Bring back Alpha Centauri goodies!

Lockesdonkey said:
Some of us don't have calculators or are just too friggin lazy.

Must just be laziness as I see a calculator on my computer desktop. :)

Seriously, how do you decide how, when, and where to attack without having an idea of the odds of winning the overall battle (not just one on one unit fights, but the whole attack)?
 
I don't attack. I'm the peaceful economist-builder-drug company, remember? And I guestimate.
 
Yep, guestimation.

If you autocalculated and displayed the results... I think that transparency would take the emphasis off who has the best math skills, and put the emphasis on who can manipulate their units and surroundings into the best advantages.
 
dh_epic said:
If you autocalculated and displayed the results... I think that transparency would take the emphasis off who has the best math skills, and put the emphasis on who can manipulate their units and surroundings into the best advantages.

Exactly. Leaders are not expected to do their own math and research as well as strategy. That is what their advisors are for.
 
I think we should have this calculation appear... once you've discovered mathematics ;)
 
Maybe the calculations could become more precise with the discovery of computers. Oh, and if you're a communist, all the numbers should be artificially balanced so your units seem more equal.
 
That's a silly penalty for Communism. The leaders knew what they were up against, even if they didn't let it on to anyone else.
 
I was joking. I'm sorry, I have a bad habit of that over the internet, without letting on that I'm joking.
 
dh_epic, may I call attention to the " :mischief: " or ":rolleyes:" smileys. No offense intended.
 
I know, I'm forgetful. :blush: No offense taken, I screwed up.
 
11) You can move your units on squares units of an allied civilization already occupy, and you can move your units in the cities of your allies.

12) All excess shields/minerals/labour transfer over to the next production item, instead of being all lost. :rolleyes: This would seriously reduce the need for boring micromanagement, as discussed before in previous threads.

It's all these "small" things mentioned in this thread that made me think Civ3 SUCKED BIG TIME. If they just added these to Civ4, I'd be more than happy to buy the game, even if for the rest there weren't many features added.
 
You see, its funny, but I LOVE civ3-and definitely I thought it was better, overall, than Alpha Centauri. That said, though, I definitely think that there were things that could, and SHOULD, have been kept from SMAC in Civ3-that would have made civ3 an even BETTER game experience.

Yours,
Aussie_Lurker
 
M@ni@c said:
11) You can move your units on squares units of an allied civilization already occupy, and you can move your units in the cities of your allies.
Another superb suggestion! How can I forget this?

Oh, and good morning everyone, hope you all had a great Easter!
 
I disagree with the terraforming. It made AC too easy. You didn't need to worry about city placement as much since you could (for a price) correct any deficiencies in geography.
 
Generally I consider the SMAC terraforming system way better than Civ3. In SMAC your terraforming strategy affects your entire game strategy. You have to think! In Civ3 you have to do little more than build farms and mines all over the place without further pause. A boring micromanagement task.

However I agree with warpstorm about the specific terraforming option of raise/lower terrain. IMHO it already made little sense in SMAC, and in a terran setting it's completely unrealistic.
 
YES!!! something i wish they would have would be on the earth you build and become strong and everything then launch a ship to the alpha centuri ans then start building again, compete agasnt aliens with sophisticated techs and others who are moving to alpha too! it would make for longer, funner, more complex games
 
This is the thread I've been looking for :D

Specifically, the SMAC concepts I'd like to see in Civ4 -
Already mentioned - Governments, troop movement/healing in allied territory AND cities, partial rushing, surrendering/fealty, bonuses for remaining in trade.

Other things:
- Shield overrun/switching projects, this was not without cost (some minerals were lost). I'd like to see this implemented in Civ4; that way pre-builds will not be as powerful.
- Gifting units. This is a much better way of patching up an ailing AI "friend" than gifting resources. Give them a dozen Cavalry!
 
I am a huge SMAC fan and agree that some of the concepts already mentioned (government, surrender of civ) should be implemented in Civ4

One other item relates to the warmongers among us. :)

In Civ3 the "Art of War" wonder has good effects for land based units. In SMAC there was an equlivant wonder for naval and air units. I would like to see something parallel for Civ4.
 
While I'm thinking about this, one more thing :)

SMAC has a "fog of war" setting that dimmed all territory squares that could not be observed by cities and units. The player was able to tell that they couldn't "see" the zone and what was in there. I would like to see something like this implemented in Civ4.

There are some interesting things that could be done with maps that are traded for and not directly explored by the player.
 
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