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  • OTHER ver 2.0 - hosted by Ecce Homo

    the SUMMARY OF OTHER THREAD VERSION 1.0

    At last, it is here.

    As the first OTHER thread was active, many new threads were created. Therefore, many ideas posted here would fit better in other threads. I will post them in the responding threads and mention them in the OTHER summary, but I might exclude them as they are mentioned in responding summaries.

    BOLD CAPITALS mark topics belonging to existing threads.
    Bold lower case letters mark sub-topics.
    Italics after the posts mark the authors’ signatures.
    Bold italics mark my personal comments.


    GENERAL IDEAS WHICH WILL REMAIN IN THE OTHER SUMMARY

    Population growth

    Change the terms of population growth. Many aspects directly relate to Social Engineering.
    Factors for population growth:
    1) Education - High Education will actually lower population growth.
    2) Prosperity- will modify immigration/emigration but not growth
    3) Marriage - a social engineering choice
    4) Contraception
    5) Environmental Awareness
    6) Status of women in society
    7) State programs - breeding programs and population control. Trachmyr

    Food should not be used to "make" new population. Instead, population should grow whenever there is enough food, health and happiness. Captain Action

    Time range
    The game should cover the period from the first appearance of Homo until about 2020. anachron

    The game should go farther-maybe to the year 3000? JT3

    You should be able to select what era to start in. NotLikeTea
    I would like this issue to be discussed in the General forum. I emailed MarkG to make polls about it.


    "Interesting" things

    The game should recognise "interesting" things. For example, if a particular unit is very successful, it's home city should throw a "we love our troops" parade. the Octopus

    Rural population
    Some squares on the world map should be inhabited. The populations will slowly grow and expand to neighbouring squares. If the population in a square grows large enough, a city, and therefore a new civ, is created.

    The populated "countryside" squares will belong to the closest city and produce food and resources. People in the city will produce gold and science. Later, people working in factories in the cities would increase production at a linear rate.

    Now you can also take move people to empty squares outside of a city radius but still within your empire's borders. These people working the empty land would behave like neutral inhabitants, but you can still chose which direction they expand in. You could also move people to other cities, but moving people should cost you some money.

    You should also be able to build a road to a square to utilise the resources being produced there.

    You can then decide where the production will go, to any city it is connected to by roads.

    City sizes in the first parts of the game would remain relatively small, ant they would have to rely on these squares outside of a city for more food and resources.

    You would also want to move people to outside squares when your city can not grow any further, when all of the food is being used up and none is left over for growth. You could then move people to empty squares to allow your empire to still grow. Move enough people into a region and you could tell them to make a city (this would most likely cost some gold or something). The countryside is where most of the people in the world live up until the 20th century.

    When you destroy a city, you don’t necessarily kill all the inhabitants of the city, mainly you would just kill the citizens working in the city square. You would have to pillage the land surrounding the city square to kill the people working that square, and eventual later in the game, doing that kind of an action would be an atrocity. In the real world (the past) when cities were attacked, most of the inhabitants in the city were killed or sold into slavery. Combat should reflect this by usually wiping out the whole city when you take it. But the people that were working in the city, not in the city square, would survive.

    When a city or civilization is destroyed there should be the chance that the civ’s civs techs will be distributed around the world or to any other civs in a certain radius.

    As for civs rising and falling, and rising again, when you destroy enemy civs, and DON’T commit genocide on the remaining people still working the land, they return to a neutral status unless they are inside the borders of another civ.

    These now newly formed neutrals will continue to grow and expand and will eventual form cities again and thus NEW empires, so that new civilizations are constantly popping up.

    Civs should be able to grow quickly compared to already established civs. I would balance it so that a city's growth was limited by the amount of food it could produce, not whether it had an aqueduct or not. Possibility

    Nomadic Population
    Before cities were constructed, people were more or less nomadic. This needs to be represented in Civ 3. Treat a nomadic population as a mobile city, but not "improvable".

    Workforce
    Your workforce is handled on a city or regional basis, depending on your "National Government Level" (Independent/Regional/Federal).

