'Maritime' as a new Civ trait?

Hi Folks,
Great Flaming Arrows, Batman ... these folks have been busy!
:lol:

At least Bobgote & Cracker seem to grasp what I've been trying to get at in my poor, bumbling fashion - thanx, guys (gals?).

(It appears that you were at least half right, Cracker, about Venger.)

Moderator Action: It appears that you are at least half-way to a ban with a comment like that. If you want to comment about another poster you do it in a pm to them or an e-mail. You don't post it on the forums.

- Gonzo

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889

Back to something constructive ... so far, none of the constructive, well-reasoned & POLITE comments I've read above have persuaded me that the concept of a 'maritime' civ is not a viable one.

I had originally thought that civs could have 3 traits, rather than 2, which would increase the no. of combinations by virtually an order of magnitude ... haven't done the maths, but there would be a lot. On reflection, just adding 2 more civ traits would increase the number of available combinations from 16 to 28, which I think almost everyone would agree is more than enough for the purposes of the game (see below).

CIV2 tribes - Romans, Babylonians, Germans, Egyptians, Americans, Greeks, Indians, Russians, Zulus, French, Aztecs, Chinese, English, Mongols, Celts, Japanese, Vikings, Spanish, Persians, Carthaginians, Sioux ... TOTAL = 21

CIV3 tribes - Romans, Babylonians, Germans, Egyptians, Americans, Greeks, Indians, Russians, Zulus, French, Aztecs, Chinese, English, (NO Mongols), (NO Celts), Japanese, (NO Vikings), (NO Spanish), Persians, (NO Carthaginians), (NO Sioux - replaced by ...), Iroquois ... TOTAL = 16.

Present Available Civ3 Traits:-

Co mmercial
Ex pansionist
In dustrious
Mi litaristic
Re ligious
Sc ientific

> 36 possible combinations
- 6 duplicates (e.g.: Commercial-Commercial)
- 14 copies (e.g.: Commercial-Industrious & Industrious-Commercial)
=16 practical combinations* (i.e. up to 16 Civs can have unique combinations until pattern repeats itself!)

* Co-Ex, Co-In, Co-Mi, Co-Re, Co-Sc // Ex-In, Ex-Mi, Ex-Re, Ex-Sc // In-Mi, In-Re, In-Sc // Mi-Re, Mi-Sc // Re-Sc.

The addition of only 2 extra civ traits (say, Maritime & Equestrian) would increase the available combinations to 28!
E.G.:
Proposed Possible Civ3 Traits:-

Co mmercial
Ex pansionist
In dustrious
Mi litaristic
Re ligious
Sc ientific
Ma ritime
Eq uestrian

> 64 possible combinations
- 8 duplicates
- 28 copies
=28 practical combinations* (i.e. up to 28 Civs can have unique combinations until pattern repeats itself!)

* Co-Ex, Co-In, Co-Mi, Co-Re, Co-Sc, Co-Ma, Co-Eq // Ex-In, Ex-Mi, Ex-Re, Ex-Sc, Ex-Ma, Ex-Eq // In-Mi, In-Re, In-Sc, In-Ma, In-Eq // Mi-Re, Mi-Sc, Mi-Ma, Mi-Eq // Re-Sc, Re-Ma, Re-Eq // Sc-Ma, Sc-Eq // Ma-Eq.

E.G.: Mongols could be Militaristic & Equestrian, Carthaginians could be Commercial & Maritime, etc.

I don't know about anyone else but I wouldn't like to play a game against *28* other civs in a hurry ... but having 28 unique civs to choose from would make the game just that much more interesting, don't you think?

Although it's really the place of another thread, I suggested 'Equestrian' as another new Civ trait because I think that this trait, as well as 'Maritime', have been unfairly ignored by all the previous makers of the Civ game genera, from I to III. Just as some civs seem to borne with water-wings and just love messing about with boats, other civs seem to be just about borne into the saddle (e.g. Mongols & their devastating horse-archers, who could chop a superior force to pieces from a distance ... fire-retreat-fire-retreat, etc.).

