Given how Mr. Weasel has repeatedly stated that variables are not to be hardcoded if possible, then an ‘original Civ3’ ruleset could be included.
Is the "Rule Set" known and can it be added without Approval?
Given how Mr. Weasel has repeatedly stated that variables are not to be hardcoded if possible, then an ‘original Civ3’ ruleset could be included.
So I've come up with an idea for a new model for the mechanics of Population/Citizens based upon an organically-progressing class system.
The key design philosophy is that it reworks the model while preserving vanilla values for importing scenarios designed with the Civ3 model, all the while leaving the door open to segue into additional remodels of other systems; on the one hand we have the opportunity here to rewrite Civ as to how we, the Civ3 Modding Community, think it should have been, but on the other, no-one wants to import their favourite well-balanced scenario to make a the few necessary changes that such an update allows only to find it's been made woefully imbalanced by the reworking of systems and the implementation of new ones. Here, I hope to have found a suitable middle-ground which is pleasing to all parties.
I'll put it in spoilers, because it's quite an effort post. Terms put in square parentheses, bold, with an asterisk like [*this] are feature expansions for another time.
Spoiler The Concept :Citizen types should be expanded from the default one singular type and based on a new Class System model. Each citizen type should have a number of variables in order to be spawned – each time a city grows, it will be one of the available types through a random weighted chance.
The citizen types I foresee are as follows:
Peasants (or just “Citizens”) would be the generic type at the start of the game. If no other variables are present, then city growth should always be preconditioned towards peasants. Default: 100% chance. Per a pure “Vanilla Civ 3” ruleset, this would be the only citizen type with a spawn type and available conditions.
- Peasant (the starting “default” citizen type)
- Noble
- Priest
- Intelligentsia
- Worker
- Trader
- Industrialist
There could be other preconditions, for example a Noble or a Priest could require four regular citizens for every Noble or Priest. Advances such as Steam Power (Workers) and Currency (Traders) could be required for certain Citizen Types. Improvements and wonders could change the spawn chances and ratio caps. Governments [and *Civic options] could likewise do the same whilst also nullifying the appearance of some types. Some improvements and wonders could also give a chance per-turn of converting one type to another. As a civilization improves in this way, the chances of Workers or Traders could far outnumber the chances of Peasants – thus, a modern, developed civ would have few if any remaining. Types such as the Industrialist could be have several prerequisites – a certain ratio (say, 6:1, with all 6 being either Workers or Traders with at least one of each), and a certain level of infrastructure (such as x number of factories, or a factory in the city). This helps to keep the process organic whilst also allowing for back-compatibility with Vanilla-Style rules (by simply not including such prerequisites, spawn, or conversion chances).
Citizens of different types could thus themselves be a prerequisite for many different things – a city could perhaps build one Knight unit per Noble. Religious-based wonders such as the Oracle may require a Priest in the city whilst at the same time improving the Priest cap once built. Specialist citizens could vary according to citizen type – a lower class, bawdy Peasant Entertainer may provide one happiness whereas a refined Intelligentsia Entertainer could provide two or three. Likewise, the Intelligentsia may not be the best Tax Collectors, whereas a penny-pinching Industrialist would be much better. To this end, perhaps Specialists on their end could have an effectiveness attribute per Citizen Type; by default set to 100% for Vanilla back-compatibility. So for example, a Tax Collector may have a 50% effectiveness rate for Intelligentsia, a 100% rate for a Trader, and a 200% rate for an Industrialist.
A fan of the old text-based game Dictator, I further foresee that government [and *Civic] types could have certain popularity bonuses and maluses with different citizen types (by default affecting happiness, but perhaps if a [*Stability] mechanism is introduced through that instead or also). Further examples of things which could affect citizen popularity could be policy decisions (such as instituting mobilization), the hiring and firing of [*Advisors and City Governors], the decisions taken during the course of [*Random Events] and so on an so forth. To this end, citizen types could perhaps have a Volatility dial – most citizens would have a default 100 volatility stat, but emotive Intelligentsia-types could have it dialled up to 200%, whereas conservative Nobility types could have it scaled back to 50%. To this extent, such important decisions as government type, policy decisions and the like could have a natural directional flow based on your playstyle. By default for a Vanilla-Style ruleset, such popularity flags would simply not be activated.
