February 3, 2001, 08:43
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#1
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King
Local Time: 00:46
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Bratislava, Slovakia
Posts: 1,292
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The most urgent question for Firaxis
What do you people think is the most urgent question that needs to be answered by Firaxis on their website?
Lets make this a vote.
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February 3, 2001, 08:45
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#2
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King
Local Time: 00:46
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Bratislava, Slovakia
Posts: 1,292
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I vote for the economics system to be clarified. Especially whether specific resources such as iron are needed to construct certain items.
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February 3, 2001, 08:50
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#3
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King
Local Time: 00:46
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Bratislava, Slovakia
Posts: 1,292
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I appologize for the double topic post. I posted the first topic and realized there is a list icon insted of the question mark, so I stopped it and reposted it with the question mark icon, but it appears to have registered the original post too.
Once again, I am sorry. Anyway this is the valid thread.
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February 3, 2001, 09:05
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#4
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Warlord
Local Time: 02:46
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Turkey
Posts: 166
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My vote is for unique civs, and how they'll be implemented.
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February 3, 2001, 12:57
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#5
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Guest
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I too think the most important question is on the implementation of the unique civs.
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February 3, 2001, 14:27
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#6
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King
Local Time: 19:46
Local Date: October 30, 2010
Join Date: Apr 2000
Location: Hope College
Posts: 2,232
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Most important question?
Hmmm... What in the world does unique civ really mean?
Coming a close second, how is the tech tree going to be set up/how is research going to work?
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February 3, 2001, 16:16
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#7
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King
Local Time: 00:46
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Bratislava, Slovakia
Posts: 1,292
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Ok, vote so far:-
Implementation of unique Civs: 3
Are special resources required for production: 1
Is military support handled nationwide: 1
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February 3, 2001, 17:29
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#8
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Settler
Local Time: 01:46
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Communist Party of Apolyton
Posts: 9
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I would like to know if they will be using a recruitment system, and if so, how will they implement it?
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February 3, 2001, 19:33
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#9
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Warlord
Local Time: 17:46
Local Date: October 30, 2010
Join Date: Oct 1999
Location: Corporate Warlord of the Great White North & Warmer Climes
Posts: 157
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Can the AI be tweaked to be more or less aggressive!?!
(Or am I missing the tenor of this thread?)
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February 3, 2001, 23:08
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#10
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Settler
Local Time: 00:46
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Campbell River, BC, Canada
Posts: 18
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I would like to know how the different units that we see in on the CIV3 page, will be implemented.
But the most urgent question is of course the unique civ one.
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February 4, 2001, 01:03
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#11
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Emperor
Local Time: 19:46
Local Date: October 30, 2010
Join Date: Nov 2000
Location: Illinois
Posts: 8,595
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Here is a question that I feel is very important - will military maintenance cost be allocated to the whole empire rather than individual cities?
It's important because with the whole empire accountable for the costs, then we can maintain a more realistic mass military force. It's ridiculous that it took longer to produce each successive unit in Civilization II.
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February 4, 2001, 08:51
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#12
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King
Local Time: 00:46
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Bratislava, Slovakia
Posts: 1,292
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Implementation of unique Civs: 4
Are special resources required for production: 1
Is military support handled nationwide: 1
Do military units cost population: 1
Is the AI customizable: 1
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February 4, 2001, 09:00
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#13
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King
Local Time: 00:46
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Bratislava, Slovakia
Posts: 1,292
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If I misunderstood your questions, or you aren't satisfied with their wording, please inform me of that and I will change it.
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February 4, 2001, 12:17
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#14
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Chieftain
Local Time: 00:46
Local Date: October 31, 2010
Join Date: Apr 1999
Posts: 81
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I'll throw a vote in for Unique Civs as well.
It sounds, from the webpage, and I'm just guessing here, as if all civilizations start the same, but then change on how you play the game.
>>We have systems for reflecting cultural value of cities and civilizations that depend upon the players use of his resources. <<
So, presumably, if you build lots of military units, your culture will get warlike values. Hopefully these will affect more then just combat (other cultures view you as more aggressive, peacefull technologies and improvements become more expensive etc etc). Or if you build lots of librarys and temples, your people will be more peaceful and wise, again with a spread of game effects outside of just research and happiness, (but less ready to fight outside their borders or support lots of troops).
Obviously tweaking would have to be done to make sure that you don't get a runaway effect where building your army up makes you better at fighting which lets you conquer more folks so you can build your army up more... making it better... etc etc. Cultural values hopefully have a downside as well as an upside.
Folks interested in this sort of thing should pop on over to moo3.quicksilver.com and look at the religion/ethos model being designed for that game. It looks -quite- cool.
Joe
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February 4, 2001, 16:49
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#15
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Chieftain
Local Time: 00:46
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Beaverton, OR
Posts: 70
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quote:
Originally posted by Roman on 02-03-2001 07:45 AM
I vote for the economics system to be clarified. Especially whether specific resources such as iron are needed to construct certain items.
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You got to defend yourself before economics become
a primary factor. If you have a military minded AI
neighbor, and if you want to get to non-military
victory, you have to always be strong militarily.
You want the military AI to be formidable opponent.