Anyone want to start another thread ""Equestrian' as a new Civ trait?" ... mm?

quote:
--------------------------------------------------------------------------------
Originally posted by cracker

Self-actualized (extra happy)

Maritime

Agricultural

Hunter-Gatherer

--------------------------------------------------------------------------------

Like the thoughts, Cracker, but with all due respect, a couple of comments ...

'Maritime' - thanx for the vote;

'Agricultural' - this is really taken care of by 'Industrious' - e.g. the industrious Chinese irrigates just that much faster> more food;

'Self-actualized' - sorry, but this just sounds too much like U.S. West Coast psyco-babble;

'Hunter-Gatherer' - from an anthropological standpoint, this should really be 'Fisher-Hunter-Gatherer'(FGH) - ALL of our Civs share this trait ... huh?

Let's just go right back to first principles & the very beginning of the game, before we've established our first city ...

All civs start with 'irrigation, mining & roads', along with 2 others, depending on their civ traits ... all these are NOMADS until they start their first city.
As Nomads, they can already fish-hunt-&- gather (otherwise they would already have starved to death), they can build roads (i.e. they can follow trails ... more on that below, briefly, I hope), they can mine (i.e. they can dig for stone,flint & obsidian with which to build tools).
It almost goes without saying, but they also should be specifically given the tech 'Wood-Working', which lets them build their basic tools.
Wood-Working would also let all civs build their basic 'Watercraft' unit - for want of a better name - which could describe any of the following: raft, dugout canoe, kayak, reed-boat, inflated-animal-skin, etc.
After all (1) Australian Aboriginals' ancestors had to have some form of watercraft in order to bridge the 100 mile gap which existed even at the time of the lowest Ice-Age sea-levels between Asia & Australasia 40,000 to 60,000 years ago! & (2) the Mongol armies used to cross supposedly impassable rivers using inflated-animal-skins/bladders, etc. while swimming their horses across.
This basic watercraft could, say, have 0A/0D/M2 & carry 1 with a 50 (75?)% chance of sinking other than in coastal squares (AND NO MAGIC AI CANOES ARRIVING IN HAWAII!). It could cost 20 shields & not be upgradeable. In other words, all civs should be able to build a basic watercraft unit from the beginning, just like they can build warriors from Day 1.

Now, 'IRRIGATION' ... IMHO the ability to irrigate should come with the tech advance of 'Agriculture' (including horticulture, viniculture, animal husbandry, etc.) After all, Nomads don't use irrigation because they're always moving on. E.G. the industrious Chinese could start with Agriculture as one of their free techs, while other less 'industrious' civs should have to discover it. It could, perhaps, allow the building of the Farm city improvement (cheap) which would allow fields to be irrigated > 1 extra food per irrigated square (rather than waiting for Monarchy as at present - which always seems to take FOREVER, in Civ3). Any thoughts, people?

A couple of other points, while I'm at it ... not quite on the thread, but related to the above ...

ROADS - anyone else apart from me puzzled by the fact that road-building technology seems to make absolutely NO progress until the development of RR? I would suggest the following:-

*'Basic roads' with 2 movement bonus (3 at present) from start;

*'Paved roads' with 3 movement bonus (same as present) - workers could be able to pave roads with discovery of, say, 'Construction - >straighter roads (with cobble-stone appearance like some of those custom Civ2 terrain files) ... this would make the effort to establish a decent road network more worthwhile & realistic ... E.G. one of the reasons for the early successes of the Roman republic was their building of their internal network of straight, paved, all-weather roads enabling them to move troops about quickly to where they were most needed. It should also take twice as long to pillage paved roads compared to basic roads.

*'Highways' with 4 movement bonus - workers could be able to build highways with discovery of, say, 'Automobile', again with different appearance ... E.G. German autobahns same as Roman roads above. Not quite cart-tracks, not quite RR?

*'Bridges' - for workers to link roads over rivers - with discovery of, say, 'Construction' or 'Bride-Building' - until then, crossing river takes 1 MP - to simulate ferries, fords, etc. - workers must 'build bridge' on each roaded square either side of river before bridge is complete ... FIRAXIS - please re-introduce 'Bridge-Building' for the sake of realism.

