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More Details On Civ IV Moddability

dfrankow writes "Gamespy has a preview of the upcoming Civilization IV title, where they go into more details about the moddability of the game. From the article: 'Civilization IV promises to be the most moddable game in the franchise yet. It'll ship with an in-game worldbuilder that allows you to shift units around and redraw the map, similar to a scenario editor. More hardcore modders can jump into XML files and tweak all of the unit stats and variables in the game. Beyond that, users who know the Python scripting language can actually go in and set up scripts and triggers to make game events happen or alter the way the game plays, while a Game A.I. SDK that'll be available shortly after the game ships will allow players to completely change the way the A.I., combat system, or game rules work.'"

59 comments

  1. It should be team based. by St.+Arbirix · · Score: 1

    And then every battle will be a little FPS shooter with whatever the applicable weapons should be.

    *That* would be a kickass mod.

    --
    Direct away from face when opening.
    1. Re:It should be team based. by KDR_11k · · Score: 2, Insightful

      Sounds almost like Archon.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:It should be team based. by Anonymous Coward · · Score: 0

      Don't even suggest tarnishing Civilization with your faggot Counter-Strike fantasies.

    3. Re:It should be team based. by St.+Arbirix · · Score: 1

      Hahaha. Have you *seen* what they've done to Civ4?? It's totally 3D now.

      My favorite part of Civ3 was the low quality graphcs that told you exactly what you needed to know and nothing else. The animations annoyed me because they were just pretty jazz that added nothing to the gameplay.

      It's different now. The days of solid gameplay trumping graphical shiney are being mocked by this release. If the Civilization line is tarnished by anything it's Civ4 as it currently stands. If they're going to go as far as they've gone, which makes the game look more like Warcraft3 than a Civilization game, then why not throw something in that isn't just a half-assed attempt at 3D graphics integration? Why not throw in something that actually needs 3D for gameplay?

      --
      Direct away from face when opening.
  2. Sweet! For Firaxis, that is by Dachannien · · Score: 3, Insightful

    This means that Firaxis won't have to put a lot of work into pesky issues like game balance, scenario creation, and AI behavior, because the hordes of mod fans out there will fix all those problems for them.

    You know, kinda like this.

  3. I don't like it... by daviq · · Score: 0

    With the advancement of graphics since Civ II, the game seems to have been corrupting from a tactical stance. Civ II is still my favorite.

    --
    Go to the w3.org and put Slashdot.org through the validator.
    1. Re:I don't like it... by jericho4.0 · · Score: 3, Interesting
      I agree. My version of Civ IV would look something like a cross between WorldWind and Civ II, with games that last for 6 months realtime. Games where geography/terrain really matters, weather patterns, etc. Dachanniens comment above about Firaxis not having to do testing is dead on, adn the best thing that could happen. To really deliver a perfectly balanced Civ game that plays for months takes a huge amount of playtime and tweaking, resources that no software company has.

      Spore is looking very interesting right now. Procedural generation will hopefully generate the kind of epic scale I'm looking for.

      --
      "A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
    2. Re:I don't like it... by AuMatar · · Score: 1

      It would also sell about 10 copies. Its not what people want. Many people who love Civ think the games take a tad too long as it is. I'd rather improve the AI and make the game more challenging than just add time to it.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    3. Re:I don't like it... by jericho4.0 · · Score: 1
      I understand it's not what you (and many others) want from it, but I think we make up a good chunk of hardcore Civ fans.

      Maybe we can take an informal poll; If you're a Civ fan (defined as; was late for work/school at least once because you stayed up all night playing) , what do you want from it? Epic scale and depth or a finely tuned shorter game? Turn based? (that's important to me) Deeper tech trees?

      --
      "A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
    4. Re:I don't like it... by Tokah · · Score: 1

      I want an epic scale game with a lot of depth. I want more varied tech trees and choices, and don't mind the extra micromanagement. Civ is a game that can be enjoyed for weeks, and I love that facet of it. I'm glad they're keeping scientific and military leaders. (I am wondering why the article claims this addition starts with Civ IV, C3C certainly has it!) There are already short games. Leave us silly folk our month-long epics.

    5. Re:I don't like it... by dfrankow · · Score: 1

      Finely tuned shorter game. I don't have enough time to play a huge 15 hour game, and then I feel bad when I finish one at 4am and have ignored all the other things I should be doing. Anyway, why not have both? That's what the article claims, that there will be a choice of short versus long. Dan

    6. Re:I don't like it... by thesandtiger · · Score: 1

      I've been a Civ fan since... well, since it was called Empire and a little before :)

      What I would want would be three versions:

      1) Blitz game that's highly abstracted and goes quickly. I like the trade-off between early development at the cost of war capability (but better ability to kick ass later) vs. swarming around the globe, but being very primitive. Basically, a turn-based RTS (yes, I know what RTS stands for) - 15-30 minute games at best.

      2) Civ 3 style: Long enough to where you can indeed do all kinds of neat stuff (launch for AC or dominate, or whatever)

      3) The ability to drill down to plenty of levels and go into sub-games, if you wanted. For example, every 4 years (or whatever) you might have a presidential election - give the player the ability to go and then play a presidential election sim if they'd like. Or you are about to attack an enemy with fighters - let the player take over if they want and fly the fighter mission like in a flight sim. Or a spy assault on a city turning the game into a stealth game, etc. The player wouldn't have to do these things, but they could. What could *really* make this neat is if one person were playing the Civ game and would export the world-file to someone else, who would then go and do all that cloak and dagger or fighter jock stuff and send the results back. Play By Email, for sure (would take a long time to resolve things) but could definitely be a neat way to play.

