Give us feedback - answer our questions!
It would help us a lot for lurkers to give their opinion on various issues. Something as simple as a few yes/no answers from half a dozen people could really help us get a better idea of the popularity of various features or proposals. Lurkers could, without much effort at all, make sure that our plans for various things sound good. So please take a couple minutes to reply to these quick questions about what you want. You'll be helping us make sure we produce the game you want.
Some instructions: Please consult the options below while posting your reply, and formulate your answers according to the numbering as much as possible, in order to help us into properly evaluating your input. Please DO NOT REPOST the questions along with your answers. This thread is reserved only for replies to the questions and nothing else. Team members who want to post new questions or rephrase the existing ones, please e-mail axi.
01) Technology: We currently have the option to make two tech systems. One of them is the standard Civ2/Starcraft prerequisite based system. The other is structured more like an RPG character building system, where the abilities of the civ develop continuously over time as the civ gains experience doing things. Which system do you think would be more fun? Look on the webpage (mirror) under Technology for a description of the new model.
a - Prerequisite based, as in civ.
b - RPG-like, as in the tech-model.
c - In-between.
d - Don't know/don't care.
02) Ecology: We are considering adding a detailed ecology model that changes the landscape in realistic ways, both naturally and in response to player and AI civ actions. Do you think this would be fun, or would you prefer a stable environment that you don't have to worry about?
a - Stable environment.
b - Few effects, as in civ.
c - Detailed ecology, as in the model.
d - Don't know/don't care.
03) Population: How much detail do you want in the population model? Do you like having population divided in ethnicities (see social model) or you'd prefer the civ2-like approach where people is all homogeneous? Do you also think it would add to the game if we modelled different ages/genders seperately?
a - Homogenous population, like in civ2.
b - Divide by ethnicities only.
c - Divide by ethnicities and age/gender.
d - Don't know/don't care.
04) Map: What kind of map do you prefer to play in? Would you like a cylinder, donut, cube structure, sphere, or some other structure? For those interested in the different types of models for maps look here.
a - Flat.
b - Cylinder.
c - Donut.
d - Cube structure.
e - Sphere.
f - Other.
05) Movement: How much detail do you want in the military movements? Do you like moving units around the squares yourself, or would you like the option of a large scale operational combat system like the one in Axis and Allies? For the main model, look at the website. For a couple of the alternative combat options ideas, look here and here.
a - Manually (with use of TaskForces and pathfinding orders).
b - Large scale operational combat system.
06) Social classes: Clash population will be divided in social classes (the aristocracy, the clergy, etc).
i) How many classes would you like to see in a typical game and in what form?
a - Few default classes.
b - Many default classes.
c - Many custom classes created by a combination of default elements.
d - Many custom classes with unique attributes.
e - I don't care about social classes.
ii) What social classes (or elements of complex classes) you think must be there in the typical whole-history game?
a - Labor Class/Workers.
b - Nobility/Landed Aristocracy.
c - Capitalist Class.
d - Military Class.
e - Religious Class/Clergy.
f - Administrative Class/Bureaucrats.
g - Servant class/Serfs/Slaves.
h - Scientific class.
i - Other.
07) Ruler's power: Being the ruler of your civ, do you want to have always a tight control of the civ's govt decisions or would you like to experience less control in regimes where the ruler isn't really all powerful in real life?
a - Omnipotent ruler, as in civ.
b - Restricted ruler power, as in RL.
08) Nomadic civs: Do you find interesting/fun to play a "nomadic civ"? That is, a moving civ with no cities that could eventually settle down. For example, playing the germans as a nomadic tribe for a while and then settle at some point in history.
a - Would be an interesting addition.
b - Would be unbalancing or useless.
c - Don't know/don't care.
09) Stability: How internally stable you think empires should be along the thousands of years of play?
a - Fairly stable, as in civ2.
b - Rising and falling, as in civ3.
c - Continuously tormented by internal struggles, as in RL.
d - Don't know/don't care.