So my vote goes for Military AI as number Uno. For
example, it needs to know about some of the dominate
types of military Strategies and Tactics. In the
modern era air power dominates and air superiority
is essential. Also the strategy and tactics should
change with the era. You use howitzers and tanks
differently then you use warriors and cataputs.
I will not buy another Strategy game with a poor
military AI like CTP2.
CIV III INTRODUCTION HEADLINES
The AI in the new Civ 3 kicks human butt from here to
Alpha Centauri.
Dennis
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February 4, 2001, 23:37
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#16
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Emperor
Local Time: 01:46
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Proud Member of the Spanish Gang
Posts: 4,061
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My vote:
Will there be more than 8 civs at the same time? Will we have 12/16/32/unlimited civs? And/or will there be minor civs?
I think it's very important... if they leave only 8 civs in, it will be much like a revamped Civ2... Civ3 is gotta be different and better...
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February 5, 2001, 06:36
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#17
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King
Local Time: 00:46
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Bratislava, Slovakia
Posts: 1,292
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Implementation of unique Civs: 5
Is the military AI customizable + "smart": 2
Are special resources required for production: 1
Is military support handled nationwide: 1
Do military units cost population: 1
How many civs (and minor civs) are available per game: 1
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February 5, 2001, 11:08
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#18
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Emperor
Local Time: 01:46
Local Date: October 31, 2010
Join Date: Dec 2000
Location: The European Union, Sweden, Lund
Posts: 3,682
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I want to know if there is going to be minor civ's too.
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February 5, 2001, 11:23
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#19
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Prince
Local Time: 01:46
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Colombo
Posts: 310
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I want to know what happens when you take over a city, does it remember its old civ, and long for independance ?? rather than completely submit instantly, and become your city.
------------------
"Wherever wood floats, you will find the British" . Napoleon
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February 5, 2001, 14:18
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#20
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Warlord
Local Time: 01:46
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Amsterdam
Posts: 189
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I would like to know how much design time goes to AI programming. (eg. compared to SMAC). But they probably won't tell us.
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February 5, 2001, 15:45
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#21
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King
Local Time: 00:46
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Bratislava, Slovakia
Posts: 1,292
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"Culture and nationality will play dramatic roles in your Civilization's history. We have systems for reflecting cultural value of cities and civilizations that depend upon the players use of his resources. These values and how they relate to each other cause all sorts of effects including many you refer to in your question. Just hang on a little longer and we'll be able to say a lot more."
The answer to the question about conquered cities rebelling.
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February 5, 2001, 15:49
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#22
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King
Local Time: 00:46
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Bratislava, Slovakia
Posts: 1,292
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Implementation of unique Civs: 5
Is the military AI customizable + "smart": 3
How many civs (and minor civs) are available per game: 2
Are special resources required for production: 1
Is military support handled nationwide: 1
Do military units cost population: 1
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February 5, 2001, 16:00
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#23
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Prince
Local Time: 16:46
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Seattle, WA
Posts: 610
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How customizable will it be? Specifics: Will there be unlimited slots for Technology Advances and Units? Will the user have control over the global effects of Tech Advances (increased effect of Colosseums, boost to spaceship speed, can build railroads, etc.)? Will the mod designers be able to define their own Wonder and City Improvement effects? Will they be able to create Wonders and City Improvements with multiple effects?
(Okay, strictly speaking, that's four questions, but they're all related.)
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February 5, 2001, 17:53
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#24
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Warlord
Local Time: 00:46
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Tavistock, Devon, UK
Posts: 243
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Damn, a case of a double post...Please can someone delete this? Sorry for mistake
[This message has been edited by JosefGiven (edited February 05, 2001).]
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February 5, 2001, 17:55
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#25
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Warlord
Local Time: 00:46
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Tavistock, Devon, UK
Posts: 243
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February 6, 2001, 01:22
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#26
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Emperor
Local Time: 01:46
Local Date: October 31, 2010
Join Date: Dec 2000
Location: The European Union, Sweden, Lund
Posts: 3,682
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I think it will remember its former owners, they did that in smac didnt they?
[This message has been edited by Henrik (edited February 05, 2001).]
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February 6, 2001, 01:51
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#27
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King
Local Time: 00:46
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Bratislava, Slovakia
Posts: 1,292
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Implementation of unique Civs: 5
Is the military AI customizable + "smart": 2
How many civs (and minor civs) are available per game: 2
Are special resources required for production: 1
Is military support handled nationwide: 1
Do military units cost population: 1
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February 6, 2001, 01:53
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#28
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King
Local Time: 00:46
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Bratislava, Slovakia
Posts: 1,292
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Viceroy, we already know that the city will remember its former owners. They answered this in the previous batch of answers.
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February 6, 2001, 05:27
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#29
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King
Local Time: 00:46
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Bratislava, Slovakia
Posts: 1,292
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Implementation of unique Civs: 5
Is the AI customizable + "smart": 4
Are special resources required for production: 2
How many civs (and minor civs) are available per game: 2
Is military support handled nationwide: 1
Do military units cost population: 1
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February 6, 2001, 05:32
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#30
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King
Local Time: 00:46
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Bratislava, Slovakia
Posts: 1,292
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"I think there are so many options for stategic/economic wheeler-dealing with the resource management concepts that are being bandied about"
Indeed, JosephGiven. I also hope this makes it into the game. For me this is the single most important new feature I would like to see in Civ 3.
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