Snowfire :
Summary
"Bell: How will you do the summary?"
I think that Bell will have the hardest job of all thread managers.
How will he summarize all my SE factors?...
Will he just make a short explanation like
"Happiness : affects people happiness"
or will he do it like more detailed like
"+4 Hap = one extra aristocratian on every 4 citizens."
I think the latter is the best and even necessary to fully understand my model, but it will probably require too much space.
Technology
"Maniac, take a trip over to my Technology thread and look at the futuristic technologies I suggest. I want futuristic technologies, but near futuristic. Which as far as I'm concerned includes things like AIs, nanorobots, fusion drives... I do not want aliens or futuristic SE choices though."
I don't think that nanorobots will be discovered near 2060 or even 2100. So I want Civ3 to go some further.
Protectionism
"One more issue: Perhaps Protectionism should get an asterisk to indicate that income from foreign trade goes down when you use that as an economy. Or better yet, perhaps this should become part of the Dip stat as well (and make Protectionism -2 Dip)? Low Diplomacy reduces foreign trade?"
I mentioned shortly in my Diplomacy post that the player should have lower trade if he has a bad relationship/diplomacy rate. So this is already covered.
"Another good change to Diplomacy would be that a high diplomacy increases the "happiness cost" for another nation to declare war on you (unless they have spent a lot of money on propaganda)."
This is covered by the Culture rate.
Efficiency
Well in SMAC your efficiency rate represents the efficiency of your bureaucracy.
So I think if you recall corruption to efficiency, people will confuse corruption with the efficiency (of your bureaucracy). And that's not the same as I showed with Democracy.
Wealth, Feudalism, Confederate
OK, I am willing to give Wealth -2 Hap.
First because you are partially right and also because Jon Miller is right that Mercantilism/Wealth is too easy to get +2 Eco.
But that brings two other problems.
1) Too many Happiness penalties
2) Too little Urbanization penalties
My solution :
Tell me if you agree. It is VERY important to keep everything in balance.
If I give Feudalism/Manorialism -1 Urb and -1 Centr, the problem of too less Urbanization penalties is solved. That would also better simulate Feudalism/Manorialism. + your problem of Prussia/Confederacy is solved, cause I think they had a smaller pop because they were feudal, not because they were Power.
However then there would be too little Centralization penalties.
Therefore I should give Confederate -2 Centr instead of -1 Centr and -1 Nat.
So, there are 3 problems solved.
Power/Imperialism
Sorry, I stick with my point.
Power has -2 Centr.
I gave Manorialism/Feudalism -1 Urb.
Federal and Confederate
I am willing to delete the Happiness penalty(there are too much anyway if I give Wealth -2 Hap) if you come up with another negative penalty.
Until then I stick with -2 Hap.
I gave Confederate -2 Centr.
I am willing to delete +2 Corr, IF you give me another benefit, since I think the +1 Dipl makes no sense.
Atheism
I propose we move this question to the Religion thread.
Old questions
1)
Gov good. Glad to here it.
Feudalism
I reduced the Centr penalty, so it's a better option now, I think.
You're right. Two days ago when I was wondering how to make Feudalism worth the while, I came also on the idea that the Support would certainly make up for the Centralization loss, that is, in the early game.
Now I reduced the Centr penalty, I wonder if I shouldn't decrease the Sup bonus to +2.
Mercantilism
Perfect. It is meant to be used at the same time with Wealth (Democracy and Commonwealth are only available in late game).
Banking - Free Market
Yea I know the jump from Banking to FM is big.
Therefore I gave FM the Corruption bonus. That is necessary if you have a large empire at the end of the game (I think FM should be available with the Corporation technology).
Transnational
Keep this in mind before ignoring Transnational.
+5 Eco gives +20 energy per square!
20 = don't forget I'm using the x10 system.
So Transnational +3 Eco gives you a good jump in the right direction.
Plus I don't think the +2 Centr bonus is to be ignored.
Power
Yea, I would too avoid Power, but there seem to be people (like Jon Miller) that think Power as a good SE choice.
Environment
I know Environment is the weak brother of the Value choices.
Therefore I think the Environment factor/stat should have a new use : disease control.
There is a thread about it in Civ3-General/Suggestions, but I am still waiting for some concrete ideas (and I don't have good ideas for a disease model).
Space Expoitation
Well, I don't want to force the civs, but I think this should be a good choice if the player wants to win by terraforming Mars.
Also the +2 Urb should be good to avoid pop pressure, cause your pop limit is higher.
To know more about population pressure, I redirect you to my posts on the Space Exploitation thread.
Knowledge
Keep in mind that the Efficiency factor of SMAC is now split in Corruption and Happiness.
So just a +1 Hap or Corr as in SMAC is too less I think.
Army
Yea I know Army is unbalanced. Harel's idea. I'm thinking about reverting to my original Army idea.