10) Disasters&Diseases: Do you think having disasters and diseases add fun to the game?
a - Definitely, go all the way.
b - Yes, but don't overdo it.
c - No, the randomness is spoiling the gameplay.
11) Provinces&Technology: Do you find interesting/fun if the available techs aren't the same in each of your civ's provinces?
a - Different tech levels, since it adds to realism.
b - Unique tech level, else it would be too complicated.
12) Internal conflict: Do you like having to deal with internal conflicts such as struggles between religions, between ethnicities, between social classes?
a - I do not want internal conflicts in my civ.
b - I want conflicting groups that trigger events.
c - I want conflicting groups that are controlled by an AI.
13) Historical accuracy: How much do you care about historical accuracy in a 0-10 scale? 0=doesn't care.
14) Fictional scenarios: How important you consider Clash being able to model non-historical scenarios such as fantasy games or sci-fi stuff?
a - Clash should be a strictly historical game.
b - Clash should be capable of supporting such scenarios, but this is less important than improving the normal gamaplay.
c - Clash should be made as flexible as possible.
d - Don't know/don't care.
15) Pirates: Do you want to see pirates and the like in the game? If so, how detailed?
a - Pirates in strategy games are nothing more than a nuisance.
b - Pirates should be implemented in an abstract manner.
c - Pirates should be implemented in detail as characters/units/civs.
d - Don't know/don't care.
16) Wonders & Achievements: What type of things would you like to see, especially in the use of achievements that don't have to do with buildings (f.e. crossing the world for the first time, cure for cancer, women's suffrage, etc).
17) Dynasties:
i) Do you like the idea of dynasties?
a - I would like them in my game.
b - I don't like the idea.
ii) If so, do you want the player to have a historical dynasty for himself instead of necessarily being this immortal being as in Civ I/II? (Note thateven if the dynasty collapsed and a new one took over, you'd be still in control, but with different political power level and political agenda)
a - Immortal ruler.
b - Ruler belongs to whatever dynasty currently rules the civ.
c - Ruler belongs to specific dynasty and risks overthrow.
iii) If you want dynasties, how would you like things to be handled in rebublics, democracies or other non-dynastical countries, esp. for ruling dynasties?
iv) Again if you like dynasties, do you want them for every character possible? Only ones that have governmental jobs? Only specific types of jobs? Or something else?
a - For every character possible.
b - Only for specific types of jobs.
c - Only for the ones that have governmental jobs.
d - Only for the ruler.
18) Characters:
i) How much do you want the character model to be an essential part of the game? How much integrated you want it with the rest of the models? Do you see it as an add-on moreso or a integral part of the game or somewhere in between and if so, where?
a - Characters in a strategy game are nothing more than an add-on.
b - Characters should a integral part of Clash.
c - I would prefer something in-between.
d - Don't know/don't care.
ii) What kind of attributes should be used for characters?
a - Status
b - Alignment
c - Reputation
d - Intuition
e - Willpower
f - Charisma
g - Education
h - Other
iii) What type of skills should characters have considering the type of models? If you have ideas and post them please, also explain a little about what type of characters would use those skills.
19) Rivers: Do you want the map to have rivers inside or at the edge of squares and why? Visit the relevant thread for details.
a - Inside squares.
b - On the edge of squares.
20) Demo: Which feature do you think should be our top priority for the next demo? Visit the relevant thread.
a - Savegames.
b - Map generator.
c - Map/scenario editor.
d - Technology.
e - Improved economics/infrastructure.
f - Culture/Ethnicities/Religion (Social model).
g - Government/Riots models.
h - Tile improvements, resources and settling.
i - Diplomacy.
j - Trade/merchants.
k - Military AI.
l - Graphics and GUI update.
m - Other.
21) Documentation: Which form of game documentation would be more useful to you?
a - Manual
b - In-game help.
c - Online documentation.
d - Something else.
e - I have a special gift for understanding obscure game models, so I don't need any help.
