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>
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>
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