    Workforce determines not only what you produce/build but how your cities develop as well (A city with Level 8 Industry due to a lot of factory workers is much different than a city with Level 8 religion.)

    All other projects utilise PW, from mines to roads to Wonders (which appear on the map)
    Other concepts will be included, and I’ll expand on them later (Government, Stockpiles (National vs. Regional) and army production to name a few).

    The result will be a highly graphical representation of you NATION, not just cities. Also Micromanagement of city improvement is eased, to allow for more detailed workforce, supply and economy.

    One final note, tiles should be reduced in size to allow this to be effective. I suggest 1/4 size at maximum.

    Random Event: Charismatic Leader.
    Political: if he's in the government, for instance an advisor or Ruler and the government for X turns you get extra Happiness, Growth, or Economics or all of the above. If not in the Government - Government Reform or Revolt
    Religious: increased Happiness, but you might also get the Church unhappy.
    He can be a Prophet creating a new religion. You then have got the choice of trying to suppress it or accept it.
    Scientist: you get an Advance.
    Military: Pick one army/stack of units which can do Great Things for X turns. The General might take the government away from you!
    Explorer: a part of the map or a Special resourceis revealed. Diodorus Sicilus
    [b]What about a Capitalist?


    The Demo
    Firaxis should think about how a demo should work up front, instead of taking a game engine, crippling it, and forcing us to wait for a huge download. The crippled nature of the SMAC demo was infuriating. If thought about ahead of time, maybe they could give us a better demo. the Octopus

    Including X-factors
    Epidemics, earthquakes, hurricanes, famines, volcanic activity, cults, alien visitation or artificial intelligence revolt. anachron

    Bureaucrats
    Large cities should require one or more ”bureaucrat” citizens. Sieve Too


    <font size=1 face=Arial color=444444>[This message has been edited by Ecce Homo (edited July 13, 1999).]</font>
    The best ideas are those that can be improved.
    Ecce Homo

  • #2
    INTERFACE
    alarm clock option
    An internal timer. meowser

    MOVEMENT
    Speed up sea transport:
    Shipping - Allow sea transport TI:s that scale with technology (sailing ships, modern cargo, and some future hydrofoil-style-thing, for examples). A player builds a ferry/trade route which allows for fast-faster-instant transport from a city/port across the ocean. Then, you just "drive" your units across the ocean, although they could not attack and would have a defensive value of 0 if it got caught there.

    Just like a road or RR, they can be pillaged/pirated and destroyed. Sea power units are still needed to protect the routes and power project, as are transports to land equipment in other locations not served by regular trade routes, or if a player is cautious and wants the extra protection that Galleons/Transports provide. Different players could have their routes cross, but I imagine they would be rapidly cut in a war.
    My idea is to have some kind of City improvement that allows Sealifts (like Airlifts, but not instant).

    Bridges/Tunnels
    One-square distances could be bridged or tunnelled. More advanced future-techs allow for longer bridges or under-sea tunnels.

    Supply Crawlers like in SMAC are a bad idea. Too much micromanagement, and too little relevance to Civ3/human history. wheathin

    Aside on Huge Cities in general: I'd rather see a more developed economic system that could mimic some of these effects, but at least the game should recognise that availability of food hasn't been a determinant of city size for over a thousand years. Cities create demand for food which is almost always met. Food can be interrupted to be sure, resulting in short-term famine and decline, but long-term city growth (even over the "mere" decades of a medieval-period Civ turn) depends more heavily on other factors like employment, social policy, war, disease, peace, and immigration. The demand for food that large cities or burgeoning rural populations create drives agricultural innovations, money economies, and cash-cropping, not vice versa.

    UNITS
    sell military

    It would be nice to be able to sell military units like in the real world. Thue

    CIVILIZATIONS
    revolts

    Revolts should be more common in the early game, under certain governments. When several cities revolt, a new civ will be formed. JamesJKirk

    A better Civ seeding algorithm
    Drop the first major civ randomly. An invisible circle extends around it. Next civ is randomly dropped, except it can't land inside that circle. Continue process until out of major civs, or all land is taken up by the circles. In that case, reduce the size of the circles until an area pops up. When dropping minor civilizations, reduce the size of the circles even further, and keep dropping till you run out of space.

