No limit to the number of civs.

Amen to that... I was genuinely shocked when I heard that with C3C to add a new nation you would have to remove an old one...
 
Yeah, and there should also be minor civs, similar to barbarians, but which played like a regular civ. They would be less powerful because they would have no civ traits, no UU, and maybe disadvantages similar to what they do to the AI on chieftan.
 
Originally posted by Jake5555555
Yeah, and there should also be minor civs, similar to barbarians, but which played like a regular civ. They would be less powerful because they would have no civ traits, no UU, and maybe disadvantages similar to what they do to the AI on chieftan.

Wouldnt that leave them there just to be conquered?
Then again, isnt that what all civs are for? ;)
 
But the loading time will have to be reduced!!!
 
Firaxis talks about how if they allowed more civs than 31 or whatever the game would slow down horribly or whatever. But that's ok just warn the player that this is likely to happen and then the player takes that risk. Even if the engine isn't capable of it at least we have the option to try.
 
Ainword: nicely spotted :-)

But, they're re-writing the entire source code, so it's not relevant anymore. They could use any bitset.
 
That would probably be a huge memory drain. But with the kind of systems that will likely atleast exist when this game is released, it might just be playable.

@ainwood - I think they'd be up to the programming challenge. Certainly for the money their making, and would potentially make from this flagship product, it would seem quite worth the effort. I would suggest that they move forward to a programming design that allows a bit more flexibility for future expansion. Or I suppose they could use a double long and simply double the number of civs to 64.
 
Well, it might be quite efficient for 64-bit PCs anyway. :)

A lot of the problems with the speed on the current version (eg the 512 city hard-coded limit) is actually in the way the program is designed. For example, I believe that the city rankings for corruption are calculated every turn rather than stored. They should be able to make the code a lot more efficient.

I'm sure that what will happen is that they will make the code more efficient, and use the performance savings to add more features! :D

More than 32 civs would be great. :)
 
What I would like to see is a library of civs. The number of civs in a library can easily be made limitless. No coding issues would arise for the actual game.

The same could be done for tech trees, and a multitude of settings.
 
I would like to see the limit on number of cities removed. There are those of us who like to play the giga worlds and we are being kept from completing the senario. I still have a lag inbetween turns with a 2.66 machine but it is not that bad and I needed to take potty break any way.
 
I would like to see the ability to have unlimited civs and cities.
It would be nice to be able to create custom civs and give them attributes and playing styles and save them for future use.
The 'Nerds' are Scientific/Scientific and anti-social
The 'Darwins' are Militaristic/Scientific and antagonistic
The list goes on but you get the idea.

As far as optimization goes - don't hold your breath.
The goal of most programers - including myself - is to 'make it work' period.
By the time we start thinking about optimization the next project has been thrust upon us and it is due in two weeks (if it was due in 10 weeks they would have waited eight weeks to give us the specs).
There is a REMOTE chance that they may optimize certain parts of the code if those parts are going to function similar to how they function now.
If a section of code is invovled in a complete rewrite then they are going to be more concerned in 'making it work' than in optimization.
Also, as computers get faster, programs require less optimization to maintain an acceptable response level.
 
Definetely. There ought to be lots of tiny barbarian tribes, because if you don't, the barbarian tribes will be the same- and not able to fight between themselves. I'd also like to see more celts! :goodjob:
 
Flak said:
Certainly for the money their making, and would potentially make from this flagship product, it would seem quite worth the effort.

I hate to dispel this myth, but the money really isn't that high (this is the gross, not the profit). A few million at most. That may sound like a lot till you have to pay for stuff with it. A few programmers, artists, insurance, rent, utitlities, computers, lawyers, producers, and tools and pretty soon the advance you got from the publisher is all gone.

Last time I was there, Firxaxis didn't strike me as filthy rich.

The genre just doesn't have the sales of something like (Any Sports Game) 2005.
 
well by 2007 I would think all computers would be 64bit with 5ghz prosessors and 8 gigs ram, so performance isn't an issue
 
GeZe said:
well by 2007 I would think all computers would be 64bit with 5ghz prosessors and 8 gigs ram, so performance isn't an issue

I think it'll be out next year. If this is the case, computers won't be substantially faster than they are now for the average strategy gamer.
 
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