December 24, 2003, 11:10
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#1
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Emperor
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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
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December 24, 2003, 11:57
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#2
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Emperor
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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.
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December 24, 2003, 13:11
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#3
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Chieftain
Local Time: 10:06
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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.)
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December 24, 2003, 13:53
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#4
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Local Time: 15:06
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Quote:
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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)
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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!
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-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
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December 24, 2003, 14:58
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#5
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Deity
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"I live for civ" game should be 6000 turns
Seriously, I would find a game with a long ancient era fun.
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December 24, 2003, 16:58
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#6
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Emperor
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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???
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December 24, 2003, 17:02
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#7
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Deity
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It's called "accelerated production", and it's been an option since at least C2
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[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
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December 25, 2003, 04:10
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#8
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Emperor
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Quote:
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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.
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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.
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December 25, 2003, 19:28
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#9
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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
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-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
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December 26, 2003, 15:04
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#10
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Deity
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Quote:
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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.
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This "gossip" already exists. And it's a relatively trivial task to get the tech to match up with the times.
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[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
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December 27, 2003, 14:45
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#11
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Emperor
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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.
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December 29, 2003, 06:09
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#12
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King
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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.
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