    Don't make it so that starting next to a river and not starting next to a river makes the difference between a civilization's life and death. SnowFire

    GAME ATMOSPHERE
    Bring back the High Council!
    Here are EnochF’s character suggestions for the Ancient, Renaissance, Industrial, Genetic and Diamond ages:
    War
    A Conan-like man of few words
    R Sir Gawain
    I Patton-like general who quotes the George C. Scott movie
    G Colin Powell like general
    D on-the-edge, constantly frustrated sort of Susan Ivanova character
    Science
    A stereotypical picture of Archimedes
    R egoistical Italian reasoner
    I Albert Einstein clone, but not an over-the-top impression
    G Dana Scully-like geneticist
    D super-wired scientist (like Professor Zakharov from SMAC)/supercomputer like HAL
    Trade
    A shady, vague Arabic trader
    R soft-spoken Italian banker
    I like the millionaire from Monopoly, but talks like Boss Tweed
    G Bill Gates character who urges you to "keep in the fast lane"
    D old and weird business guy based on S.R. Hadden from Contact
    Diplomacy
    A Delphic oracle who gives mildly cryptic advice
    R Machiavellian character who urges betrayal, stealing technology, etc.
    I optimistic Neville Chamberlain sort of chap
    G elderly woman, sort of a mix of Madeline Albright, Eleanor Roosevelt and Margaret Thatcher
    D Comes full circle, a kind of parapsychic, super-wired Delphic oracle
    Entertainment
    A overweight Nero-looking chap who speaks in ill-rhyming poetry
    R court jester who strums on a lute and sings insulting songs
    I Elvis!
    G cynical pollster like somebody from Clinton's legal team
    D sinister Cigarette-Smoking Man

    JT3 reminds that profanity should be kept out.

    A High Council or something equivalent is a must. It could be combined with some sort of Throne Room.


    CITY IMPROVEMENTS AND CITY CONCEPTS

    More than one worker on each square. Unknown
    Maybe that should be made possible with a certain Wonder, like the Millennium Tower.


    Base Support Structures

    include ALL of the critical structures of past ages. This structure will AUTO upgrade when you enter a new AGE if you have built all included structures of the previous age. You will be able to found and develop a thriving city, without the need for that city to have been there from the beginning. Trachmyr

    [b]Growing cities[/i]
    A City should spill out from the middle square of its radius to fill in the other squares. You should lose access to minerals on these squares. UCK

    Removing the emphasis on cities
    The position of CIV,CtP,SMAC, and other games of this genere, is that the CITY is the center of society, and the primary focus.
    Instead, I counter, that it is the network of all human populaces, all structures (mines. roads, barracks, factories, ect.), and how they interact that decide if a nation is to succede or fail. Trachmyr

    City improvements which allow certain Tile Improvements
    and vice versa. I.e. you could not build fisheries until you had built a harbor. wheathin
    Like the Farmlands and the Supermarket, if I got it right.


    GRAPHICS

    National flags for units

    instead of colored shields. And when you create a new game you should be able to customize your flag and edit it throughout the game. What do people think of it? I think it would go a long way towards individualizing each game experience. kmj
    The cities should have such flags, instead of one-coloured ones. The units could also have coat-of-arms - different for army, navy and air force.


