Reply
 
Thread Tools
Old December 24, 2003, 11:10   #1
GodKing
Civilization III Democracy GamePtWDG RoleplayInterSite Democracy Game: Apolyton TeamPtWDG2 TabemonoC3C IDG: Apolyton TeamApolyton UniversityC3CDG The Lost BoysCiv4 SP Democracy GameC4DG SarantiumC4WDG CalysiumC4BtSDG Templars
Emperor
 
GodKing's Avatar
 
Local Time: 11:06
Local Date: November 2, 2010
Join Date: Feb 2002
Location: Detroit
Posts: 4,551
Time
Just an idea I would like to toss out there - how time works in the older versions of civ (and I am mostly thinking of C3C as that is what I play now) and how we can improve it.

Currently, Time jumps by in 50 year incriments, slowly reducing itself over the ages down to single years.

When I think of history - taking 6 turns to pump out a swordman, or 300 years, then 5 turns to march him to battle - 250 years - wow, that is one old dude. It is to me just so unrealistic. (Yes, it is just a game, I know, I know).

I know I can change it in the editor also. That is easy enough.


Instead, I would like to have a couple of options built into the main game instead of the editor. First, under preferences, have an option to change it from years to turns. Simple. Helps fix my sence of history.

Second, in the setup, have an option to have a speeded up game (like the accelerated production) or a slowed down game (like if you choose a huge map). Some times I have 1-2 hours to play, others I have a whole day and others I wouldn't mind spending multipe sessions. So have an option to choose how time goes by (the number of turns). This would automatically change research rates, production times, etc.

The menu can have oprions like:
- fast game (120 turns)
- quick game (230 turns)
- standard game (450 turns)
- long game (750 turns)
- I live for civ game (1000+ turns)

You eliminate accelerated production because it is built into the number of turns in the game.

Anyways, this is just some of my random musings on how time works in civ. Thanks for reading.

-GK
__________________
Try peace first. If that does not work, then killing them is often a good solution. :evil:

As long as I could figure a way to hump myself, I would be OK with that
--Con
GodKing is offline   Reply With Quote
Old December 24, 2003, 11:57   #2
Lorizael
lifer
NationStates
Emperor
 
Local Time: 11:06
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Detached
Posts: 6,995
I know I'd like to see the Ancient times go by more slowly. Definitely bothers me that one turn is like twice the average lifespan of my citizens.
Lorizael is offline   Reply With Quote
Old December 24, 2003, 13:11   #3
tatterdemalion
Civilization III Democracy Game
Chieftain
 
tatterdemalion's Avatar
 
Local Time: 10:06
Local Date: November 2, 2010
Join Date: Aug 1999
Location: Baltimore, Md, USA
Posts: 67
Ideally, the number of years per turn should change for each civilization individually, depending on their technological achievements. For example, a nation that is in the industrial age should get one turn per year while a nation that is in the Stone Age should get 50 years per turn. Yes, that means the former would have 50 turns to the latter's 1 turn. It would definately help the naval movement problem (taking too long to move.)
__________________
"...Democracy is the worst system there is, except all the other ones"

Winston Churchill
tatterdemalion is offline   Reply With Quote
Old December 24, 2003, 13:53   #4
DarkCloud
staff
NationStatesAlpha Centauri Democracy GameCivilization II Democracy GameInterSite Democracy Game: Apolyton TeamSpanish CiversCiv4 InterSite DG: Apolyton TeamPolyCast TeamApolyton Storywriters' GuildAge of Nations TeamApolytoners Hall of Fame
 
DarkCloud's Avatar
 
Local Time: 15:06
Local Date: November 2, 2010
Join Date: Jul 2000
Location: Deity of Lists
Posts: 11,873
Quote:
The menu can have oprions like:
- fast game (120 turns)
- quick game (230 turns)
- standard game (450 turns)
- long game (750 turns)
- I live for civ game (1000+ turns)
good idea, but I'd adjust the numbers somewhat... I don't really think that it's possible to complete a game in under 120 turns... I mean, really, it usually takes people about 20-40 turns to conquer the world in Risk for heavens sake! and civ is 100x times as big!


But a good idea overall!
__________________
-->Visit CGN!
-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
DarkCloud is offline   Reply With Quote
Old December 24, 2003, 14:58   #5
Kuciwalker
Deity
 
Kuciwalker's Avatar
 
Local Time: 11:06
Local Date: November 2, 2010
Join Date: Feb 2001
Posts: 21,822
"I live for civ" game should be 6000 turns

Seriously, I would find a game with a long ancient era fun.
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
Kuciwalker is offline   Reply With Quote
Old December 24, 2003, 16:58   #6
hexagonian
The Courts of Candle'Bre
Emperor
 
hexagonian's Avatar
 
Local Time: 10:06
Local Date: November 2, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
A toggle with turns/years would be nice. I'm more interested in the number of turns, since the years usually do not match up with tech.
(another of those things done in CTP...)