It would help us a lot for lurkers to give their opinion on various issues. Something as simple as a few yes/no answers from half a dozen people could really help us get a better idea of the popularity of various features or proposals. Lurkers could, without much effort at all, make sure that our plans for various things sound good. So please take a couple minutes to reply to these quick questions about what you want. You'll be helping us make sure we produce the game you want.
Some instructions: Please consult the options below while posting your reply, and formulate your answers according to the numbering as much as possible, in order to help us into properly evaluating your input. Please DO NOT REPOST the questions along with your answers. This thread is reserved only for replies to the questions and nothing else. Team members who want to post new questions or rephrase the existing ones, please e-mail axi.
01) Technology: We currently have the option to make two tech systems. One of them is the standard Civ2/Starcraft prerequisite based system. The other is structured more like an RPG character building system, where the abilities of the civ develop continuously over time as the civ gains experience doing things. Which system do you think would be more fun? Look on the webpage (mirror) under Technology for a description of the new model.
a - Prerequisite based, as in civ.
b - RPG-like, as in the tech-model.
c - In-between.
d - Don't know/don't care.
02) Ecology: We are considering adding a detailed ecology model that changes the landscape in realistic ways, both naturally and in response to player and AI civ actions. Do you think this would be fun, or would you prefer a stable environment that you don't have to worry about?
a - Stable environment.
b - Few effects, as in civ.
c - Detailed ecology, as in the model.
d - Don't know/don't care.
03) Population: How much detail do you want in the population model? Do you like having population divided in ethnicities (see social model) or you'd prefer the civ2-like approach where people is all homogeneous? Do you also think it would add to the game if we modelled different ages/genders seperately?
a - Homogenous population, like in civ2.
b - Divide by ethnicities only.
c - Divide by ethnicities and age/gender.
d - Don't know/don't care.
04) Map: What kind of map do you prefer to play in? Would you like a cylinder, donut, cube structure, sphere, or some other structure? For those interested in the different types of models for maps look here.
a - Flat.
b - Cylinder.
c - Donut.
d - Cube structure.
e - Sphere.
f - Other.
05) Movement: How much detail do you want in the military movements? Do you like moving units around the squares yourself, or would you like the option of a large scale operational combat system like the one in Axis and Allies? For the main model, look at the website. For a couple of the alternative combat options ideas, look here and here.
a - Manually (with use of TaskForces and pathfinding orders).
b - Large scale operational combat system.
06) Social classes: Clash population will be divided in social classes (the aristocracy, the clergy, etc).
i) How many classes would you like to see in a typical game and in what form?
a - Few default classes.
b - Many default classes.
c - Many custom classes created by a combination of default elements.
d - Many custom classes with unique attributes.
e - I don't care about social classes.
ii) What social classes (or elements of complex classes) you think must be there in the typical whole-history game?
a - Labor Class/Workers.
b - Nobility/Landed Aristocracy.
c - Capitalist Class.
d - Military Class.
e - Religious Class/Clergy.
f - Administrative Class/Bureaucrats.
g - Servant class/Serfs/Slaves.
h - Scientific class.
i - Other.
07) Ruler's power: Being the ruler of your civ, do you want to have always a tight control of the civ's govt decisions or would you like to experience less control in regimes where the ruler isn't really all powerful in real life?
a - Omnipotent ruler, as in civ.
b - Restricted ruler power, as in RL.
08) Nomadic civs: Do you find interesting/fun to play a "nomadic civ"? That is, a moving civ with no cities that could eventually settle down. For example, playing the germans as a nomadic tribe for a while and then settle at some point in history.
a - Would be an interesting addition.
b - Would be unbalancing or useless.
c - Don't know/don't care.
09) Stability: How internally stable you think empires should be along the thousands of years of play?
a - Fairly stable, as in civ2.
b - Rising and falling, as in civ3.
c - Continuously tormented by internal struggles, as in RL.
d - Don't know/don't care.