      1 is certainly doable and there's likely the biggest market for that out there. 2 is getting towards the niche market - Civ sells well, but it's no Quake. 3 would have to be a labor of love OR, perhaps, all the individual sub-games could be developed and marketed individually, and then be linked together into one overarching game.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    7. Re:I don't like it... by Murasaki+Skies · · Score: 1

      Epic with Data's AI. One thing that I wish is that they would go back to some of the things from Call to Power II: Resources represented in the tens, hundreds, and even thousands (produced per city per turn) as opposed to basically ones and tens. This allows the game to be more fair, in my opinion. Also, resources are gathered equally from all available squares in each "band" around your city (your city can end up taking squares up to five tiles away). Being able to feed and pay your citizens less, and work them more, while reducing their happiness. Building tile improvements with public works (I would set it at 30% (maybe this is too much against humans; I don't know), except at the beginning, where it would be at 0%) instead of workers. More units. A big tech tree that goes hundreds of years into the future (Welcome to sensorium). I think the future was the most fun part of the whole game, with advanced units, buildings, technologies, and governments to create/research/enact. And looking up the history of these future things was always fun and usually dystopian (I love the information for Corporate Republic (the way America will soon be completely), Technocracy (the next step after Corporate Republic), and Ecotopia (an ecoterrorist government)). Too bad they don't really go into the future anymore (sticks tongue out). One thing I don't want at all is ruins. They're very imbalancing, especially when you get free techs or settlers, and to a lesser extent units (how can a tribe have Fusion Tanks?). I did dumb some of what I wrote down, as I don't want to spend forever, so be nice to me. Also, it seems that /. doesn't care about all the times I used enter twice to divide this into paragraphs, so blame /. if it's irritating to read.

      --
      Waiiii!!!!!! I have bad karma!
    8. Re:I don't like it... by AuMatar · · Score: 1

      I want it to stay turn based, but sped up a bit. An RTS style "all units produced here move to X" command would help greatly. Deeper tech trees sounds good. The main thing I want is an improved combat system- its silly that we only have 4 unit types per era, and that units fight 1 at a time. I'd like to see stacks fight it out at once, with more combat options for effecting the outcome.

      I'd also like to see the corruption reduced. Late built or captured cities are too useless.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    9. Re:I don't like it... by jclast · · Score: 1

      Pressing Enter twice works to devide the paragraphs as long as you choose Plain Old Text from the drop-down menu next to the preview button.

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      e2 | LJ
    10. Re:I don't like it... by tprox · · Score: 1

      How about enforced breakpoints in the game so it's easier to stop a session :)

      My problem is time flies by so quickly during a game. Before you know it, you've missed all your meals.

    11. Re:I don't like it... by stonecypher · · Score: 1

      As a member of the Civ 4 beta team, I'd be interested to learn what specifically about the game's progress you dislike. It may be that it's just that the game has moved in a direction with which you disagree, and if so there's nothing I can do. However, more often than not when a complaint is spelled out in significant detail, something can be done.

      --
      StoneCypher is Full of BS
  4. And I, for one, am glad... by wowbagger · · Score: 2, Funny

    And I, for one, am glad this will not be available for Linux.

    I've lost too many hours to CivCTP as it is, and I don't need another addiction.

    So you Windows people can keep your games, and we will keep our productivity.

    After all, all Windows is good for is games, right?

    1. Re:And I, for one, am glad... by superpulpsicle · · Score: 1

      Windows is good for games AND testing viruses.

      If you're a virus-writer, there is no better platform. No joke. Windows is elite/heaven for this kind of stuff.

  5. Re:Sweet! For Firaxis, that is by Sanfamite · · Score: 3, Funny

    From this day on, Spearman shall always prevail when faced with the terrible might that is...the tank!

    Perhaps soon we shall have the legendary battles of "Warrior vs. Tank" or "Worker vs. Mechanized Infantry?"

  6. This is fantastic! Communities will flourish! by CyricZ · · Score: 1

    They have obviously learned from the experiences of games like Stronghold and Stronghold 2 that it is necessary to include such moddability. Indeed, the inclusion of the map and scenario editors will allow for online modding communities to form and flourish. This in turn will lead to increased sales of the game, and increased profits.

    --
    Cyric Zndovzny at your service.
  7. Smartening up but dumbing down by Haeleth · · Score: 4, Interesting

    So they're introducing loads of new concepts, like religion and famous people. That's good. More depth is only going to be a good thing. (Maybe they could introduce "fundamentalist" units, which you can infiltrate into opposing civilisations in order to slow their science rates...)

    But at the same time, they're dumbing other aspects down to the degree that units only have one combat stat, instead of separate attack and defence ratings?!

    I'm really not sure I like that. Half the strategy of the early game comes from trying to keep a balance between fast-moving, hard-hitting units like chariots, and the slow but tough units like phalanxes that you need to hold onto the cities you capture with them. What's going to be the point of a phalanx in a game where a chariot has the same defensive ability and (presumably) moves twice as fast?

    I really don't see the rationale behind this particular change. Did anyone really find the two-stat system to be hopelessly complicated?

    1. Re:Smartening up but dumbing down by mnmn · · Score: 3, Interesting

      Yeah thats game theory. Something that causes the player to decide between two different paths each of which apparently has equal chances of success. Thats what makes chess so complex.

      I'd like the decision to use a unit to be difficult... cost vs attack and defence stats vs speed vs speed of manufacturing etc. The samurai in civ III if youre janapese, were too strong compared to other units, so you just make hundereds of samurai and youve won the game.

      Real life is more complex and you have to balance many other variables. The most successful armies have a large diversity of units to succeed, and that should be reflected in civ.

      Theres another thing that I've been wanting in the civ series for a while. You can make 'armies' in civiii but thats limited. You should be able to group units like in tiberian sun, make military units, and movement formations like in kohan, and do much more with a group of units than just select each and give them a destination.

      Alexander's army was successful because of their direct attacks into enemy units with a blitz. But Genghis was successful because he would attack, and withdraw, pulling enemy units out of their formation and stretching and confusing them. All these should be doable.

      Another thing I would suggest in civ is the diplomatic alliance. The alliances should allow cold-war type superpowers to indirectly control other civilizations and get them to fight each other. And to implement embargoes against other civs to kill their economies and science.

      Maybe someone can do all this with some fancy python scripting. Why didnt they use perl anyway?

      --
      "Give orange me give eat orange me eat orange give me eat orange give me you." -Nim Chimpsky
    2. Re:Smartening up but dumbing down by Jaeph · · Score: 1

      Besides being a tactical genius and know when and where to attack, Alex had a number of basics working for him:

      1) Combined arms. He had very tough infantry that he could rely on to be an anvil, and very tough cavalry that worked well as a hammer.

      2) Strategic intelligence. Alexander brought scholars with him and looked for all information that would help him know his enemy. Geography, whether, customs, whatever.