RAILROADS - Anyone think the whole concept of RR has NEVER been done properly? Am playing Trip's American Civil War at the moment - there, the RR look like RR ... widespread cities linked by single RR tracks, RR to mines, etc. but none of this RR EVERYWHERE business ... How's this ... ?

*In Civ 1, moving through a city by RR cost 1/3 (I think) of a MP - to simulate changing trains, reduced speed limits, etc., I suppose - this helped counter the 'travel-by-rail-at-the-speed-of-light' phenomena, but not by much;

*In Civ 2, building a RR thru a forest gave you an extra shield (RR better than bullock teams, after all) - GOOD - but no cash - BAD;

*In Civ 3, building road/RR thru a forest gives you extra cash - GOOD - but no extra shield - BAD. I tried to fix this in one of my experimental, modified .bic files where you could build mines in forest squares to get the extra shield - GUESS WHAT? ... it seemed like in every 2nd square the AI planted forests, then built mines! Talk about Greenpower!

*Have patience, folks, just trying to figure a way to cut back on the 'RR-cancer-effect' while at the same time allowing the unique benefits of RR ... How about ...
(1) RR ONLY provide shield bonuses thru (a) MINES, (b) SPECIAL RESOURCE SQUARES & (c) FORESTS;
(2) Plain & Grassland squares CANNOT be mined - to remove incentive for AI to mine/RR EVERYTHING;
(3) RR ONLY provide food bonuses thru SPECIAL RESOURCE SQUARES - same as 2;
(4) Increased food production (apart from RR thru SPECIAL RESOURCE SQUARES) is only thru construction of Civ2-Supermarket-type City Improvement along with Workers making Farmland improvement a la Civ2 (this could simulate improved agricultural production/reduced wastage brought by the farm machinery - until this time, agricultural production yields were much the same as in Roman times);
(5) Loading/unloading units from RR, whether in city or open country should take 1 turn(?);
(6) Until cities along a RR line have built the RR Station City Improvement, RR between cities without Stations only function as Highways (i.e. 4 movement bonus as above).

Enough for now ... sorry for the length, it jus' grewd, Massa ... any comments, folks?

Cheers
 
some comments,

equestrian - please explain, i'll reserve my opinion until i hear you explain it further.

roads. i'm happy with them the way they are at the moment, but introduction of bridges could be interesting. This would be a huge change I think. I don't like the highways one, but maybe basic roads gives 3 and paved gives 4. This may change the advantages of the industrious trait too.

If you want to decrease RR use, can it be made to provide no more bonus that the highway or whatever, And that it requires maintenance for each bit. (Not sure how much tho) Then hopefully we would only get one line through each city. I assume that this is what you're after. The Loading/Unloading thing sounds ok. but they could still defend in that turn.
 
Good ideas, wanderer. Short correction: There are only 15 combinations of traits in the game (6*5/2 (or 6!/[2!*(6-2)!]), 6 choices for the first trait, 5 for the second, /2 because ind&rel is the same as rel&ind). You listed them correctly, and we have *two* militaristic and religious civs in the game, Aztecs and Japanese. Must be Firaxis' favourite combination.

Equestrian -- what would that imply? Mounted units are cheaper, I'm not sure whether that would be powerful enough. Faster? Would give you effectively 3 UUs instead of one, not more. Effectively, equestrian civs should be able to control more land, but isn't that covered by expansionist already?

Talking of bridges, it should be possible to build bridges across coastal squares prvided you are advanced enough. Just consider the new bridges connecting the different parts of Denmark.
 
ROADS

'Copter Pilot

Thanx for the correction - silly me - original calculation for available combinations of 6 existing traits should have read ...

