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Andrew Wiles
      
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-Two reasons.
1. -The game has at minimum one-year turns, which makes the implementing of weather rather useless(For reasons stated in above post).
2. -Having this be random makes the game a bit less fun to play. For any feature to be implemented it would have to be important to the game or easy to write. Weather is neither. Think about it, you start out with your cute little settler and worker, build a town and construct the temple(or any improvement). Then a storm comes and rippes your temple to pieces, making it extremely hard for you to contend with other nations. Or if you've built a thriving nation and a storm destoys an improvement it's not such a big deal, you can always build it again. It would simply be to lttle for so much work and it would not aid gameplay or graphics. The randomness is also something that negate gameplay. Things are going along smoothly, your nation is prosperous and your amy is strong. Then some weather phenomena suddenly screws everything up. It's not much consentive for the player to keep playing. Weather is best in RTS games.
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"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former."
-- Albert Einstein (1879-1955) "The belief in a supernatural source of evil is not necessary; men alone are quite capable of every wickedness."
-- Joseph Conrad (1857-1924) With or without religion, you would have good people doing good things and evil people doing evil things. But for good people to do evil things, that takes religion.
--Steven Weinberg(1933- )


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I am pot
      
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Warlord
      
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Game slut
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Maybe a good compromise would be something like this, at the start of a turn you get a popup message. The phrasology would differ depending on the era.
"Milord, I have bad news. Owing to unfavorable weather in the region of _insert city name_, productivity there has been impacted in recent years. As a result, our production of _insert item in production queue_ has been reduced."
Or, it could be that growth (accumulation of food in the pantry) is negated for that turn. If not negated, then halved maybe. Instead of producing 10 shields, produce 5 instead. Instead of accumulating 6 loaves of bread 3 instead.
Different types of weather could impact different aspects of the game. E.g., floods would reduce food production. Earthquakes queue production. Hurricanes or Tsunamis, might reduce both.
Two things would need to be in place to make this a fun aspect of the game. First, the randomizer would have be gentle enough that it added interest to the game without being a real bummer. The severity, timing and frequency of these mishaps would need to almost be non-random in order to create the proper effect in the game. Second, the nature of the disaster would have to have some linkage to the culture, or landscape type. Obviously, having a hurricane in a tundra area inhabited by Vikings is not too believable. However, floods in a flood plain inhabited by India, or Egypt or something are pretty believable.
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tones (9/1/2009) I was minded to compare this site to a sort-of-private Facebook, but, on reflection, that's not right . . . Nope. Here is a forum to exchange views and discuss topics and maybe have some literary fun; post some interesting pics (not Megabits of family krap); flag up some internet sites of Interest; pass on the occasional joke. To me, (struggling for analogy here) it's bit more like a quiet and cosy pub with locals you know and the occasional visitor from "outside"; thick stone walls and a cellar full of well-kept ale. Facebook, on the other hand, is some awful massive city-centre club that serves Fosters lager. And, you know what? I am not unhappy with that analogy. I prefer the pub.
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huff huff
      
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Warlord
      
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Game slut
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I think a bit more random positive AND negative stuff would be good for the game. For example in Railroad Tycoon 3 (which is currently the only thing I ever play), there are things that just happen, that change the situation. You as the player have to react. With Civ, the exploring the map is kind of like this random event thing, but then once it's all explored, it just becomes tedium.
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tones (9/1/2009) I was minded to compare this site to a sort-of-private Facebook, but, on reflection, that's not right . . . Nope. Here is a forum to exchange views and discuss topics and maybe have some literary fun; post some interesting pics (not Megabits of family krap); flag up some internet sites of Interest; pass on the occasional joke. To me, (struggling for analogy here) it's bit more like a quiet and cosy pub with locals you know and the occasional visitor from "outside"; thick stone walls and a cellar full of well-kept ale. Facebook, on the other hand, is some awful massive city-centre club that serves Fosters lager. And, you know what? I am not unhappy with that analogy. I prefer the pub.
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I am pot
      
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huff huff
      
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Game slut
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Railroad tycoon allows you the ability to react.
Excellent point Seared. I exactly see what you are saying, and I think you are right. I had not thought it through fully. Having bad random stuff happen, that you basically have no ability to react to would be annoying. In RRT, you can alter the way you run your railroad in response to the historical changes that progress through the game. How would you respond to bad weather in Civ? You wouldn't, UNLESS, they built in some whole new set of techs (e.g., meteorology, storm-shelter architecture), infrastructure improvements (dikes, levies, sea walls, underground tunnels [as in Canadian cities], emergency evacuation systems), or buildings (relief center, insurance office, emergency services burea ?) or Wonder ("The Red Cross," "Satellite Meteorology," "Integrated Disaster Response" .
However, in order for these "reactions" to have any purpose in the game, weather would have to fit in the game the way it has actually fit in to human history. When people settled near flood-prone rivers, they built dikes, why, because every few years their town got flooded, and production was devastated, maybe for years, or maybe for good. Many towns have been summarily abandoned for no other reason than a natural disaster. The thing with flood plains citizen loss attempts to get at this, but honestly I find that to be fairly annoying, and think there should be ancient dike building technology to allow that to be meliorated. Land slides continue to plague people, despite our hyper-aware age of technology and information. People have argued that, the Dark Ages in Europe were in part the result of a "mini-Ice Age" that ensued shortly after the time of Christ. Drought's have throughout history influenced human behavior. As it is, the landscape is little more than a map, and attempting to include weather in some way would make it more of an organic thing that changes, and has some unpredictability to it (or rather, predictability if you are sufficiently knowledegable about ecology and Earth science).
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tones (9/1/2009) I was minded to compare this site to a sort-of-private Facebook, but, on reflection, that's not right . . . Nope. Here is a forum to exchange views and discuss topics and maybe have some literary fun; post some interesting pics (not Megabits of family krap); flag up some internet sites of Interest; pass on the occasional joke. To me, (struggling for analogy here) it's bit more like a quiet and cosy pub with locals you know and the occasional visitor from "outside"; thick stone walls and a cellar full of well-kept ale. Facebook, on the other hand, is some awful massive city-centre club that serves Fosters lager. And, you know what? I am not unhappy with that analogy. I prefer the pub.
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