      The latter is obviously outside the scope of this, but combined arms won't work in civ unless they differentiate between units in some fashion, whether that off/def numbers or modifiers (all cav gets -50% def, +25% att) or whatever.

      -Jeff

      --
      Please learn the difference between a dissenting opinion and a troll before you moderate.
    3. Re:Smartening up but dumbing down by stonecypher · · Score: 1

      So they're introducing loads of new concepts, like religion and famous people.

      Actually, these are being incorporated from Call to Power and Master of Magic, both of which were Microprose/Hasbro games (ie, they were one of the early Sid split off teams.) It can be argued that Sid is simply taking these mechanics back.

      (Maybe they could introduce "fundamentalist" units, which you can infiltrate into opposing civilisations in order to slow their science rates...)

      In Civ:CTP and Civ:CTP2, there are units like this, the most commonly named of which is probably the Ecoterrorist. They're a real drag. It sounds like a good idea; when I read about it the first time I was very excited.

      Every implementation of this mechanic I've seen has been a big pain. I don't know that I believe that this can be done in a fun way.

      I really don't see the rationale behind this particular change. Did anyone really find the two-stat system to be hopelessly complicated?

      You would need information which is not yet public. All I'm allowed to say is that there is a good reason for this. I had the same "oh no" moment you're having. Don't worry.

      --
      StoneCypher is Full of BS
    4. Re:Smartening up but dumbing down by stonecypher · · Score: 2, Insightful

      Yeah thats game theory.

      No. Game theory is the branch of economics devoted to agent behavior and best-course actions (minmax trees, ply trees, risk minimization, saddlepoint grids, quanta, that sort of stuff.) This is game design and game balance.

      The samurai in civ III if youre janapese, were too strong compared to other units, so you just make hundereds of samurai and youve won the game.

      You need more skillful opponents. The samurai is too expensive to overweight the game. If you're able to flood them with samurai, they're spending no time on their military at all, don't have any ranged units, don't know how to make chaff units, et cetera.

      Real life is more complex and you have to balance many other variables. The most successful armies have a large diversity of units to succeed, and that should be reflected in civ.

      Yes and no. Whereas you do want some modicum of challenge and differentiation, just how much one wants is debatable. Sit down with some miniatures gamers some time and play one of their world war two games. Their units have sometimes upwards of 20 combat statistics.

      It is my opinion - and many people will disagree with me on this - that one wants the minimum count of rules which allow for a game with significant long-term variability. Many stats have been dropped from the units over the years. Others have been added in their place. Experience, hit points, leader base rate, distance from home city, maintenance effects, range, they've all been missing from one Civ or another.

      Theres another thing that I've been wanting in the civ series for a while. You can make 'armies' in civiii but thats limited. You should be able to group units like in tiberian sun, make military units, and movement formations like in kohan, and do much more with a group of units than just select each and give them a destination.

      The problem is, Civ is pretty clearly a strategy game, and those are mechanics for a tactical game. Yes, that sort of thing can work out well; one of the best examples IMO is Mission Risk. Still, I don't think it would really change the average outcome of wars much, excepting in the case of a novice versus an expert (when you don't want for it to,) and as such it doesn't seem to add to this particular game much. I suspect it would just be chaff.

      Consider by comparison the trade scheme in Civ1/2, with caravans. Yes, they mimic the real world relatively accurately, and can be used to model a significant facet of the game. Yes, you can even get them into combat situations. That said, they had almost no long-term impact on the game other than to slow one down; they shouldn't really have been in the game. Civ3 is better for not having them.

      Alexander's army was successful because of their direct attacks into enemy units with a blitz.

      You can blitz in every civilization game. Blitzing is effectively just moving more troops into a region than the region can scale up to fight back against at once. The primary mechanic of blitzing is overwhelming someone during the time that they're trying to get started up to resist. If anything, Civ's turn-based nature makes blitzing much easier than in a realtime game. All you do is move a gigantic stack; when it gets to a city, the city has time to make one, maybe two units if it's lucky. If the stack is large enough, that's blitz material.

      The real effective mechanic of Hitler's Blitzes was political - that he managed to convince neighboring nations not to step up to war until he had already invaded. Blitz is just about taking advantage of someone's not being prepared.

      For what it's worth, Alexander almost never did directed charges. He was much more fond of surrounding maneuvers, splitting maneuvers and flanking maneuvers, presumably due to his time as a cavalry officer (remember, he frequently rode into battle personally.) Alexander can be argued to have been largely ignorant of the Blitz. The only two militar

      --
      StoneCypher is Full of BS
    5. Re:Smartening up but dumbing down by Lars+T. · · Score: 1
      Looking at this, they go at it a different way.
      Units will have strengths and weaknesses against other types of units. For instance, pikemen will have a decided advantage over mounted units and axemen will be especially good against melee units.

      [...] the promotions will add this type of customization in a much more fluid manner since the units are upgraded "on the fly" (i.e. with each new promotion) and you don't have to have researched a certain tech to gain access to them all. Some of the promotions include: jungle or forest bonuses, city defense, city raider, flanking, or just simple power bonuses. You will be able to make units that are specialized without changing all of a certain type and you can change "paths" as your situation dictates.

      --

      Lars T.

      To the guy who modded me down from perfect to terrible Karma - Apple haters still suck

  8. Re:Sweet! For Firaxis, that is by Anonymous Coward · · Score: 0

    I'm sorry, but I just don't understand complaints like this.

    What would you prefer? NO moddability? Would that make you happy?

    Exactly what about the moddability precludes a good original game?

  9. I can't find info on this. by Anonymous Coward · · Score: 0

    will it run on mac or linux?

  10. FreeCiv by owlman17 · · Score: 0, Troll

    Excellent, Civ4 will now be like FreeCivhttp://freeciv.org/, except that it won't be free, and it won't be for Linux. Years after FreeCiv has been trying to be like Civ, with rulesets for Civ1 & 2, Civ4 has succeeded in becoming LIKE FreeCiv! The irony.

    1. Re:FreeCiv by 91degrees · · Score: 2, Insightful

      Of course, the FreeCiv develpers didn't have to spend time devloping basic rules, or balancing the game. They had a slight leg up there by copying wholesale from Civ2.