And a toggle for advance research rate would be VERY excellent! Wasn't that in SMAC???
__________________
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
hexagonian is offline   Reply With Quote
Old December 24, 2003, 17:02   #7
Kuciwalker
Deity
 
Kuciwalker's Avatar
 
Local Time: 11:06
Local Date: November 2, 2010
Join Date: Feb 2001
Posts: 21,822
It's called "accelerated production", and it's been an option since at least C2
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
Kuciwalker is offline   Reply With Quote
Old December 25, 2003, 04:10   #8
TheBirdMan
Call to Power PBEMCall to Power Democracy Game
Emperor
 
TheBirdMan's Avatar
 
Local Time: 15:06
Local Date: November 2, 2010
Join Date: Sep 1999
Location: A real Master of CTP-PBEM - together with all the others.....
Posts: 6,303
Quote:
Originally posted by skywalker
"I live for civ" game should be 6000 turns

Seriously, I would find a game with a long ancient era fun.
So do I. And a long medieval era too is not to forget....

Problem as I see it by extending the number of turns is science - that one or two nations by luck (or maybe skill) get so much in tech-lead, that the gamer/AI is able to send in marines and tanks while the others still are fumbling around with musketteers. There is not much fun in that regardless if it is you, who have the musketteers or the marines.

A possible solution could be "gossip" spreading along traderoutes?! Any invention or tech-skill a nation is making WILL spread over time to its neighbours fx. by traderoutes. How this should be balanced giving enough incitament to go for new techs vs. sitting on your a.., waiting for the knowledge to come to you... that is the question.
__________________
First they ignore you. Then they laugh at you. Then they fight you. Then you win.

Gandhi
TheBirdMan is offline   Reply With Quote
Old December 25, 2003, 19:28   #9
DarkCloud
staff
NationStatesAlpha Centauri Democracy GameCivilization II Democracy GameInterSite Democracy Game: Apolyton TeamSpanish CiversCiv4 InterSite DG: Apolyton TeamPolyCast TeamApolyton Storywriters' GuildAge of Nations TeamApolytoners Hall of Fame
 
DarkCloud's Avatar
 
Local Time: 15:06
Local Date: November 2, 2010
Join Date: Jul 2000
Location: Deity of Lists
Posts: 11,873
Well, in the longer games you could perhaps set the tech research global rates to:

FAST
REGULAR
SLOW

I don't think that a tech-speed odometer is too much to ask for in a game
__________________
-->Visit CGN!
-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
DarkCloud is offline   Reply With Quote
Old December 26, 2003, 15:04   #10
Kuciwalker
Deity
 
Kuciwalker's Avatar
 
Local Time: 11:06
Local Date: November 2, 2010
Join Date: Feb 2001
Posts: 21,822
Quote:
Originally posted by TheBirdMan


So do I. And a long medieval era too is not to forget....

Problem as I see it by extending the number of turns is science - that one or two nations by luck (or maybe skill) get so much in tech-lead, that the gamer/AI is able to send in marines and tanks while the others still are fumbling around with musketteers. There is not much fun in that regardless if it is you, who have the musketteers or the marines.

A possible solution could be "gossip" spreading along traderoutes?! Any invention or tech-skill a nation is making WILL spread over time to its neighbours fx. by traderoutes. How this should be balanced giving enough incitament to go for new techs vs. sitting on your a.., waiting for the knowledge to come to you... that is the question.
This "gossip" already exists. And it's a relatively trivial task to get the tech to match up with the times.
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
Kuciwalker is offline   Reply With Quote
Old December 27, 2003, 14:45   #11
Lorizael
lifer
NationStates
Emperor
 
Local Time: 11:06
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Detached
Posts: 6,995
The gossip makes getting technologies that have already been acquired easier to do, doesn't actually give them to you. The advancement of science isn't always a governmentally organized things. Ideas spread.
Lorizael is offline   Reply With Quote
Old December 29, 2003, 06:09   #12
Rubychaser
C3CDG Blood Oath HordeIron CiversCiv4 SP Democracy GameCivilization III PBEMC4DG The Horde
King
 
Rubychaser's Avatar
 
Local Time: 00:06
Local Date: November 3, 2010
Join Date: Dec 2003
Location: Snake Hunting
Posts: 2,552
I too likre your thinking.

The concept of years may be beyond us as the game has developed so far, and has so far to go.

As it is a turn based game, calling them turns could be a lot more realistic, and not so stressful on those 250 year old warriors just arriving at your enemies city walls.
Rubychaser is offline   Reply With Quote
Reply

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:06.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team