Religion
I would also choose Multitheism or Atheism as soon as possible, but keep in mind Multitheism is a modern SE choice (it's available late in the game) and Atheism is a near-future choice.
Research
I think I'll use practical in times of war.
Besides if the Military Industry SE factor/stat is eliminated, how would you feel about giving
Practical : +2 Sup, -1 Res, 75% Military Science ?
3) I don't want Virtual either. Democracy is good enough.
THANKS
You're the only one giving real good advise about my SE model.
New Questions
1) Should Feudalism be :
+4 Sup, +2 Tax, -2 Centr
+4 Sup, +2 Tax, -1 Centr, -1 Urb
+2 Sup, +2 Tax, -1 Centr, -1 Urb
2) Should Wealth be :
+1 Eco, +1 Centr, -2 Urb
+1 Eco, +1 Centr, -2 Hap
3) Should Federal be :
+2 Nat, +2 Cult, -2 Hap
+2 Corr, +2 Nat, -2 Hap
+2 Corr, +2 Nat, -fill in yourself
4) Should Confederate be :
+2 Corr, +2 Hap, - 1Nat, -1 Cult
+2 Corr, +2 Hap, -2 Centr
+2 Hap, +fill in yourself, -2 Centr
+2 Hap, +fill in yourself, -1 Centr, -fill in yourself
5) Should I change Army?
I don't really like the Army category right now.
Cause the Morale bonuses and penalties can affect the senate.
Cheaters could develop tactics like
"Hmm, I have -2 Mor right now. Means 50% Senate interference. Oh, I'll change Army to professional(= +2 Mor) for a while to sneakattack that civ."
I like the idea of Army Readiness as in CTP.
That system affected the Morale(but it doesn't affect the Senate), the Support and the maximum number of hit points a unit can have.
For example when you are at 'off guard' status, you can maximum have 80% of your hit points.
Only at 'at war' status you can have your full potential of HP.
To everyone :
I'll change Support.
As in SMAC every Support rate higher than -2 gives newly found cities for free 10 labor or resources.
Don't mind the following, just reminders what I still have to do.(it's a lot of work keeping my SE factor and model posts updated)
EconomyCulture, ReligionAtheism, Technology
Power, Manorialism
Confederate, Federal, Wealth, Feudalism, HP
Support, Corruption
<font size=1 face=Arial color=444444>[This message has been edited by M@ni@c (edited August 04, 1999).]</font>
Summary
"Bell: How will you do the summary?"
I think that Bell will have the hardest job of all thread managers.
How will he summarize all my SE factors?...
Will he just make a short explanation like
"Happiness : affects people happiness"
or will he do it like more detailed like
"+4 Hap = one extra aristocratian on every 4 citizens."
I think the latter is the best and even necessary to fully understand my model, but it will probably require too much space.
Technology
"Maniac, take a trip over to my Technology thread and look at the futuristic technologies I suggest. I want futuristic technologies, but near futuristic. Which as far as I'm concerned includes things like AIs, nanorobots, fusion drives... I do not want aliens or futuristic SE choices though."
I don't think that nanorobots will be discovered near 2060 or even 2100. So I want Civ3 to go some further.
Protectionism
"One more issue: Perhaps Protectionism should get an asterisk to indicate that income from foreign trade goes down when you use that as an economy. Or better yet, perhaps this should become part of the Dip stat as well (and make Protectionism -2 Dip)? Low Diplomacy reduces foreign trade?"
I mentioned shortly in my Diplomacy post that the player should have lower trade if he has a bad relationship/diplomacy rate. So this is already covered.
"Another good change to Diplomacy would be that a high diplomacy increases the "happiness cost" for another nation to declare war on you (unless they have spent a lot of money on propaganda)."
This is covered by the Culture rate.
Efficiency
Well in SMAC your efficiency rate represents the efficiency of your bureaucracy.
So I think if you recall corruption to efficiency, people will confuse corruption with the efficiency (of your bureaucracy). And that's not the same as I showed with Democracy.
Wealth, Feudalism, Confederate
OK, I am willing to give Wealth -2 Hap.
First because you are partially right and also because Jon Miller is right that Mercantilism/Wealth is too easy to get +2 Eco.
But that brings two other problems.
1) Too many Happiness penalties
2) Too little Urbanization penalties
My solution :
Tell me if you agree. It is VERY important to keep everything in balance.
If I give Feudalism/Manorialism -1 Urb and -1 Centr, the problem of too less Urbanization penalties is solved. That would also better simulate Feudalism/Manorialism. + your problem of Prussia/Confederacy is solved, cause I think they had a smaller pop because they were feudal, not because they were Power.
However then there would be too little Centralization penalties.
Therefore I should give Confederate -2 Centr instead of -1 Centr and -1 Nat.
So, there are 3 problems solved.