    CtP’s system for roads/rail is ugly. The representation of the transit type from the centre of one square to the centre of another should be uniform, not change abruptly at the square boundary.
    wheathin

    MANUAL

    The Civ III manual should be the same size as the CivII one, with nice and big-font words and easy to read, not like the encyclopedia-like with columns and size 8 font SMAC manual, nor the anorexic CTP forum. Lots of pictures, too! LordStone1

    TERRAIN

    Altitude

    for the terrain. JT

    Naming terrain features
    The human (or the computer) should name geographical locations. Widowmaker

    Take the starting positions of the Civ's into account, so we're likely to get a Nile River in Egypt, or the Andes Mountains near the Incas. the Octopus

    Who is the first to discover a region should be the one to name it. [b]kmj[/i]

    More emphasis on rivers
    *Increase trade depending on the number of cities upstream
    *Increase aqueduct, sewage system and power plant effect
    *Travel bonus only when entering the river from a city. Crossing the river should take time.
    *Armies should be vulnerable when crossing rivers.
    *borders should conform to the rivers. russellw

    Better resource seed
    Something more random, where resources are not evenly ”lined up”. Rathenn

    Natural events
    What to do about real earthquakes, tidal waves, volcanic eruptions, land creation/destruction, and even continental drift? NotLikeTea

    Natural conditions like earthquakes, volcanoes, floods, hurricanes/monsoons and tornados could be incorporated into the game. Floods cause food losses, volcanoes cause population and, perhaps, other losses, earthquakes cause improvement and/or productivity losses.

    Volcanoes and flood prone rivers could provide extraordinary production bonuses. Fault lines could be especially rich in super oil/gas fields. Technology and/or improvements could help to get these bonuses or reduce the danger of bad occurences. [i]Bird

    alternative reward
    Instead of rewards like the Throne Room, a special resource could be found outside a city. Sieve Too


    TERRAIN IMPROVEMENT

    Terraforming requires micromanagement and is too much sci-fi. At the very least, provide us with some sort of convincing explanation: a "Weather Control" technology would be a nice start. If terraforming is possible it must be appropriately scaled. Changing a swamp into mountain requires more technology and efforts than clearing forests. wheathin

    Variety is necessary. In CivII, there are railroads everywhere. A TI should only be useful in certain locations - not in any tile. NotLikeTea

    Public works
    Many, many posters agree that the Public Works system in CtP is good.

    Public works should only be able to build improvments inside the region/city radius.
    Settlers would have to do the things outside of the city radius. Mo

    Don't link Transport TI to special energy/trade/etc. bonuses. It just provides an incentive to cover every square with railroads/maglevs/whatever. wheathin

    You should be able to build PW anywhere inside your borders. In unclaimed territory, maybe use CTP's system of building only next to an established PW. And you shouldn't be able to build in hostile territory. Bell

    Walls
    One should be able to build Walls across the map. They can be used as roads. They would completely prohibit vehicles/cavalry from crossing unless destroyed... but that may take some time with primitive weapons. Trachmyr
    Walls could be both a City and a Terrain Improvement. The same for Fortresses.


    Regions

    Put a size/population limit on the size of a region, which depends on the government type. In Despotism the largest region possible is one city; as your government gets more effective, the possible size of a region goes up. JT3

    <font size=1 color=444444>[This message has been edited by Ecce Homo (edited June 24, 1999).]</font>
    The best ideas are those that can be improved.
    Ecce Homo

    Comment


    • #3
      ...not that there's anything wrong with that...
      "Harel didn't replay. He just stood there, with his friend, transfixed by the brown balls."

      Comment


      • #4
        Hey, doesn't this thing "bump" when you edit a message?
        The best ideas are those that can be improved.
        Ecce Homo

        Comment


        • #5
          Sort of a crossover, I am posting this in AI and diplomacy as well.

          AI ministers/governors
          The ministers in CIV2 were an amusing interruption of the usual chores (micromanaging cities, micromanaging units, etc.). They didn't really give any useful information, they just complained if you were not doing what they thought should be done. Who is the ruler here?

          It would be better if they were able to act upon directives from you (or each other, depending on how much power you grant them) as an extra (micromanagement-reducing) layer between you and the city/regional menus. After they have been given tasks or general directives, they present you with their suggested solution(s) which you may accept/modify/decline.

          example:
          You have given your diplomacy minister a directive to improve relations with your neighbour.
          Diplomacy informs you that your neighbours insist on a special trade relation in which they will buy weapons for food.
          The ministers of trade, production and military tries to dissuade you from that course of action, because; you will lose money, your production facilities are already engaged with other orders and it is dangerous to arm your neighbour.
          You instruct diplomacy and trade to make the deal anyway, but to delay the weapon shipments. Production are ordered to commence the weapon production and turn them over to military who will use them to make an attack army that can crush this insolent neighbour.


