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Have you heard the news?
“The Communist Manifesto was correct…but…we see the privileges of the capitalist bourgeoisie yielding…to democratic organizations…In my judgment…success lies in a steady [peaceful] advance…[rather]…than in…a catastrophic crash."Eduard Bernstein
Or do we?Tags: None
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Have you heard the news?
Yes! Its true !!! Fielding armys in Civ3 is going to be alot more difficult then we all think
You must now control resources in order to field an army. E.G., A civ Must have 3 of the following in a certain quantity to field 1 tank unit. 1 Oil Resource,1 Rubber resource, and 1 Iron Resource...just to field a tank (as I understand)! Another example, in order to make Chariots, one must have a Horses resource! And from what ive heard, 1 resource is not infinity, so if you want to build 2 tanks. If you want to field 2 tanks, you need 2 Iron,Rubber, and Oil. Tho Im not sure how abundant the resources are, im sure its not impossible.... Thus now you must find a way to get more!
My god this sounds GREAT! So any old person, CANNOT build any old unit. You just cant churn things out endlessly...They must ever expand there resource base in order to field such massive armys. Guys I really like the way firaxis designed this system!
This looks REAL good.... Tho PBEM has not been confirmed yet (atleast not that ive read)
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here is where I read it (gamespot)
Firaxis is focusing much of its efforts on creating a much more dynamic and entertaining trade system than the one found in previous games. "Trade was really abstract in the two [previous Civilization] games," Briggs says. "You would build caravans and move them yourself from city to city, moving them in the right place. I thought that was cumbersome." To change all of that, Firaxis is implementing two different types of resources - luxury items and strategic resources - and depending on the strategy, a player will want to make a concerted effort to control as many resources as possible. If they don't control as many valuable resources as other civilizations then they can either take them by force or establish strong trade relations. "Suppose I have four elephants and my friend the Egyptian has no elephants - they want the elephants because they make people happy," Briggs explains. "The whole luxury slider aspect to the game has been consumed by this trade system." And it doesn't stop at elephants. As a civilization grows by expanding its road system, more and more luxury items become available, civilians are happier, and it's much easier to establish trade with lesser civilizations by offering the luxury items in exchange for a variety of things, including technology. Strategic resources are secured in the same fashion. If a player sees a resource within their territory, all they have to do is build a road to those resources and they will have immediate access to it.
But strategic resources serve a different purpose then luxury items as the type of resources a player has access to, determine the units they can build. Basically, players can't build swordsmen if they don't have access to iron, nor can they build units such as tanks if they don't have control over iron, oil, and rubber. "It becomes a real game of trying to corner the market on certain resources, so that you can be a power broker among the other civilizations," Briggs says. "If you have complete control over iron, you're the only one with swordsmen, so you can pretty much dominate." Though it may seem incredibly unfair for one civilization to have complete control over iron, there are a few ways to prevent complete domination during the course of the game. If the iron-controlling civilization wants to build tanks, they need oil, rubber, and iron, but if those other resources are controlled by two other civilizations then they must be careful. If the dominant iron civilization enters into the rubber-controlling civilization, then the oil civilization may see that as a potential threat and ally with the rubber-controlling civilization to fight off the invasion. It's also equally possible to setup trade and live in peace with the other civilizations until a suitable number of tanks are built and then start a war, but again, other civilizations can protect themselves against that by either destroying roads and cutting off supply lines of iron, or just by making smart diplomatic decisions.
Needless to say, strategic resources and luxury items are integral part of Civilization III, and they help to illustrate how various aspects of the game - such as diplomacy, war, and trade - are all intertwined.
Since so many of the new features can ignite confrontations between civilizations, diplomacy in Civilization has been made more robust to accommodate different situations. In addition to the options in the previous games, like peace treaties, acts of war, and technology exchanges, there are a number of new options to choose from in Civilization III. At the most basic diplomatic level, Civilizations can exchange luxuries, technology, and resources. There are also military alliances, mutual protection pacts, rights of passage, and options to gain information on other civilizations. "The thing about [diplomacy] is that it doesn't have to be eggs for eggs," Briggs says. "I can trade a technology and a world map for a diplomatic agreement, or for some gold and information. There is a huge number of different combinations to choose from." Interestingly, technology has more of an influence on diplomacy as well because diplomatic and trade agreements cannot be made unless a civilization has the writing skill. Individual leader personalities come into play as well, so a leader of one civilization will act different to certain diplomatic situations than others, forcing players to change their diplomatic strategy when encountering new civilizations. Advisors are incredibly helpful in Civilization III as they give players advice and access to the Civlopedia.