This is the most basic version of the model as I can see it. In my opinion, micromanaging the citizen types should be a low priority for the player – only the hardcore who actually want to micromanage everything should really see fit to do so. Else, their impact on the game should just feel minimal and organic, suggesting viable – and almost certainly variable - paths for the player to take rather than demanding the player's attention or upending their intended roleplay.
Spoiler Additional :For further ideas, I also have areas I can expand on with regards to citizens – the implementation of a Manpower attribute/resource; the separation of Food and Growth with Growth Rate being affected by Citizen Type instead; the separation of Base Citizens into Labourers (Peasants/Workers/Traders) and non-Labourers (Nobility/Priesthood/Intelligentsia/Industrialists). Such features however would much wider in scope, necessitating designs on the Economy and Growth systems as a whole, and so I shall leave them for the time being.
I can also write out my systems for implementing the hiring/firing of Advisors and City Governors; for a Stability system (distinct from Civ3's native Corruption/Waste); both of which build upon my ideas here for Citizen Types; and a concise Civ4-style Civics system which fits within the confines of the Civ3 government system (and isn't so tied to my Citizens model)
So with that, thoughts, critiques, outright criticisms of my ideas or myself?
And to the Devs in particular, are suggestions for conceptual change on this sort of scale useful, or is it perhaps too out-of-scope from the original Civ3? Likewise, is my emphasis on relating to Vanilla Civ3 rules for backwards compatibility useful in general?
I've always been thinking of something similar to Virote's idea.
What I was thinking of, more exactly, was division of populations along ethnic lines. E.g. Varangians in Constantinople. They did not fight in the same manner nor with the same weapons as their counterparts. What if some specific non-generic units required types of population to recruit them from? Foreign/minority units have been a staple of any multinational society, such as Alexander's Græco-macedonian armies, or the Roman or Mongol Empires later on.
Edit: maybe the class system could be tied to the forms of government, i.e. a stratified society with a differentiated warrior caste or castes would be limited to them. Sparta had its famous citizen hoplites but they were few in number and the rest of their army was perioeci, helots and mercenaries.
Yes, those are some of my ideas for city-states within the current ruleset of Civ3, but this particular iteration of civ is not friendly twards city-states. Hence why, for example, one-city challenges are considered to be nightmare-difficulty civ.
I've already mentioned them in the past, but things like multiple production queues, or at least separation between units' and buildings', is something I'm interested in.
Edit: And having the maximum number of production queues tied to the organisation of your society (government-class structure-economics) is also interesting.
I don't have a copy of SMAC to check.![]()
It's legally available from www.GOG.com for nearly pennies right now (€ 1.39 in Germany) ... if you have access?I don't have a copy of SMAC to check.![]()
It's legally available from www.GOG.com for nearly pennies right now (€ 1.39 in Germany) ... if you have access?
https://www.gog.com/game/sid_meiers_alpha_centauri
... But, and it's a big but, you have to redistribute it unaltered.
Heh heh heh, you said, "Big butt," Heh heh heh.But, and it's a big but*,
No, pretty sure that's exactly not the case.You cannot edit the software, just pass it on, as I said, unaltered. E.g. you cannot include the equivalent of the no-raze patch.
GOG User Agreement said:3.3 Your GOG account and GOG content are personal to you and cannot be shared with, sold, gifted or transferred to anyone else. Your access to and use of them is subject to GOG’s rules which are set out here, as updated or amended when necessary.