36 possible - 6 duplicates - 15(not 14) copies =15 practical combos.
( It's lucky I'm a student of history/archaeology, rather than of mafamatics, eh?:crazyeye:)

On bridges on coastal squares, I couldn't agree more - I think it's a fairly serious fault with the transportation aspect of the game. In Civ 1, after a certain advance (can't remember which) what you could do is load a worker/engineer on a transport, move the transport onto the sea square in question & then order worker/engineer to 'build bridge(/or RR, can't remember which)' - after x no. of turms the bridge appears, you then move the transport away, & voila! - you had a railway bridge across the strait to the next island/whatever. (Ships could sail under the bridge & ground units could cross sea squares via the bridge) From memory, max. bridge length was only 1 square, so no you couldn't build the Great California-Hawaii RR, but it was a good way to deal those annoying little 1 space gaps between land masses.

In addition (this is really cute!) using the same worker-in-transport method so could build a FORTRESS in a sea square to block those vulnerable narrow straits (& protect bridge from enemy pillaging). You then fortify a Battleship in it (2x defense strength!) & strait is blocked without the BB being a sitting duck - kind of acted like a minefield, I guess. Cute, eh?

Again on Bridges - at the momment in Civ3 roads over rivers automatically get bridged with the discovery of the Middle Ages (!) advance of Engineering (pls correct me if I'm wrong) ... hasn't FIRAXIS ever heard of the Pont du Gard!? (Roman) I really think you should have to actually build the bridge, which is why I suggested having to do it on the roads on either side of the Civ3 river. At least in Civ2 you had river squares where you could build the bridge - I don't know how it would work with the Civ3 rivers.

Again correct me if I'm wrong, but I think that at the moment the road-based trade network isn't completely connected until Engineering (& thus bridges) - this should be fixed.


bobgote

Thanx for the comments - yes, I've been twisting my poor brain in knots trying to figure a way to (1) make the road/RR systems work like they do in the Real World, & (2) find a way to discourage the AI from railroading everything in sight. I'm NOT a computer programmer & have no idea how the codes buried in the bowels of the game work. So the only way I could think to do it is to make it so the AI sees no ADVANTAGE in RR everything (i.e. no shield bonus except in previously noted areas, no mining on plains/grassland squares - maybe extra cash, but no shield/food extras - that stills leaves the movement advantage but I can't think of a way around that). Your idea of maintenance cost per RR square could be a goer, but I don't know how it would in practice - at least it would reflect the reality that RR ARE expensive to properly maintain - you can't just plonk 'em down, use 'em a zillion times, not maintain 'em & expect 'em to last forever, which is the case in Civs I, II & III.

Equestrian

I haven't gone into this in as much depth as maritime, & it's getting a bit off-thread, but here goes:-

* 'Equestrian' civs should have an advantage concerning ridden & horse-drawn units (incl. chariots) to reflect the fact that throughout history, some cultures have simply been much better at 'horsey' things than others;
* 'Equestrian' horse-based units could have +1Att or +1Def or +1HP or +1MP, or some combination of these;
*Perhaps ALL civs' cities, before they can build a horse-based unit, should have to build the Stable city improvement, or the Stable could enable the production of veteran horse units - so that 'Equestrian' civs could build the Stable cheaper, or something like that;
*In suggesting these, I'm drawing on my experience playing 'Age of Kings', where Barracks only built foot-soldiers, Archery Range built archer-type units, Stables built horse-based units, Siege Workshop built artillery-type units, etc. (which makes some sense to me, at least) whereas in Civ !-III a city, even w/out a Barracks, can build any sort of military unit, from a Warrior to a Mod Armour to BB to Stealth Bomber without ANY sort of requisite infrastructure - just seems a bit unrealistic to me, guys.

Cheers
 
well there are allready wonders thaat can be used as maritime ones. Right? Great Lighthouse... Megellan's and so on, you know the deal... But this is a bit late... This thread would've been good to have before PTW came out... :)
 
Maritime should be an extension of expansionist, rather than a trait in itself. At present expansionism offers too little in comparrion to the other attributes. I did give a canoe unit to expansionist civs (with no pre-requisite), but it often unbalanced the games, giving them far too much freedom early on.

As for equestrian, like maritime these civs will have this attribute expressed through their UU. It would be like giving the Germans and the Zulu a mobile combat attribute.
 