While some of the older features are getting overhauled, some of the new features have yet to be completely implemented - one such feature is the Great Leader unit. After a successful military campaign, some units will receive a promotion to Great Leader status, which means that a player can use them to construct a military academy, resulting in a stronger and more balanced army. Players can also use the Great Leader unit as an army itself because it's possible to group additional units within the Great Leader unit. The military side of the Great Leader unit is in place, but Firaxis is still currently debating whether or not to apply it to other areas of the civilization other then just the military. Another feature that still isn't in the game as of yet is multiplayer. Firaxis is still deciding how they want to incorporate multiplayer game, but before they do, the development team wants to make sure that Civilization's III single player mode is as good as it could possibly be. Most of the work on the visual side of Civilization III seems to be near completion.
Firaxis has made a few subtle adjustments to clean up various interfaces so that they don't break a player's connection to the game. The city management screen only takes up a small portion of the screen, keeping most of the actual game in view. Players can also queue up items in the technology-tree screens so that the menu doesn't appear after every few turns, but if necessary, it's possible to change the queue and learn different skills. As far as actual graphics are concerned, in the two years Firaxis has been working on the Civilization III, the art team has produced over 12,000 tiles to give map screens a much smoother and natural look, and now all units are in full three-dimensions, giving them much more detail and personality than they ever had in previous games. But perhaps the most impressive visuals are the new city-views that give players a detailed look at all of the different types of structures within a city
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Re: Have you heard the news?
Originally posted by Saddam
Yes! Its true !!! Fielding armys in Civ3 is going to be alot more difficult then we all think
How will there ever be a Civ3 Lungmatch tournament if deathmatch is not a reasonable format due to repressive requirements for war? Until i hear otherwise, i'm devastated!!
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Lung there is always going to be war... Its an Ego thing for us human players.
You dont have to have more than one resource to build 1 unit. It works like this, Oil to Road to city where you are building tank. The goods must be linked with the city, they do dry up after over exploitation. If you lose your oil resource, you will not be able to repair your damaged tanks. So you will still mass produce, but if you want to build Tanks in 6 or 7 cities, better have lots of resources(1 for each city)..I think it will make the game ALOT more realistic.
Tho im confused about the culture thing. Culture boundarys can actually expand, creating "Culture Minoritys" in areas of your civilization. That will either revolt, be discontent, or join the civ whos culture orignated from (neighbor)..Of course war with the upstart revolters is always an option
Im impressed about what I hear so far!
The day Civ becomes a game of holding hands and singing songs around a rainbow, is the day I bash my moniter in with a baseball bat(need a new one anyway ).Last edited by faded glory; September 4, 2001, 22:42.
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isn't it more realistic this way?
Resources now gain critical role in the game and not just more gold as in CTP. Just as in real life.
Great feature indeed and quite difficult to manage your army efficiently. I see wars for resource to be often .
Yes, I've heared too that in some cases some resources might be depleted but I've heared also that from time to time new resources will show up.
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Aarrgghhh!!! My long post disappeared!!!!!
Dammit! Now, in short...
The resources will probably create as many wars as they will prevent. Of course, i will buy Civ3 irrespective of any complaints i might make
Speaking of Civ3, this is why i want the round 2 Lungmatch! games completed, so i can start the semi-finals before everyone buggers off to Civ3! Keygen, this message is for you!
Saddam, your current signature is a classic! All i can say is...how true, how true
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Originally posted by Lung
Speaking of Civ3, this is why i want the round 2 Lungmatch! games completed, so i can start the semi-finals before everyone buggers off to Civ3! Keygen, this message is for you!
You're right but this message is for all in Lungmatch 2.2
And the good news: The game is moving again!
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I also like the idea of Civ Attributes. Example, the Babylonians will be Religous and Scientific. That means that temples and things build quicker, and happiness will be boosted, and babylonians wont have to go through anarchy when changing government. Which is cool.
The Germans are Militaristic and Industrouis. Which means they produce more and there army fight a tad more effectively than a nation which is not Militaristic.
Interesting I must say
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Civ III is set to release in October, but the multiplayer component won't release until some time next spring
By some luck from the gods, I have just the right game for you, where you can spill rest of your little sparetime.
One game until spring, that must be dull. So pls join DoSomePBEM as replacement for SolverFirst they ignore you. Then they laugh at you. Then they fight you. Then you win.
Gandhi
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