I doubt that it is possible to program New AI behavior and keep the original programed AI behavior for existing Games as well. The Good Programmers can answer that question better than I can.
Some Feature Requests include the need for programing in areas that would essentially create a New Game that could not play existing MODs the same. Because we want to be able to play existing MODs as they are, additional features that can be added and used by Modders must be programed carefully. The Word "Additional" is the Point... features that can be used, turned on or off in the Editor that allow making New Games with desired Features such as the AI using Land Transports, Navigable Rivers, etc...
My opinion is that due to the Extreme difficulty to duplicate the necessary programing of the CivIII/Conquests games it will probably be decided to create a New Game that cannot play existing MODs... Only time will tell.
This is a problem with all mods, given how they all rely a remarkably dumb AI into doing the smart thing.
Given how Mr. Weasel has repeatedly stated that variables are not to be hardcoded if possible, then an ‘original Civ3’ ruleset could be included.![]()
So I've come up with an idea for a new model for the mechanics of Population/Citizens based upon an organically-progressing class system.
The key design philosophy is that it reworks the model while preserving vanilla values for importing scenarios designed with the Civ3 model, all the while leaving the door open to segue into additional remodels of other systems; on the one hand we have the opportunity here to rewrite Civ as to how we, the Civ3 Modding Community, think it should have been, but on the other, no-one wants to import their favourite well-balanced scenario to make a the few necessary changes that such an update allows only to find it's been made woefully imbalanced by the reworking of systems and the implementation of new ones. Here, I hope to have found a suitable middle-ground which is pleasing to all parties.
I'll put it in spoilers, because it's quite an effort post. Terms put in square parentheses, bold, with an asterisk like [*this] are feature expansions for another time.
Spoiler The Concept :Citizen types should be expanded from the default one singular type and based on a new Class System model. Each citizen type should have a number of variables in order to be spawned – each time a city grows, it will be one of the available types through a random weighted chance.
The citizen types I foresee are as follows:
Peasants (or just “Citizens”) would be the generic type at the start of the game. If no other variables are present, then city growth should always be preconditioned towards peasants. Default: 100% chance. Per a pure “Vanilla Civ 3” ruleset, this would be the only citizen type with a spawn type and available conditions.
- Peasant (the starting “default” citizen type)
- Noble
- Priest
- Intelligentsia
- Worker
- Trader
- Industrialist
There could be other preconditions, for example a Noble or a Priest could require four regular citizens for every Noble or Priest. Advances such as Steam Power (Workers) and Currency (Traders) could be required for certain Citizen Types. Improvements and wonders could change the spawn chances and ratio caps. Governments [and *Civic options] could likewise do the same whilst also nullifying the appearance of some types. Some improvements and wonders could also give a chance per-turn of converting one type to another. As a civilization improves in this way, the chances of Workers or Traders could far outnumber the chances of Peasants – thus, a modern, developed civ would have few if any remaining. Types such as the Industrialist could be have several prerequisites – a certain ratio (say, 6:1, with all 6 being either Workers or Traders with at least one of each), and a certain level of infrastructure (such as x number of factories, or a factory in the city). This helps to keep the process organic whilst also allowing for back-compatibility with Vanilla-Style rules (by simply not including such prerequisites, spawn, or conversion chances).
Citizens of different types could thus themselves be a prerequisite for many different things – a city could perhaps build one Knight unit per Noble. Religious-based wonders such as the Oracle may require a Priest in the city whilst at the same time improving the Priest cap once built. Specialist citizens could vary according to citizen type – a lower class, bawdy Peasant Entertainer may provide one happiness whereas a refined Intelligentsia Entertainer could provide two or three. Likewise, the Intelligentsia may not be the best Tax Collectors, whereas a penny-pinching Industrialist would be much better. To this end, perhaps Specialists on their end could have an effectiveness attribute per Citizen Type; by default set to 100% for Vanilla back-compatibility. So for example, a Tax Collector may have a 50% effectiveness rate for Intelligentsia, a 100% rate for a Trader, and a 200% rate for an Industrialist.
