • Most natural landmarks give a +1 bonus to food, resources or trade. Another landmark gives a +1 bonus to resources and trade. Another +1 Planet (SE).

                        If sport is included as something wonderlike, I think it should be a Special Project (wonders that can be built be every civ, I thought).

                        Because there is one white house, it doesn't mean that all American cities should be classical.
                        I rather prefer something like the cotton manor style in the South.

                        Contraria sunt Complementa. -- Niels Bohr
                        Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                        Comment


                        • M@ni@c:
                          Precision has little value of its own, and too much details can kill a game, as "Destiny" has unfortunately(!) shown. In the end it's a game (or it should be ). So the most important questions are:
                          1) is the gameplay fun?
                          2) is the gameplay fun, again?
                          3) does it make historically sense, is it realistic etc?
                          Besides that I consent Diodorus' profound analysis relative to population pressure, food distribution, abstraction and 'Mind Candy'.


                          itokugawa:
                          I agree with most points of your last message, but have concerns about the topics 2/3) and 5a):

                          2/3) Cities are the population base of settled civs. _nomad tribe_ units are the population base of nomadic civs. Both population growths depend on the same resource: food.
                          _All other_ units can only be produced with shields. What is unreliable with this? It would help to have an argument backing your statements 2) and 3).
                          Problem:
                          As I understand it, would nomadic warriors (production cost: 30 shields) by running or sitting on forest tiles (2 shields) reproduce themselves every 15 turns, ie. 2 nomadic warriors after 15 turns, 256 after 120 turns (80 turns on coal). If those nomadic warriors found and join cities, this would be quicker city growth than regular possible.

                          5a) This super-units with topical attack value, effortless self-reproduction (in comparison with ordinary military units), ability to found a city combined with no shield support from and no "unhappiness from home" in republic for their home city ... change gameplay a lot and unbalance the whole gamesystem. They cost only 20 shields more? What a bargain!
                          Example:
                          A nomadic knight, produced in a city on the edge of riot costs 1 population point (and sets free herewith an ordinary pikeman, needed for martial law so far) and 60 shields. After 30 turns on forest tiles he reproduces himself: Together with the half nomadic knight he saved his home city for support shields we have 2.5 nomadic knights, and so on. You have to do great acts with your ordinary knight in this 30 turns, to justify the 40 shields production cost for 1 lonely unit.

                          In fact, your approach to implement nomadic game elements as optional _nomadic quality of ordinary (= mostly military) units_ seems to me more as an approach to a nomadic army than an approach to a nomadic civilization.


                          Diodorus Sicilus:
                          I'm not sure with the "Chieftain's Hut" as equivalent to "Palace". Probably every tribe had its chieftain, so something for all the tribes is required. What do you think?

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                          • If you mean with too much precision the x10 population, you're right. If there is another recruitment system everything is ok to me and x10 isn't needed. However on the rest of my large post, I don't see anything that should cause too much precision.
                            Contraria sunt Complementa. -- Niels Bohr
                            Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                            Comment


                            • I divised 'fractional population growth'
                              In this growth is not measured by food stored, but by thosanths of a pop point per turn. Have units that die cause a loss of 0.02 to 0.2 pop points, and it works well

                              ------------------
                              "Any technology, sufficiently advanced,
                              is indistinguishable from magic"
                              -Arthur C. Clark
                              "Any technology, sufficiently advanced,
                              is indistinguishable from magic"
                              -Arthur C. Clark

                              Comment


                              • In that fractional system, is population lineair (1 =10000, 2 = 20000, 3 = 30000) or is it as in Civ2 (1 = 10000, 2 = 30000, 3 = 60000)?

                                If it's lineair, two problems :
                                1) Then cities reach size 20 too soon. What about cities with a million inhabitants?
                                2) Then my suggestion of labor increasing with the size 1 = 10 labor, 2 = 30 labor... doesn't work. Means that ICS isn't solved anymore.

                                If it's as in Civ2, a problem :
                                Loosing 0.2 population points would mean loosing much less soldiers in a city size 1 city than in a city size 20 city.
                                Contraria sunt Complementa. -- Niels Bohr
                                Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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