    2. Re:FreeCiv by stonecypher · · Score: 1

      FreeCiv has a long way to go before it catches up with Civ2, let alone Civ3 or Civ4. As far as being for Linux, Civ3 runs just fine in WINE.

      Furthermore, that's not what irony means.

      --
      StoneCypher is Full of BS
    3. Re:FreeCiv by Anonymous Coward · · Score: 0
      (1) : incongruity between the actual result of a sequence of events and the normal or expected result

      (2) : an event or result marked by such incongruity

    4. Re:FreeCiv by Anonymous Coward · · Score: 0

      Except that FreeCiv 2 is a pile of fuming crap. I really liked it in the 1.x days, but what they did to it in 2.0.x is appaling. I used to be involved, but now I can't care less. I used to visit the freeciv.org every day, contributed bugreports, played it very (too) often. And now I don't care if it exists or not. Isn't that sad?

  11. Re:Sweet! For Firaxis, that is by Dachannien · · Score: 2, Insightful

    It wasn't really a complaint. The Rome: Total Realism mod for Rome: Total War is a great mod that far surpasses the original game. Far, far surpasses it. So, I'm glad that this sort of modding capacity was included in R:TW. In fact, I wish earlier Civ games were as moddable, especially on their AI - they've all been fairly notable (especially the original Civ) for being difficult opponents simply because they cheat. (Civ 1 would periodically decide, "Hey, I want X advance or Y wonder right now," and then just get it, without having to allocate production or research.)

    However, I do wonder whether including modding capability will eventually be a calculated move demanded by publishers trying to push a not-quite-ready game out the door, so that their development houses won't have to put as much effort into fixing issues with crappy balance or AI. That's why I made my comment - while being able to mod a game is generally a good thing, game companies shouldn't take it as license to be sloppy or unsupportive.

  12. Re:Sweet! For Firaxis, that is by Anonymous Coward · · Score: 0

    Thanks for the clarification.

  13. pipe dreams, eh? ;) by Moraelin · · Score: 2, Insightful

    Well, call me a bitter old cynic, but I've pretty much given up on any hope that PC games will start being anything but unfinished stuff shoved out the door. So, well, I'll hope they're at least moddable.

    Plus, even if someone actually stopped being sloppy, it can happen that the "flaws" in a game are actually WAD (Working As Designed.) I.e., it's not buggy or untested, someone actually wanted it to be like that. In which case it's easier to just mod the game than argue against their grand vision.

    E.g., what if 200 man Phalanxes winning against 20,000 man Tank divisions, on plains, in Civ 3 was actually _intended_? Firaxis sure didn't want to fix it even in the expansions. It was much easier to just roll my own exponential mod than to wait for Firaxis to fix it.

    E.g., Black And White had an interface that was broken by design. PM's grand vision was an interface without any icons or buttons taking up screen space, and the players would have to just memorize gestures. EA's internal tested showed that even their professional testers had trouble using that, so for Joe Gamer it just couldn't possibly work. So they demanded icons on the screen. However, PM's ego being the size of a continent, he wasn't going to just give in: he put the icons on the screen, but didn't let you click on them.

    Think about it. So they _are_ painted on the screen. They _do_ take screen space. But since they're not clickable, Lionhead and a few fanboys could spew idiocies like "if they're not clickable, they're not icons, and if the game has no icons, they don't take up any screen space." Ergo, an interface image painted on the screen doesn't take any screen space. Utterly idiotic.

    I wish they had just let me mod the interface instead of uselessly arguing why that doesn't work. For that matter, I wish they had let me mod the creature's AI. Or at least try to fix the other couple of dozen major flaws. (E.g., you know resource usage in a game is hopelessly screwed up when even the "nooo, the game is perfect" fanboys tell you to use the turbo-click infinite wood/grain exploit to have any chance.)

    But the game had a lot of potential. It could have been saved by a good modder or two, and there were a helluva lot more of us willing to try.

    Etc. There are a lot more games I can think of, but let's stop here with the examples.

    Basically while moddability _is_ very nice to have in a game that's good and reasonably balanced to start with, like R:TW that you mention, I'm _especially_ looking forward to it in games that aren't.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:pipe dreams, eh? ;) by stonecypher · · Score: 1, Insightful

      Oh, here we go again. "They made game design decisions with which I do not agree, so their game design is broken. Therefore I will say that all PC games ship broken, because I disagree with them."

      Well, call me a bitter old cynic

      Cynicism is based on a reasonable, if brutal, interpretation of one's surroundings. If I call you something, that will hardly be it.

      but I've pretty much given up on any hope that PC games will start being anything but unfinished stuff shoved out the door.

      I find this sort of malarky offensive. Yes, a lot of companies ship crap. Lots of them don't. For example, consider that Civ3 shipped with not even one crashing bug on tested hardware, and that after it shipped in years of use only two were ever found. That's better than most application software does. Civ3 was a five year effort for two software development teams involving literally millions of lines of code. Neither of Civ3's patches introduced any significant bugs.

      If you think two quickly corrected crashing bugs on obscure platforms aren't reasonable for a project of that size, my dear boy, you don't know software development. It's not a question of games being low quality. It's a question of combing huge tracts of source for single errors.

      Plus, even if someone actually stopped being sloppy

      Oh, shut up. Almost nobody's being sloppy. This sort of contemptuous behavior belongs in France, or EA.

      it can happen that the "flaws" in a game are actually WAD (Working As Designed.) I.e., it's not buggy or untested

      Sorry. This is the first sign that you shouldn't be commenting on software quality, is that you can't tell the difference between something broken and something with which you disagree. In fact, you follow this with a beautiful example.

      E.g., what if 200 man Phalanxes winning against 20,000 man Tank divisions, on plains, in Civ 3 was actually _intended_?

      Er. It was, dumbass. The game has worked that way for almost 20 years. Frankly, that's how it should work - there are examples of that sort of thing happening in real life, and it happens in game very rarely.

      This has been debated ad nauseum on Apollyton Civ Fanatics and various other game design boards that you don't appear to have looked into acting like you have a better design than the single most successful (both by sales volume and sales profit) game designer in history, so I think I'll leave it to you to look it up instead of to explain to you slowly and at length that in almost every strategy game on earth, every piece has a chance against every other piece, no matter what they are.