          Diplomacy's directives could be shaped like this:
          MISSION (to Persians):
          x Improve Relations o Provoke War
          Get
          o Territory o Bases o Passage rights o Technology o Money o Goods o Trade agreement o Prohibition against Slavery/Ethnic/Pollution/Drug/Religion/... o Acceptance of Slavery/Ethnic/Pollution/Drug/Religion/...
          Give
          o Territory o Bases o Passage rights o Technology
          x Money (200 gold) o Goods x Trade agreement o Prohibition against Slavery/Ethnic/Pollution/Drug/Religion/... o Acceptance of Slavery/Ethnic/Pollution/Drug/Religion/...
          Willingness to achieve mission goal(s) (1-10): 7
          Willingness to offer gift(s) (1-10): 5
          Who can sign agreement? o Agent x Emperor
          Duration of mission? o Immediate o Fixed # of turns x Until an agreement is reached


          <font size=1 color=444444>[This message has been edited by Ove (edited June 21, 1999).]</font>

          Comment


          • #6
            -=* MOVING TO TOP *=-
            The best ideas are those that can be improved.
            Ecce Homo

            Comment


            • #7
              Theben managed to dig up an old thread of mine from the old, old Suggestions for Civ3 forum. I don't know where else to put it except here.

              "Civ2 measures a lot of variables, some of which don't have any apparent effect on gameplay. Literacy, for example. Or life expectancy. Disease, on the other hand, should have immediate effects.

              "I sense doubt.

              "Well, the way I was thinking about it was this: Imagine how much different the world would be today if the Europeans, in their colonization of the Americas, had not brought with them a host of organisms against which the natives had no natural defense?

              "In other words, disease, used effectively in Civ III, could influence the course of empire.

              "I sense other people have suggested this before and been properly criticized.

              "Okay, then, I'll lay out some guidelines:

              "(1) Let's measure disease as a new variable affecting cities in your empire as does corruption, except that distance from the capitol is irrelevant.

              "(1a) Base disease is modified by the surrounding terrain. Jungles and swamps would boost base disease. Hills, mountains, plains and oceans would be neutral. Let's say grass and forests give a tiny boost thanks to naturally occurring herbs.

              "(2) Upon contact with another civilization, the computer makes a disease comparison. The base number being compared is the percentage of each civilization diseased, averaged out in all cities. If one civ has a substantially lower disease rate than another, they will incur disease penalties from contact with the new civ.

              "In the early stages of the game, this won't make much difference (at least not if everything balances out). There's always the chance that you might end up meeting a swamp-ridden foreign civilization early on and catch malaria, but all in all, the big effects will show up when two civilizations come into contact *late* in the game.

              "(3) Disease cannot be transmitted by diplomats or by wonders such as Marco Polo or United Nations. (Only mildly unrealistic.)

              "(3a) It can, however, be transmitted by caravans. And most *certainly* by military units attacking the cities.

              "(3b) There's a tiny, tiny chance that a new plague may emerge from a goodie hut along with whatever gold, technology or helpful natives are there. (That'll make you think twice before disturbing their idyllic, primitive existence.)

              "(4) If disease reaches a certain percentage of the population in a city, that city will go into Quarantine. This will immediately sever any trade routes the city may have and decrease the population by 1 per turn until the situation is rectified. Needless to say, any "We Love the Consul" days will be cancelled, and civilization-wide happiness will drop moderately, increasing the chance of Revolt. Quarantined cities left to themselves will eventually become un-quarantined simply because the percentage will drop along with the population.

              "(5) Base disease will drop substantially upon the discovery of Medicine, Sanitation, Genetic Engineering and any other medicine-related advances (such as Pharmaceuticals from Call to Power).

