Three Moves Ahead Podcast

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Thyrwyn

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the link.

Thanks to Locutus for the transcript of the podcast over at we play civ.

Interesting bits (to me):

1) Confirmation of Great People arising from specialists. No random result though - will we get to choose? :)

2) Jon discusses the rational behavior diplomacy system.
So there are various things that players can do that will affect relations in dramatic ways. One example is if that if you settle very aggressively near a player it is very unlikely that you're gonna be friends with them. They will pop up and say: "What are you dong? We recognize you're doing this? And what are you going to do about it?" and you actually have the choice of two options: you can say: "Sorry, screw you. We don't care, deal with it," which is pretty much guaranteed to make an enemy of them, or you can say: "Oh, we're sorry, we didn't mean to cause an issue, and please, you know, let this not cause a strain on our relations." If you say that, and then you continue settling then everyone in the world will find out that you're a traitor and that you lie and that you're a bad person, and then they'll call you out on that.
 
the link.

Thanks to Locutus for the transcript of the podcast over at we play civ.

Interesting bits (to me):

1) Confirmation of Great People arising from specialists. No random result though - will we get to choose? :)
Either each amount is tracked separately.
OR
Whichever type makes up the most (40 Great Scientist points, 30 Great Prophet, 30 Great Merchant=a Great Scientist)

2) Jon discusses the rational behavior diplomacy system.

Nice.. I would have liked them to have added Like/dislikes that affect citizen happiness of both Human and AI players, but that can wait.
 
Nice.. I would have liked them to have added Like/dislikes that affect citizen happiness of both Human and AI players, but that can wait.

I'm not sure what you mean here? Like if an AI does something, then it affects my citizen's happiness? My actions to other AIs affect my citizen's happiness? Both seem very weird.

I'm also liking the new diplomacy, especially AIs that aren't an open book to be played liked suckers. Every strategy game has this and it bothers me to the point where I completely disregard any diplomacy because it feels like I'm just cheating. "+10! Cool now I have to never worry about getting attacked. I guess I'll just win now."
 
The most interesting part in my opinion was on piety, one of the branches you spend culture on. It's definitely not a replacement for religion, but seems to provide happiness bonus.
 
The most interesting part in my opinion was on piety, one of the branches you spend culture on. It's definitely not a replacement for religion, but seems to provide happiness bonus.

Besides the huge diplomacy modifier, a happiness bonus was all that religion in Civ 4 was to me anyway. So getting rid of the old form and replacing it with a branch dedicated to happiness seems like fine transition for religion. I'm becoming very interested in the unique bonuses that the civs will gets after the discussion of a theoretical religious type leader.
 
The possibilities are becoming more and more intriguing. . .
 
I'm not sure what you mean here? Like if an AI does something, then it affects my citizen's happiness? My actions to other AIs affect my citizen's happiness? Both seem very weird.

Basically yes... Attacking an ally you've had for 100 turns would make your people unhappy.. as would declaring peace with a long time enemy. (of course you would end the War weariness that way too)

Allying with an ally of my ally would make my people happy...

This would essentially allows you to still 'play' the AI.. but that AI can 'play' you then as well. This keeps both human and AI players acting more like real nations.

I'm also liking the new diplomacy, especially AIs that aren't an open book to be played liked suckers. Every strategy game has this and it bothers me to the point where I completely disregard any diplomacy because it feels like I'm just cheating. "+10! Cool now I have to never worry about getting attacked. I guess I'll just win now."

I do like this but I want there to actually be a diplomacy game that can be played.
 
Basically yes... Attacking an ally you've had for 100 turns would make your people unhappy.. as would declaring peace with a long time enemy. (of course you would end the War weariness that way too)

Allying with an ally of my ally would make my people happy...

This would essentially allows you to still 'play' the AI.. but that AI can 'play' you then as well. This keeps both human and AI players acting more like real nations.

I'm not a big fan of things that force me to act like a real nation, because real nations don't try to win a game. I would rather just have the AI act like a player would in a similar situation. If I see the AI building up an army on the border, then I'm definitely not going to be happy and will take the proper action :nuke::goodjob:


I do like this but I want there to actually be a diplomacy game that can be played.