      E.g., Black And White had an interface that was broken by design. PM's grand vision was an interface without any icons or buttons taking up screen space, and the players would have to just memorize gestures. EA's internal tested showed that even their professional testers had trouble using that, so for Joe Gamer it just couldn't possibly work

      Where do you get this stuff? User testing on the Black and White interface was heavily positive since day one across nearly every demographic. Oh, and so you know, the next time you want to make up studies, please don't pretend that EA tests against just one group of gamers. They're a little more sophisticated than that.

      However, PM's ego being the size of a continent, he wasn't going to just give in: he put the icons on the screen, but didn't let you click on them.

      Peter Molyneaux cried when I told him what his career meant to me last E3. He doesn't have an ego the size of a continent. He's a game designer, and the act you're talking about is game design.

      Stop coming down on successful game designers for doing things you disagree with. This is like saying Lucas should never have made a film because of Jar-Jar. If you're that good a game designer, design a goddamned game, or shut up.

      Think about it. So they _are_ painted on

      --
      StoneCypher is Full of BS
    2. Re:pipe dreams, eh? ;) by Dachannien · · Score: 1

      It's not infrequent for me to be told that Henry Ford was a dunce because the way he designed the automobile prevents it from being used to transport buildings and so it's worthless

      You know.... I've never really thought of it that way. Genius!!

    3. Re:pipe dreams, eh? ;) by stonecypher · · Score: 1

      The thing about delusional systems is that these people will spend their entire lives refining and reinforcing a strange set of seemingly disconnected memes. That example is a real one, from a very sweet young girl, who has a surprisingly compelling argument for why that Henry Ford didn't make buildings mobile has condemned us to resource wasting, which is why the aliens think we need to be wiped out.

      Yeah yeah, I know it sounds stereotypical. It's stereotypical because it's common. Turns out that there's a very small set of delusions that come with this disease, and the variance one hears about simply comes from which information ends up getting hooked in as the basis for paranoia.

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      StoneCypher is Full of BS
    4. Re:pipe dreams, eh? ;) by Dachannien · · Score: 1

      Well, in any case, it's fascinating. Thanks for sharing, even if it did stray from the original topic a bit :)

    5. Re:pipe dreams, eh? ;) by Hittite+Creosote · · Score: 1
      E.g., what if 200 man Phalanxes winning against 20,000 man Tank divisions, on plains, in Civ 3 was actually _intended_? Firaxis sure didn't want to fix it even in the expansions. It was much easier to just roll my own exponential mod than to wait for Firaxis to fix it.

      Nobody has fixed that - it's been 'bust' in Civs I-III, Call to Power, Freeciv - it's essentially a sacrifice of realism with the aim of making the game fun (which is the whole point anyway).

  14. Re:Sweet! For Firaxis, that is by Anonymous Coward · · Score: 0
    "Henceforth, all Galleys will have a 70% chance of defeating Nuclear Submarines. If successful, the Galley recovers any Tactical Nukes present on the Nuclear Submarine; these can then be launched from the Galley.

    Also, Archers will be given a +15 attack bonus against Modern Armor, and Warrior can now be directly upgraded to Mechanized Infantry for free with the discovery of The Wheel."

    -From the Civ IV "Optimized Ruleset," available soon

  15. Re:Sweet! For Firaxis, that is by stonecypher · · Score: 1

    Cough. Hardly. Civ has been moddable to a varying degree for almost 15 years, and the core modules have never been replaced by amateurs. (Amateurs have provided replacements, but the Microprose/Atari/Firaxis/whoever core game has always remained the core dominant.)

    Firaxis in their various forms have always taken the balance of their core games very seriously.

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    StoneCypher is Full of BS
  16. Parent -- now with formatting! by jclast · · Score: 1

    Epic with Data's AI.

    One thing that I wish is that they would go back to some of the things from Call to Power II:

    Resources represented in the tens, hundreds, and even thousands (produced per city per turn) as opposed to basically ones and tens. This allows the game to be more fair, in my opinion. Also, resources are gathered equally from all available squares in each "band" around your city (your city can end up taking squares up to five tiles away).

    Being able to feed and pay your citizens less, and work them more, while reducing their happiness. Building tile improvements with public works (I would set it at 30% (maybe this is too much against humans; I don't know), except at the beginning, where it would be at 0%) instead of workers.

    More units. A big tech tree that goes hundreds of years into the future (Welcome to sensorium). I think the future was the most fun part of the whole game, with advanced units, buildings, technologies, and governments to create/research/enact. And looking up the history of these future things was always fun and usually dystopian (I love the information for Corporate Republic (the way America will soon be completely), Technocracy (the next step after Corporate Republic), and Ecotopia
    (an ecoterrorist government)). Too bad they don't really go into the future anymore (sticks tongue out).

    One thing I don't want at all is ruins. They're very imbalancing, especially when you get free techs or settlers, and to a lesser extent units (how can a tribe have Fusion Tanks?).

    I did dumb some of what I wrote down, as I don't want to spend forever, so be nice to me. Also, it seems that /. doesn't care about all the times I used enter twice to divide this into paragraphs, so blame /. if it's irritating to read.

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    e2 | LJ
    1. Re:Parent -- now with formatting! by Murasaki+Skies · · Score: 1

      Thanks for that, and the information on how to create paragraphs. Is it impossible to do this in HTML? I wanted to message this to you, but I couldn't figure out how to.

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      Waiiii!!!!!! I have bad karma!
    2. Re:Parent -- now with formatting! by jclast · · Score: 1

      If you want to do it in HTML just write your paragraphs like this:

      <p>text text text</p>

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      e2 | LJ
    3. Re:Parent -- now with formatting! by Murasaki+Skies · · Score: 1

      Thanks.

      --
      Waiiii!!!!!! I have bad karma!
  17. Well it's a good start by DarthVeda · · Score: 1

    I made over a dozen scenarios for Civ2 and not a single one for Civ3. Needless to say when Civ3 shipped I was very disappointed with the lack of both solid mod support and multiplayer.

    Good to see they're shipping with much more solid support.