              "(6) New city improvements can battle disease, but not until roughly the modern age. Thus, Call to Power's hospitals and drug stores can actually have an effect on public health.

              "(7) Pollution would, of course, also have a direct bearing on disease. Every square of pollution might boost disease in the city three points, for example. (Potential pollution, or the number of crossbones the city is producing, would have smaller effects.)

              "This would eliminate the odd tendency of certain cities to celebrate after the detonation of a nuclear device downtown. Any city nuked would almost inevitably be thrown into Quarantine due to massive pollution and destruction of hospitals.

              "If done incorrectly, this system would make the game much less playable. If done correctly, though, with proper balance, one would have to plan against new contingencies: the onset of plagues such as the Black Death, the diseases carried by foreign invaders from far-off lands, even diseases caused by prolonged sieges where cities are cut off from outside supplies.

              "Imagine spending three thousand years developing a mighty island civilization in splendid isolation, developing as far as the Industrial Revolution, and then suddenly having half your cities thrown into Quarantine by an enemy invasion from the diseased lands from the war-torn continent to the east. D'oh! And you thought factories were more important than hospitals! Massive pollution already plagued your cities, and the invaders pushed public health over the edge.

              "I think this would inspire new strategies and make other strategies obsolete.

              "(On the other hand, then there's the new breed of player who builds up his disease as high as possible before going to war...)"

              There. At least now it'll be in the official Wish List.

              Thanks for taking over, Ecce.
              "Harel didn't replay. He just stood there, with his friend, transfixed by the brown balls."

              Comment


              • #8
                Unshure of wheer to post this idea, I will post it here. Some guy is making a Civ type game somewhere. He came up with the idea that the AI files are seperat files, i.e. not intergrated into anyother files. This allows easy updates to the AI only, without affecting the rest of the game. I think Civ3 should have this concept. It will allow Firaxis to relace "AI updates" to update the AI without needing to chage the other game files.

                ------------------
                "A human imprisons one of us? Intolerable!"
                -Ulkesh
                "Only dead fish follow the stream."

                Comment


                • #9
                  The modern entertainer councilman/woman should look like Sid Vicious/Siouxie Sioux (in her youth)!
                  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


                  • #10
                    STRUCTURE DAMAGE
                    This supercedes my post on the "suggestions" page.

                    Structures have hit points= to the cost of building them. Certain units (spies/saboteurs, catapults, cannons, sappers, bombers) and random disasters(floods, fires), riots/rebellion, nukes, and actual conquest thru military action would inflict damage upon the structures. You would pay gold or you may allocate a portion of your city's shield production for repairs. Any number of structures can be repaired per turn. Effects would be:

                    0-49% damage=no effect on structure, 1 gold repairs 2 damage or 1 shield repairs 4

                    50-99% damage=structure disabled. Gives no benefits to city, x2 repair as above

                    100%=structure destroyed. Must be rebuilt.

                    A disabled structure will start functioning again once it has been repaired to the 0-49% range, but cost of repair will stay as 50-99% until completely repaired.

                    How I see it function in the game:
                    Spies/saboteurs/sappers: These would inflict random amounts of small damage to one structure at a time, based on the total hp's of the particular building. Sappers would be
                    limited to city walls. However the successful act of sabotage would prevent the structure from working for, say, 1-3 turns, or 1 turn after the minor damage is repaired.

                    Catapults/cannons/artillery/howitzer + bombers: Inflict minor amounts of damage to a few structures during bombardment. They may specifically target city walls to do medium amounts of damage, to that structure only. Bombers may specifically target any city building, but may be repulsed by AA fire, fighters, bad weather, etc. Prior to laser targeting their chances of success will be low.

                    Floods, fires, riots, cause low/medium/high damage to some/many structures depending on the city's preparedness. Fires would be limited by aqueducts, wells, etc.; riots by
                    police station &/or barracks. You get the idea. This would also be based on each building's total hp's.

                    Nukes: Depends on power of nuke. All structures take damage, most in the high range, some will be destroyed. The rest would take medium.

