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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