  18. Ah, a troll. How cute by Moraelin · · Score: 1

    You know, just because you can spew 3 insults per paragraph, build straw-men, name drop ("Peter Molyneaux cried when I told him what his career meant to me last E3"), and use vague appeals to authority ("For example, my mother is a clinical psychologist who's trying to track down the genetic cause of schizoaffective disorder."), you still don't impress me. I've seen worse fanboy fits.

    If you think you have a point, actually argue that point, don't just throw insults around and pretend your point is right just because you say so.

    "I find this sort of malarky offensive. Yes, a lot of companies ship crap." And two paragraphs later, "Oh, shut up. Almost nobody's being sloppy."

    You know, it's very very sad when you can't even keep the same idea for more than a paragraph.

    "Peter Molyneaux cried when I told him what his career meant to me last E3"

    Ah, yes, classic fanboy. I don't doubt that it filled your life with "meaning" to have the opportunity to sit, beg and wag your tail at the master. I swear some people should have been born a dog, the way they need to sit and beg at a master.

    Not that there was any doubt, given the whole "Holy Defender Of The Throne" tone of the rest of the message. Your kind disgusts me, fanboy.

    "If you're that good a game designer, design a goddamned game, or shut up."

    Ah, more of the standard canned fanboy drivel. Your kind isn't very imaginative, unfortunately, so I've read that before.

    Here's an idea, fanboy: it's not _my_ job to do their design. I'm the consumer. I pay for that stuff. It's _their_ job to catter to me, not my job to catter to them.

    Repeat after me, fanboy: I don't have to be a watch maker, to say a brand of watch doesn't keep the time right. I don't have to be a portable console maker to say that the PSP has dead pixels. I don't have to be a cordless optical mouse vendor to say that Brand X has too high latency for games. Etc.

    The fanboy idiocy that goes basically "design a better one or join in acting all grateful" is just that: fanboy idiocy. Never was the way any other industry works.

    "If you think two quickly corrected crashing bugs on obscure platforms aren't reasonable for a project of that size, my dear boy, you don't know software development."

    First and foremost: it's a straw man anyway, since we were talking design problem, not crashing bugs. So address the point being discussed, please, or spare us all the fanboy fits.

    Second, while you think you're oh-so-great just for being some celebrity's fanboy, I actually work as a programmer. So, heh, go preach how smart you are about software development to someone who cares. Me, I'll keep on calling a bug just that: a bug.

    "Er. It was, dumbass. The game has worked that way for almost 20 years. Frankly, that's how it should work - there are examples of that sort of thing happening in real life, and it happens in game very rarely."

    No, "dumbass", it never happened in reality, and never will. 200 men with spears winning against 20,000 men with tanks, assault rifles, machineguns, howitzers and helicopters, never won, never will.

    If you actually know at least _one_ historical example, _then_ I'll be willing to take your point. Otherwise spare me the childish "It's so because I SAID SO, GODDAMMIT" tantrums. Here's a lollypop, go back to your mommy.

    "Do you have any idea how ridiculously and non-productively difficult setting up an interface for large-scale user replacement would be? (No, of course you don't.)"

    My dear fanboy, I've actually _coded_ more interfaces than you can even count to without taking your shoes off.

    And, no, it is actually very easy to allow even interface changes if you have a modular design. It's even been done before. Most modern FPS engines for example have an API and allow you to write DLLs for almost anything you can think of.

    Have a look at some UT or HL mods and you might be surprised. Some

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Ah, a troll. How cute by BeerCur · · Score: 1

      If you actually know at least _one_ historical example, _then_ I'll be willing to take your point.

      I am reminded of Italy in Northern African / Greece during W.W.II. They had almost every conceivable advantage... However due to poor tactics, and ineptitude they basically got smoked and Germany had to "rescue" their sorry butts... at least for a while.

      --
      It's not what your Sig can do for you, but what you can do for your for your Sig.
    2. Re:Ah, a troll. How cute by Moraelin · · Score: 1

      Italy did indeed do rather poorly all around in WW2, and I was sorta expecting Italy as an example there. Ethiopia is probably an even better example where they barely succeeded against inferior tech.

      Still, even (A) Ethiopia did have imported rifles, and (B) Italy used mostly infantry there too, which is probably just as well, since Italy's tanks were closer to WW1 level anyway. So IMHO in Civ3 terms we're talking at most 1 tech level difference, _not_ a 200 man Phalanx with bronze spears vs a 20,000 man tank division.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    3. Re:Ah, a troll. How cute by stonecypher · · Score: 1

      Every rebuttal is hollow. I find it particularly amusing that you claim that I've made straw men and then don't show any, which is in fact the definition of making a straw man; I wonder if you even realize your hypocrisy.

      name drop ("Peter Molyneaux cried when I told him what his career meant to me last E3"),

      How is it name dropping? You were the one that said Peter Molyneaux, not me. In fact, other than my mother, I did not discuss anyone you didn't. You, however, named characteristics of a bunch of people you don't even know. Sounds like pot and kettle to me.

      You made comments as regards his character. I gave a personal anecdote as regards his character. Taking this out of context doesn't suddenly mean there's no context. That you've chosen to tell me that my response regarding a man's character is name dropping with regards to your baseless insults is just silly. You've yet to show what you said about him, or any of the other designers, to be true, yet when I respond with actual experience, you pretend I'm just trying to make myself look good.

      Do you actually believe that's the case?

      If you think you have a point, actually argue that point, don't just throw insults around and pretend your point is right just because you say so.

      I find it interesting that first you claim that my explanations of my statements are fallacies when the fallacies you claim aren't applicable, and then believing you have discarded my arguments, you claim that I have not argued my points.

      Giving an example is not an appeal to authority. Appeals to authority are when you use that authority's beliefs to shore you up, rather than to make an argument. This, by contrast, was a way for me to tell you about schizoaffective disorder, and to tell you why I have personal exposure to the syndrome. You will note that not once did I make any mention of her beliefs or things she's told me. I only said that so you'd know why I knew schizoids.

      "Peter Molyneaux cried when I told him what his career meant to me last E3"

      Ah, yes, classic fanboy.