                    Conquest would inflict low/medium damage on most/all structures when the city fell, but rarely will a structure be destroyed when the city is conquered.

                    low=about 10% damage or 4-7 hp's
                    medium=about 20-25% damage or 12-17 hp's
                    high=50-60% damage. Only happens to cities hit with random disaster's that are unprepared, or nuked.

                    DonDon
                    Questioned cost (later I halved repair costs), suggested:

                    · A "free repair" rate, something like 1 shield × city size each turn.
                    · Add 1 or more to "free repair" for: Con, Bri, Exp, RR, & Aut. (Each effects construction technology)
                    · Repairing w/o interrupting current construction by setting % rate.
                    · Pop-up menu (click on improvement) for selling, setting priority for "free" and shield repairs, and buying repairs (set rate in $/turn).
                    · Allow settlers & engineers in city to repair improvements, 2 & 4 shields/turn added to "free repair" rate.
                    · Add another special citizen type: construction crew, adds 2 shields to "free repair," 4 after Exp, sorta like a temporary settler or engineer.

                    David James
                    Questioned incentives to repair much past 49%, why not be % reductions, liked donDon's ideas.

                    itokugawa
                    Liked the idea of structural damage, suggested pay extra $ to lower spy success.
                    Suggested that some buildings should have more hits based on importance, such as city walls and SDIs.

                    Theben
                    I envision a number next to each built structure in the city screen representing the total damage, color-coded like units. Green=0 damage, yellow=1-49%, red=50-99%. You would click on the number and a pop-up window would let you repair the items, w/o limit of how many and how often you can repair. Gold is subtracted from your treasury, shields are counted similar to supported units for that turn.
                    Replied to David James % reductions don't work for each building type, and you should repair or you risk building's destruction later.
                    Disagreed with Itokugawa, repairs should be based on cost of building to keep player happy.

                    donDon
                    Since most improvements are structures easily damaged by fire perhaps they should not be
                    made too resistant to destruction. Then you could have aqueduct improve the resistance, representing better fire fighting capability. There could also be an improvement with sewer representing an incremental advance in water control structures. Modern water infrastructure would follow…

                    <font size=1 color=444444>[This message has been edited by Theben (edited June 30, 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


                    • #11
                      Yeah, back in her "Cities in Dust" and "Dear Prudence" days...

                      Actually, "Cities in Dust" would be a good track to play during Civilization...
                      "Harel didn't replay. He just stood there, with his friend, transfixed by the brown balls."

                      Comment


                      • #12
                        I would like to see several ways to win the game:
                        - build spaceship
                        - conquest
                        - diplomatic victory
                        - economic victory
                        - achieving a specific goal ( controlling all special landmarks, controlling all wonders, controlling 70% of map, having 60% of world pop...)

                        Comment


                        • #13
                          Absolutely agree with the last post... it should be possible to win by other ways than world conquest or a science based win that really depends on manufacturing resources (i.e. Spaceship or Alien Life Project)...
                          What about victory conditions based on demographic factors, such as the eradication of disease, pollution, inequality and unhappiness... I usually play Civ2 with sprawling empires and high production, but it would be great to win just occasionally by building a rural idyll or a scientific, egalitarian utopia.

                          Think about it: which Civ in the real world now is 'winning'? The US? China? Arguably - it depends on the measure you use: is happiness of population more important than number of tanks? Is environmental responsibility more important than the number of dollars in the government coffers? I don't know, and I would certainly not presume to make a judgment on others' views on the subject. The 'leading Civ' could equally be Sweden, Singapore or Australia, or any number of places... it depends what turns you on, and this should be reflected in the game through a far wider range of victory conditions. Am I alone in thinking this...?

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                          • #14
                            I guess this suggestion belongs here. How about bringing back the end of game replay that was included in Civ I?
                            "I say shoot'em all and let God sort it out in the end!

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                            • #15
                              They brought it back in SMAC, but it doesn't work as well. The civI version was much better.
                              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

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