There is. Basically the diplomacy game is don't be a dick to other civs. Don't settle aggressively near other civs or they'll get mad. Don't build up a large army on the border to another civ or they'll get mad. Don't tell the other civs "Oh that army? That's nothing don't worry about it." and then attack them 2 turns later or the world won't trust you. Make diplomacy about give and take, instead of just take.

This hopefully will make surprise attacks more about hiding troops and moving them quickly into enemy territory than just having a huge army 1 tile outside their territory for 10 turns with no consequence, then sniping the capital because you were so smart and caught them unaware :rolleyes:.
 
what i really really want, is to have options to say stuff, like stop moving your troops near my territory stop settling near my culture. Or other such stuff they can say to you and get you into trouble with people.

similarily, a civ who declares war on to me and i beat down is as friendly as hell with me after i kick him in the rear, but if i declared war they get all angry, why cant i be angry why cant i force them to pay more for techs and resources than i would normally, they still treat me as if were are on mates rates.
 
I just found out Shafer is 24 years old. I'm 26. God my life sucks.
 
I'm not a big fan of things that force me to act like a real nation, because real nations don't try to win a game. I would rather just have the AI act like a player would in a similar situation. If I see the AI building up an army on the border, then I'm definitely not going to be happy and will take the proper action :nuke::goodjob:

It shouldn't 'force' you it should give you a benefit. For example, Certain government civics in Civ 4 give you a bonus to running specialists, or having cottages, or declaring war... does that mean they are Forcing you to do that?.. No, they are just encouraging you to do so.

If attacking your 1000 year ally makes your people unhappy, and attacking your 1000 year enemy makes them happy... then 'ally' and 'enemy' actually mean something, even at the end of the game.

Otherwise all civs are just... varying degrees of a serious competition with me.

They should be that but Much more.

There is. Basically the diplomacy game is don't be a dick to other civs. Don't settle aggressively near other civs or they'll get mad. Don't build up a large army on the border to another civ or they'll get mad. Don't tell the other civs "Oh that army? That's nothing don't worry about it." and then attack them 2 turns later or the world won't trust you. Make diplomacy about give and take, instead of just take.
So basically don't try to win the game or they'll get mad... especially since that's what a real player would do...Real players are trying to Win the game
 
It shouldn't 'force' you it should give you a benefit. For example, Certain government civics in Civ 4 give you a bonus to running specialists, or having cottages, or declaring war... does that mean they are Forcing you to do that?.. No, they are just encouraging you to do so.

If attacking your 1000 year ally makes your people unhappy, and attacking your 1000 year enemy makes them happy... then 'ally' and 'enemy' actually mean something, even at the end of the game.

Otherwise all civs are just... varying degrees of a serious competition with me.

They should be that but Much more.


So basically don't try to win the game or they'll get mad... especially since that's what a real player would do...Real players are trying to Win the game

I'm with you on this Krikkitone. If you suffered happiness penalties for burning your long time allies, or gained happiness bonuses for helping an old friend in his/her hour of need, then this is a way to *encourage* certain behaviour without *forcing* it down the person's throat!

Aussie.
 
I really like the explanations Shafer gives about the diplomacy part. I never liked the numbers game of Civ IV or the Paradox titles, it just felt too artificial to me. Only the AI was affected by the numbers, I couldn't care less which religion other people had.

Of course it is very hard to make the system Shafer describes really work and not just annoy people becaus of its irrationality. The numbers game might be artificial but it worked. Still looking forward to the Diplomacy System though. If they can pull it off it will be awesome!
 
Necro'd.
I just listened to all 3 Civ5 podcasts, and...it sounds very much like Firaxis shill. They all declare their undying love for Civ5, claiming it is the best there ever was.

At least it's not nearly as bad as their XCom podcast, when instead of discussing the game they invited the lead designer\marketer and kissed his ass for an hour.
 
You necro'd a 4 year old thread to post your opinion about 4 year old podcasts?

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