      For someone who likes to drop the titles of fallacies he seems to either think he can slip by me or genuinely does not understand, you do a whole lot of Ad Hominem, generally considered in debate to be the coward's way to make a point. Of course, you alluded to that I was supposedly laying out three insults a paragraph. If you count the word dumbass, I made seven. You make more than that in your first two paragraphs. None of what I said had vitriol; I felt that I was scolding someone being a dumbass, and I stand by that. By comparison, you write just awful things, and then you want me to think that I'm an agressor. What, in my message, has any content anything like "Ah, yes, classic fanboy. I don't doubt that it filled your life with "meaning" to have the opportunity to sit, beg and wag your tail at the master. I swear some people should have been born a dog, the way they need to sit and beg at a master." ?

      One wonders if you can see your own behavior. All I said was "don't talk shit on people you don't know; in this case you're wrong."

      "I find this sort of malarky offensive. Yes, a lot of companies ship crap." And two paragraphs later, "Oh, shut up. Almost nobody's being sloppy."

      You know, it's very very sad when you can't even keep the same idea for more than a paragraph.


      There's a big difference between the two. If you'll notice, what I said was that people were adhering to unrealistic schedules because that's what the market demands of them, and that as a result what they ship is not of high quality.

      That does not mean that they're being sloppy. Being sloppy is an issue of contempt. These people are desperately overworked, underpaid, given wholly unreasonable schedules. They're not being sloppy, they're being driven into the ground.

      You still haven't provided even one example. There are a few, but not many. Every example you

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      StoneCypher is Full of BS
    4. Re:Ah, a troll. How cute by stonecypher · · Score: 1

      If you actually know at least _one_ historical example, _then_ I'll be willing to take your point.

      Somehow I don't believe you will, even though I did.

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      StoneCypher is Full of BS
    5. Re:Ah, a troll. How cute by Moraelin · · Score: 1

      Heh. Where shall I even start:

      1. If you can compare WW2 battles where both sides had rifles and AT guns, to a battle involving bronze spears against tanks, I rest my case. You do have a perception problem. By Civ 3 standards every WW2 battle involved _at_ _least_ Riflemen.

      Ditto about infantry taking on tanks. If you'll actually researched how that was done in WW2 or now, you may discover it involved AT rifles, bazookas and AT magnetic mines. If for you that's the same as poking it with a bronze spear, that's funny.

      2. My dear fanboy, you don't even start to understand the difference between "renderer" and "interface".

      The renderer's job is to take a 3D scene and paint the polygons on the screen. Rendering in an isometric view isn't even requiring a new renderer. It's the same renderer with a different view.

      Clicking and dragging to select units, and clicking to move/attack, as well as all the rest of a RTS interface, instead of FPS controlls, _is_ a different kind of interface.

      3. The fact that UT2004 did support different interfaces, or that in your own words "Yes, facilities exist for that in many games, and also in many operating systems." is just proving my point: it _is_ possible. And no, it doesn't take years in development to allow loading DLLs, or to have a clean API that allows one to read a list of displayed icons and intercept mouse clicks.

      4. If you're at OS interface replacements, why don't you look at Linux, then? Have a look on Freshmeat, and you might find a _ton_ of different window managers for it. Ranging from simple stuff like Ratpoison to complete desktop environments like KDE.

      Or since you mention Windows 3.x, there were a lot more than OpenStep out there. I personally had Dashboard and Norton Desktop on my computer at different times. And that's just what I used.

      Which, again, is just proving the point: if a clean API exists, people will do it. Now remind me, why was this somehow inapropriate for games?

      5. So your claim is that, for an icon that is already painted on the screen, taking a click in that area and sending an event to the game engine would take 4 years to code? Heh. Funny stuff.

      Here's a hint: what do those gestures do? Tell the engine "ok, prime spell X". So you're telling me that intercepting a mouse click and sending the exact same event to the game engine would take _four_ _years_ to code? Dude, I know some people write awful unmaintainable spagetti code, but _four_ _years_ to interpret a click and call a function is... extreme.

      I used to think my coleague Wally was slow, because he took two years to implement something... which someone else implemented in 6 hours. But four years to (A) get a list of painted icons, (B) see if the coordinates of a mouse-click are within one, and (C) call the apropriate function... is surrealistic.

      There, I even gave you the pseudo-code above. You can stop ranting about DirectX widgets now. You don't need those to compare the coordinates of a mouse click to a list of icon coordinates.

      6. When I've talked about coding interfaces, I meant complete interfaces, that actually shipped, not "I've added a button on a mockup for tomorrow's meeting, so I'll call it a new interface." 'Nuff said.

      7. Ah, more clinging to your own redefined meaning of what "mod" really means. If your argument relies on redefining a word to mean something else than the dictionary says, or what the programmers have been using it for ages (see the jargon file)... well, I don't even see a point in arguing that. What next? Argue your point based on redefining "Tuesday" to mean a species of dinosaur?

      8. "I work in the industry you're criticizing, and you don't."

      Well, that would explain the holy crusade in defense of the sacred right to write crap code and shove it untested out the door. Yes. Of course.

      Actually, sorry, especially then the defense of crap quality doesn't make sense. The PC gaming industry is alienating a lot of it

      --
      A polar bear is a cartesian bear after a coordinate transform.
    6. Re:Ah, a troll. How cute by stonecypher · · Score: 1

      Heh. Where shall I even start:

      1. If you can compare WW2 battles where both sides had rifles and AT guns, to a battle involving bronze spears against tanks, I rest my case. You do have a perception problem. By Civ 3 standards every WW2 battle involved _at_ _least_ Riflemen.


      No. One man, no rifle. I said that three divisions had 60 guns. That's more than a thousand people.

      Hey, here's a thought. Go read about it before guessing what happened. The thing you think is a perception problem on my part is actually a fault of research on your part.

      Ditto about infantry taking on tanks. If you'll actually researched how that was done in WW2 or now, you may discover it involved AT rifles, bazookas and AT magnetic mines. If for you that's the same as poking it with a bronze spear, that's funny.

      Hey - instead of telling me to research, read what I gave you to read. You're ranting about a non-issue. One of the guys had a bowie knife. The other had a grenade. Sure, the grenade is different, but you'll be hard pressed to convince me that a bowie knife isn't close enough.

      Guessing just makes you look stupider.

      2. My dear fanboy, you don't even start to understand the difference between "renderer" and "interface".

      The renderer's job is to take a 3D scene and paint the polygons on the screen. Rendering in an isometric view isn't even requiring a new renderer. It's the same renderer with a different view.