Originally posted by robehans
well there are allready wonders thaat can be used as maritime ones. Right? Great Lighthouse... Megellan's and so on, you know the deal... But this is a bit late... This thread would've been good to have before PTW came out... :)
hey we can always dream can't we? And this thread is mainly (I think) to see how many people agree with the idea. I don't think firaxis ever intended to add any new traits, our best hope is that they give us the ability to modify it.

wanderer: I don't know about the equestrian bit, i think a decent horsey UU should be enough to show that a nation was equestrian. Your ideas do have some historical merit, but it involves pretty widespread changes. If you want, you could modify the game a bit (give these civs different horse units with better stats/price), it wouldn't be very hard, and would get the same effect. Maybe not your ideal solution, but it would maybe give you a better game.
 
Hunter-gatherer is the antithesis of what we call CIVILization. A hunter-gatherer is a nomad (A.K.A. Barbarian) who lives off of the land and then moves on. Civilization is based on living in one area, as a community, & the use of specialized labor to increase productivity. I agree with the inclusion of Maritime as a civ trait but Firaxis will have to revamp Naval Warfare to make this civ trait an attractive one. If you want to "Bridge the gap" between Barbarians & Civ's then have a Barbarian camp have a random chance (5-10%) of settling down, imitating their neighbors and becoming a civ (they would have all the options of a real civ but would not have a UU or specialized graphics.) You could then use them as a future city in your ever expanding empire, trading partners, vassel state, or as a buffer state) In all probability they would not become a major player, but could become developed enough to alter the balance of power between rival civ's!
 
Originally posted by Zouave
You can't have Maritime when Naval Warfare and Sea-going trade are simplistic, inaccurate abstractions.


I find myself agreeing with Zouave on this point...and I love the game overall. But really, the naval stuff is so abstracted that a Civ specific ability in this area would be relatively useless in most games.

As with many aspects of Civ3 though, a maritime trait that gave map making at the start could be quite powerful on some maps, but overall, a weakness.
 
I think that this would be a good sub trait, so that a civ could be comercial/expantionist and have a maritime afinity or an equestrian afinity, this could be something chosen at the start of the game, or something like that. You could also set it as random, so that way when you play against say Rome, you could go up against agricultrial Rome, Maritime Rome, or something like that. Also with the Maritime attribute, it could make curruption lower on islands, maybe imitate more of a road network over the sea. Just a thought. I do like the Hunter-gather idea, it could bring that flavor or real life into the game, where not everyone is a superpower. I don't know how to impliment the equestrian attribute too well, but you get the idea on what I mean. With the ability to do a sub trait, or afinity that would enable a ton of possibilities, the mod making community would have a feild day with it. think of the possibilities! well, there's my $.10
 
Originally posted by Zouave
You can't have Maritime when Naval Warfare and Sea-going trade are simplistic, inaccurate abstractions.

There is no way in Civ 3 to even attack merchant shipping on trade routes using privateers and subs - their true purpose.

The more overseas towns you have the more corruption you have. With Settler Diarrhea flooding the territory there is very little left to explore anyway by the time you get real vessels. The Greeks and Carthaginians established colonies all over the Mediterranean, but colonies can be overrun by a nearby town, which is wrong.

Also, galleys DID travel over sea tiles regularly and when they did only a small number sank. In Civ 3 it is likely a galley will sink in sea.

So before we have Maritime changes are needed; massive corruption in distant towns is unacceptable if there is no remedy for it. And the same goes for Settler Diarrhea.

You're right.
But - hey - what's better than a expansion mode pack to correct some game's errors. Especially when the majority are related to the naval aspect of the game and the expansion would be called something like "Conquer The Seas". :)

With time, you'll be asking for this expansion! :)
 
Originally posted by Bill_in_PDX

I find myself agreeing with Zouave on this point...and I love the game overall. But really, the naval stuff is so abstracted that a Civ specific ability in this area would be relatively useless in most games.

Obviously true.
Another vote for an Expansion that dealed with this issue, I suppose?
 
Sorry for being so late, but I'm on vacations and Internet in Algarve costs 3€ per hour and at my home I don't have Internet (maybe at the endof this year...), so I was unable to enter the discussion.

Good inputs here, but now I have to read the big and more deep ones and post a more juicy post :)
 
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