10) Disasters&Diseases: Do you think having disasters and diseases add fun to the game?
a - Definitely, go all the way.
b - Yes, but don't overdo it.
c - No, the randomness is spoiling the gameplay.
11) Provinces&Technology: Do you find interesting/fun if the available techs aren't the same in each of your civ's provinces?
a - Different tech levels, since it adds to realism.
b - Unique tech level, else it would be too complicated.
12) Internal conflict: Do you like having to deal with internal conflicts such as struggles between religions, between ethnicities, between social classes?
a - I do not want internal conflicts in my civ.
b - I want conflicting groups that trigger events.
c - I want conflicting groups that are controlled by an AI.
13) Historical accuracy: How much do you care about historical accuracy in a 0-10 scale? 0=doesn't care.
14) Fictional scenarios: How important you consider Clash being able to model non-historical scenarios such as fantasy games or sci-fi stuff?
a - Clash should be a strictly historical game.
b - Clash should be capable of supporting such scenarios, but this is less important than improving the normal gamaplay.
c - Clash should be made as flexible as possible.
d - Don't know/don't care.
15) Pirates: Do you want to see pirates and the like in the game? If so, how detailed?
a - Pirates in strategy games are nothing more than a nuisance.
b - Pirates should be implemented in an abstract manner.
c - Pirates should be implemented in detail as characters/units/civs.
d - Don't know/don't care.
16) Wonders & Achievements: What type of things would you like to see, especially in the use of achievements that don't have to do with buildings (f.e. crossing the world for the first time, cure for cancer, women's suffrage, etc).
17) Dynasties:
i) Do you like the idea of dynasties?
a - I would like them in my game.
b - I don't like the idea.
ii) If so, do you want the player to have a historical dynasty for himself instead of necessarily being this immortal being as in Civ I/II? (Note thateven if the dynasty collapsed and a new one took over, you'd be still in control, but with different political power level and political agenda)
a - Immortal ruler.
b - Ruler belongs to whatever dynasty currently rules the civ.
c - Ruler belongs to specific dynasty and risks overthrow.
iii) If you want dynasties, how would you like things to be handled in rebublics, democracies or other non-dynastical countries, esp. for ruling dynasties?
iv) Again if you like dynasties, do you want them for every character possible? Only ones that have governmental jobs? Only specific types of jobs? Or something else?
a - For every character possible.
b - Only for specific types of jobs.
c - Only for the ones that have governmental jobs.
d - Only for the ruler.
18) Characters:
i) How much do you want the character model to be an essential part of the game? How much integrated you want it with the rest of the models? Do you see it as an add-on moreso or a integral part of the game or somewhere in between and if so, where?
a - Characters in a strategy game are nothing more than an add-on.
b - Characters should a integral part of Clash.
c - I would prefer something in-between.
d - Don't know/don't care.
ii) What kind of attributes should be used for characters?
a - Status
b - Alignment
c - Reputation
d - Intuition
e - Willpower
f - Charisma
g - Education
h - Other
iii) What type of skills should characters have considering the type of models? If you have ideas and post them please, also explain a little about what type of characters would use those skills.
19) Rivers: Do you want the map to have rivers inside or at the edge of squares and why? Visit the relevant thread for details.
a - Inside squares.
b - On the edge of squares.
20) Demo: Which feature do you think should be our top priority for the next demo? Visit the relevant thread.
a - Savegames.
b - Map generator.
c - Map/scenario editor.
d - Technology.
e - Improved economics/infrastructure.
f - Culture/Ethnicities/Religion (Social model).
g - Government/Riots models.
h - Tile improvements, resources and settling.
i - Diplomacy.
j - Trade/merchants.
k - Military AI.
l - Graphics and GUI update.
m - Other.
21) Documentation: Which form of game documentation would be more useful to you?
a - Manual
b - In-game help.
c - Online documentation.
d - Something else.
e - I have a special gift for understanding obscure game models, so I don't need any help.
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