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We chatted with Ron Hiller, the lead programmer of Manifest Destiny


[DanQ] Are there "improvements" available to increase the productivity of resources (ie. irrigation, mining etc.)?
[Ron_] Yes
[DanQ] Any other of those improvements we have grown to know and love in Civ2 included..? :)
[Ron_] Such as?  The list of improvements we intend to include is not complete yet, but if we can think of it, and have it make a useful effect, we're gonna put it in :) ...
[DanQ] Any new ones perhaps in addition to or instead of?
[jasper] Bye All
[Ron_] Here's an additional one - Mana processing centers
[DanQ] Ok, here's an interesting question
[Ron_] okay
[DanQ] In Civ2 you always "built" things, and this included units.
[DanQ] Some of which were people.
[Ron_] yep
[DanQ] Some find that terminology rather confusing and as somone in this chat put it (won't name nick) as annoying.
[DanQ] This is of course very minor in nature, but is there the possibility of accomodating this little... element?
[Ron_] hehe
[Ron_] Um, even people units need to be trained (in general)
[DanQ] Good point!
[Ron_] I don't think it's unreasonable to have them in a production queue
[Ron_] Especially since the alternative is to create a whole different interface just for them :) ...
[DanQ] :)
[DanQ] Speaking of people, onto population.
[Ron_] Okay
[DanQ] To start with, population growth.
[Ron_] Ah, yes
[DanQ] In Civ2 this was usually accomplished through surplus food...
[DanQ] Is this the case in MD?
[Ron_] Population growth in MD ties in with the race creation
[DanQ] Oh how so?
[Ron_] You see, when you design a race, you'll give it a base population growth
[Ron_] Also, you'll give it terrain habitibility ranges
[Ron_] A race with 10% growth rate (for example) living on their most optimal terrain will grow at 10%
[DanQ] Say what? :)
[Ron_] Say a race does best in the desert (10%)
[Ron_] such a race living at the poles would grow significantly slower (3% maybe)
[DanQ] ok...
[DanQ] That's logical.
[Ron_] So it's mostly dependant on those two factors
[Ron_] ...
[DanQ] Another way that populations grew was during the occurance of a "I Love The King Day"...
[DanQ] Is there something similar included in MD in this respect?
[Ron_] Well, there's no "I love the King day" (I think we'd probably get sued, hehe)
[Ron_] But there could very well be similar special events.  We're undecided on this as of yet.
[Ron_] ...
[DanQ] Another way that populations grow are through immigration.
[DanQ] And decrease through emmigration.
[DanQ] Will this play a role in MD?
[Ron_] If I'm not mistaken, these two are determined by population happyness in Civ
[Ron_] We'll have something along those lines, yes
[DanQ] Great!
[DanQ] I have a question from lumpkin regarding races.
[Ron_] okay
[DanQ] He would like to know if there is the option of making all races "equal" in a game?
[Ron_] Equal as in the same?
[DanQ] Yes, i.e. of the same ethnic origin
[Ron_] Sure, the host could require everyone to use the same race file
[Ron_] But, OTOH, with our race point system, all races should be roughly equal in strengths and weaknesses
[Ron_] i.e. they should be balanced
[DanQ] {nodding}
[DanQ] For those who don't know, OTOH = on the other hand
[Ron_] We hope there won't be one combination of attributes which has significant advantages over any other, if you see what I mean...
[Ron_] Oops, sorry, I lapsed into internet speak  :)
[DanQ] :)
[DanQ] I will now pause for a moment to see if we have any more q's regarding the following three topics which we have been discussing:
[DanQ] production / resources / population
[DanQ] Is there anything you want to add about these elements Ron that have not already been brought up?
[Ron_] hmmm
[Ron_] One thing I should probably mention
[DanQ] Yes?
[Ron_] There is one tech tree which differs from anything found in Civ or our own.  Magic
[Ron_] We have a Magic tech tree, and it's resource is Mana
[MarkG] Examples?
[Ron_] Magic is available, although the host may turn it off if he would rather have a pure wargame
[Ron_] Well, a fireball spell is a component, which can be placed on a unit to create a wizard, for example
[DanQ] What was the motivation behind including magic in MD (out of curiosity)?
[DanQ] Did you feel it was lacking from Civ2 or..?
[Ron_] Well, we thought it would be a neat option to have the ability to add in fantastical elements
[DanQ] Understandably so.
[Ron_] Just because magic doesn't exist on our world, who's to say it isn't a valid tech tree?  Perhaps the human race simply is terrible at researching it, so therefore we believe it doens't exist, hehe
[Ron_] Anyway, just thought I'd mention it
[DanQ] No problem.
[DanQ] Thank you for your answers Ron.
[Ron_] np
[DanQ] Now, I will hand it over to Kent (Kwang) who has some questions about trade and diplomacy...
[DanQ] Kent?
[MarkG] kent seems to be away... :)
[DanQ] Ah there he is.
[Kwang] lousy internet connection. just my luck...
[Kwang] so about diplomacy and trade
[MarkG] You're on the air!
[Kwang] will trade be automated so as to avoid micromanagement?
[Ron_] Ah, good question
[Ron_] This very subject has been the focus of a lot of debate on our board
[Ron_] What we've come up with is a system in which successive levels of city improvments further automate trade between cities
[Ron_] Thus gradually reducing MM
[Ron_] For example, a brand new village will have no automation.  All supplies sent will have to be done manually
[Ron_] When they build their first distribution center, supplies will leave automatically once a trade route is established
[Ron_] At the highest level, there will be no need to even look at it.  The computer will determine where to send and get resources
[Ron_] ...
[Kwang] without any automation, will users have to move around caravan units? making them vulnerable to attack
[Ron_] Yes

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