A fan of the old text-based game Dictator, I further foresee that government [and *Civic] types could have certain popularity bonuses and maluses with different citizen types (by default affecting happiness, but perhaps if a [*Stability] mechanism is introduced through that instead or also). Further examples of things which could affect citizen popularity could be policy decisions (such as instituting mobilization), the hiring and firing of [*Advisors and City Governors], the decisions taken during the course of [*Random Events] and so on an so forth. To this end, citizen types could perhaps have a Volatility dial – most citizens would have a default 100 volatility stat, but emotive Intelligentsia-types could have it dialled up to 200%, whereas conservative Nobility types could have it scaled back to 50%. To this extent, such important decisions as government type, policy decisions and the like could have a natural directional flow based on your playstyle. By default for a Vanilla-Style ruleset, such popularity flags would simply not be activated.
This is the most basic version of the model as I can see it. In my opinion, micromanaging the citizen types should be a low priority for the player – only the hardcore who actually want to micromanage everything should really see fit to do so. Else, their impact on the game should just feel minimal and organic, suggesting viable – and almost certainly variable - paths for the player to take rather than demanding the player's attention or upending their intended roleplay.
Spoiler Additional :For further ideas, I also have areas I can expand on with regards to citizens – the implementation of a Manpower attribute/resource; the separation of Food and Growth with Growth Rate being affected by Citizen Type instead; the separation of Base Citizens into Labourers (Peasants/Workers/Traders) and non-Labourers (Nobility/Priesthood/Intelligentsia/Industrialists). Such features however would much wider in scope, necessitating designs on the Economy and Growth systems as a whole, and so I shall leave them for the time being.
I can also write out my systems for implementing the hiring/firing of Advisors and City Governors; for a Stability system (distinct from Civ3's native Corruption/Waste); both of which build upon my ideas here for Citizen Types; and a concise Civ4-style Civics system which fits within the confines of the Civ3 government system (and isn't so tied to my Citizens model)
So with that, thoughts, critiques, outright criticisms of my ideas or myself?
And to the Devs in particular, are suggestions for conceptual change on this sort of scale useful, or is it perhaps too out-of-scope from the original Civ3? Likewise, is my emphasis on relating to Vanilla Civ3 rules for backwards compatibility useful in general?
I would be happy if we could just have upgradeable Specialists with progressively better outputs — but which replaced their precursors.
e.g. the generic Scientists could be replaced by an upgrade-chain from a Vanilla-style 1-beaker "Mystic" (no precursor tech?) in the Ancient Age, to a 2-beaker "Scholar" (with Education?) in the Medieval, and finally a 3-beaker "Scientist" (Scientific Method?) in the Industrial. Similarly, the generic Entertainers could become e.g. "Fool (Feudalism?) —> Actor (Free Artistry?) —> Rock-Star (Electronics?)".
As it is, sure, it's already possible to mod in such Specialist-types, possibly even by using the appropriate default era-specific graphics, but since there is (AFAIK) no mechanism to remove obsolete Specialists from the click-sequence on the city-screen, managing Specialist-assignments city-by-city then becomes even more tedious for the player (5 types is already pushing it). And the existing AI, of course, will also never be able to cope with the new types.
On that last point, even if we can't have upgradeable Specialists, it would still be an improvement to the game if the AI could be taught how to use the existing Specialists properly! (e.g. it is not necessary to assign enough Clowns to make every single citizen Happy, only enough to make more Happy than Unhappy!)
Essentially, yes. Whereas the game mechanics are well-documented, the Civ3 AI behavior is less clear. Thus, my long-term forecast is you will be able to play existing mods, but the AI will not behave identically. This could be seen as a good as well as a bad thing. If a mod has been highly tweaked to work with the limitations of Civ3's AI, it may be better suited to continue to be played with Civ3's original AI.