      Hahahahhahahahahha. You dumbass. That's exactly what I just told you.

      Clicking and dragging to select units, and clicking to move/attack, as well as all the rest of a RTS interface, instead of FPS controlls, _is_ a different kind of interface.

      Man, learn to read.

      3. The fact that UT2004 did support different interfaces,

      Renderers, dipshit. Renderers. And there is only one in play.

      or that in your own words "Yes, facilities exist for that in many games, and also in many operating systems." is just proving my point: it _is_ possible.

      I never said it wasn't possible. I said you couldn't do it.

      And no, it doesn't take years in development to allow loading DLLs, or to have a clean API that allows one to read a list of displayed icons and intercept mouse clicks.

      Luckily, I never said it did. You should learn to read.

      4. If you're at OS interface replacements, why don't you look at Linux, then?

      Stop straying from the point. Window managers aren't new interfaces. There's a reason the X11 renderer is called a renderer.

      Have a look on Freshmeat

      Why? All I said was that you weren't able. I know other people are.

      Or since you mention Windows 3.x, there were a lot more than OpenStep out there. I personally had Dashboard and Norton Desktop

      Those aren't new interfaces. They're simple applications. Jesus. You can't tell the difference between an interface and an application? They're still Win32 buttons. They're still Win32 scrollbars.

      Which, again, is just proving the point: if a clean API exists, people will do it.

      Nothing you've said has been cogent, much less even remotely related to what I said.

      I'll say it again. You, personally, are not of the skill that you pretend to be.

      Now remind me, why was this somehow inapropriate for games?

      I never said it was. I just told you that you shouldn't pretend that you'll make a giant chunk of software when you don't have the requisite skill or knowledge.

      5. So your claim is that, for an icon that is already painted on the screen, taking a click in that area and sending an event to the game engine would take 4 years to code? Heh. Funny stuff.

      No. Learn to read, please. I was quite clear on the point that reinventing an interface is nowhere near as complex as inventing an interface.

      Here's a hint: what do those gestures do? T

      --
      StoneCypher is Full of BS
    7. Re:Ah, a troll. How cute by Moraelin · · Score: 1

      Actually, I'll bother writing another message, because it's amusing so far to watch a retarded fanboy throwing a fuss. You've been arguing nonsense from the start, changing meanings, and being unable to read. Classic fanboy, really.

      E.g., get this, fanboy: we're not arguing sloppy programming, we're arguing sloppy testing. Look at the message which started your spoiled pre-schooler tantrum, and try to find a single sentence where I said "sloppy programming".

      If in your world buggy stuff being shoved out the door can only possibly mean "sloppy programming", then you just made the point about lack of testing and QA in this industry. Yes, fanboy, everyone who's ever programmed knows that bugs do happen, even if you're not a crap programmer. The thing that gets some of us angry at this industry is that there seems to be some total lack of QA, and only superficial testing.

      It shouldn't be _me_ who's beta-testing the game for EA, and paying for the privilege. It should be EA that does the testing. That's all.

      If in your own words, "I never once defended the crap. I was the one which called it crap. All I did was to say that the reason it was crap was not because of sloppy workers" then spend some time looking in the message that triggered your fanboy tantrum, and point me at the phrase where I say "sloppy workers". You've been fighting stuff from your sick imagination from the start, huh?

      E.g., for that matter, look again through the message that triggered your tantrum. You might see some quotes around "flaws" in one of the sentences that triggered your whole rant about your mom's patients. You may also see that I was acknowledging that some stuff I want to mod is "Working As Designed."

      I just want to mod it, yes, to suit my personal taste more, and hopefully also the taste of other people who think like me. (As they say, if you're one in a million, there are 6000 worldwide just like you.) It's easier to do that than to argue with a designer's grand vision.

      So you've been arguing... what? That I shouldn't be allowed that? Or what? That PM's and Sid's vision are the only thing that matters, and customers be damned, noone should be able to change the balance between Phalanx and Tank? (Well, Sid would seem to disaggree with you in that case, since Civ 3 was moddable and this whole thread is about Civ 4 being even more moddable.)

      Or what? It's hard to even figure out WTH are you arguing, among all those off-topic rants, tantrums, straw men, and just plain fits.

      Well, at least now I understand the reference to your mom's work. I can see her motivation there now. With a son like that, ouch, I can see what would drive her to study those cases. She has all my compassion. Honestly.

      E.g., first you rant about how a program goes through 12 interfaces in a year and you coded more than 20 in the last 2 years alone. Then when I say I was talking about the finished stuff, not about the intermediate steps, you pretend you never discussed anything of the sort. Short memory, eh?

      E.g., while we're at your whole surrealistic running amok about interfaces, the particularly funny paragraph is: "That's like saying "here's a hint, what do those natural speech interpreters do? They type letters. Typing letters isn't hard." It's mighty easy to say that the output isn't hard to deal with. That doesn't mean you can make the interpreter."

      Well, I'll say it again, fanboy, maybe this time it'll get into your tiny thick skull: I don't want to make another interpreter. What I want would translate in your example into: "so I don't want to put up with your crap speech-to-text interpreter, just let me type. Or just give me the API, I'll then write my own keyboard handler then."

      There, do you understand now? I don't want to rewrite B&W's crap gesture code, I want to bypass it altogether. I fucking _hate_ those retarded gestures. I just want to click on those icons at the bottom, and never have to draw one of those retarded gestures ever again.

      --
      A polar bear is a cartesian bear after a coordinate transform.
  19. And here's the dictionary.com link for you by Moraelin · · Score: 1

    Catch mod. If you'll scroll down a bit, you may notice:

    2. modify or modification.

    This abbreviation is very common - in fact the full terms are
    considered formal. "Mods" is used especially with reference
    to bug fixes or minor design changes in hardware or software,
    most especially with respect to patch sets or a diff.

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    A polar bear is a cartesian bear after a coordinate transform.
  20. Quibble by abb3w · · Score: 1
    Game theory is the branch of economics devoted to agent behavior and best-course actions (minmax trees, ply trees, risk minimization, saddlepoint grids, quanta, that sort of stuff.)

    Game theory may be more accurately described as a branch of mathematics, which has applications in many areas, including economics... and military theory.

    --
    //Information does not want to be free; it wants to breed.