Power/Imperialism
Sorry, I stick with my point.
Power has -2 Centr.
I gave Manorialism/Feudalism -1 Urb.
Federal and Confederate
I am willing to delete the Happiness penalty(there are too much anyway if I give Wealth -2 Hap) if you come up with another negative penalty.
Until then I stick with -2 Hap.
I gave Confederate -2 Centr.
I am willing to delete +2 Corr, IF you give me another benefit, since I think the +1 Dipl makes no sense.
Atheism
I propose we move this question to the Religion thread.
Old questions
1)
Gov good. Glad to here it.
Feudalism
I reduced the Centr penalty, so it's a better option now, I think.
You're right. Two days ago when I was wondering how to make Feudalism worth the while, I came also on the idea that the Support would certainly make up for the Centralization loss, that is, in the early game.
Now I reduced the Centr penalty, I wonder if I shouldn't decrease the Sup bonus to +2.
Mercantilism
Perfect. It is meant to be used at the same time with Wealth (Democracy and Commonwealth are only available in late game).
Banking - Free Market
Yea I know the jump from Banking to FM is big.
Therefore I gave FM the Corruption bonus. That is necessary if you have a large empire at the end of the game (I think FM should be available with the Corporation technology).
Transnational
Keep this in mind before ignoring Transnational.
+5 Eco gives +20 energy per square!
20 = don't forget I'm using the x10 system.
So Transnational +3 Eco gives you a good jump in the right direction.
Plus I don't think the +2 Centr bonus is to be ignored.
Power
Yea, I would too avoid Power, but there seem to be people (like Jon Miller) that think Power as a good SE choice.
Environment
I know Environment is the weak brother of the Value choices.
Therefore I think the Environment factor/stat should have a new use : disease control.
There is a thread about it in Civ3-General/Suggestions, but I am still waiting for some concrete ideas (and I don't have good ideas for a disease model).
Space Expoitation
Well, I don't want to force the civs, but I think this should be a good choice if the player wants to win by terraforming Mars.
Also the +2 Urb should be good to avoid pop pressure, cause your pop limit is higher.
To know more about population pressure, I redirect you to my posts on the Space Exploitation thread.
Knowledge
Keep in mind that the Efficiency factor of SMAC is now split in Corruption and Happiness.
So just a +1 Hap or Corr as in SMAC is too less I think.
Army
Yea I know Army is unbalanced. Harel's idea. I'm thinking about reverting to my original Army idea.
Religion
I would also choose Multitheism or Atheism as soon as possible, but keep in mind Multitheism is a modern SE choice (it's available late in the game) and Atheism is a near-future choice.
Research
I think I'll use practical in times of war.
Besides if the Military Industry SE factor/stat is eliminated, how would you feel about giving
Practical : +2 Sup, -1 Res, 75% Military Science ?
3) I don't want Virtual either. Democracy is good enough.
THANKS
You're the only one giving real good advise about my SE model.
New Questions
1) Should Feudalism be :
+4 Sup, +2 Tax, -2 Centr
+4 Sup, +2 Tax, -1 Centr, -1 Urb
+2 Sup, +2 Tax, -1 Centr, -1 Urb
2) Should Wealth be :
+1 Eco, +1 Centr, -2 Urb
+1 Eco, +1 Centr, -2 Hap
3) Should Federal be :
+2 Nat, +2 Cult, -2 Hap
+2 Corr, +2 Nat, -2 Hap
+2 Corr, +2 Nat, -fill in yourself
4) Should Confederate be :
+2 Corr, +2 Hap, - 1Nat, -1 Cult
+2 Corr, +2 Hap, -2 Centr
+2 Hap, +fill in yourself, -2 Centr
+2 Hap, +fill in yourself, -1 Centr, -fill in yourself
5) Should I change Army?
I don't really like the Army category right now.
Cause the Morale bonuses and penalties can affect the senate.
Cheaters could develop tactics like
"Hmm, I have -2 Mor right now. Means 50% Senate interference. Oh, I'll change Army to professional(= +2 Mor) for a while to sneakattack that civ."
I like the idea of Army Readiness as in CTP.
That system affected the Morale(but it doesn't affect the Senate), the Support and the maximum number of hit points a unit can have.
For example when you are at 'off guard' status, you can maximum have 80% of your hit points.
Only at 'at war' status you can have your full potential of HP.
To everyone :
I'll change Support.
As in SMAC every Support rate higher than -2 gives newly found cities for free 10 labor or resources.
Don't mind the following, just reminders what I still have to do.(it's a lot of work keeping my SE factor and model posts updated)
EconomyCulture, ReligionAtheism, Technology
Power, Manorialism
Confederate, Federal, Wealth, Feudalism, HP
Support, Corruption
<font size=1 face=Arial color=444444>[This message has been edited by M@ni@c (edited August 04, 1999).]</font>
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