*** CompuServe Civilization Conference **** with Sid Meier and Bruce Shelley (3-8,FT/Host) Hello all, and thanks for coming! Tonight we feature Sid Meier and Bruce Shelley, designers of MicroProse's latest wonderful game, CIVILIZATION. For those of you who may not know, Sid Meier is a veteran game designer, famous for such games as PIRATES, F-19, SWORD OF THE SAMURAI, COVERT ACTION, and RAILROAD TYCOON. Bruce Shelley has worked closely with Sid on many of these projects. Please join me in welcoming them to GAMERS! Now for the rules: after the introduction is finished, I will call for people to queue up to ask questions. Please type a ? to get in the queue, and I will call upon you in sequence after the ?s are typed for questions and answers. Be sure to type a GA to indicate you've finished your question or answer. Before we start, Sid, Bruce, any opening comments? GA (3-2,Sid/MicroProse) We'd like to thank everyone for the interest in CIVILIZATION. We're here to answer questions and listen to comments. CIVILIZATION grew out of RAILROAD TYCOON and a couple of other games that we liked. We spent about 18 months designing, programming, and testing. We are currently completing a French and German version of the product, and expect to start Mac and Amiga and Japanese NEC versions soon. We're here at MPS Labs with Sid Meier, Bruce Shelley and Quentin Chaney. Thanks for coming to the conference we're ready to start answering question. ga (3-32,Lorini) ? (3-14,Gus Smedstad/WS SL) ? (3-19,Clif Purkiser) ? (3-1,Alan E.) ? (3-9,Gar Blackjack) ? (3-8,FT/Host) Anyone else? (3-32,Lorini) Hi, I've really enjoyed your game (3-8,FT/Host) Lorini, go ahead. (3-32,Lorini) there is an ongoing discussion on another public BBS on the quehistion of the roots of Civilization some believe that much of Civilization came from either the VAX or UNIX versions of Empire; is this true? (3-2,Sid/MicroProse) Neither Bruce nor I have seen the VAX or UNIX versions of Empire, of course we have both played the IBM version and enjoyed it very much. The roots of CIVILIZATION were the three-fold game play of RR TYCOON (financial/operation/competition) which we thought gave you something to do at all time; and the 'conquer the world' topic, which seemed like a lot of fun. We also played Avalon Hill's CIV board game which had some nice features. We spent a lot of time playtesting, adding and deleting features. Many people at MPS contibuted good ideas. There certainly is no one source for this game. ga (3-8,FT/Host) Okay, Lorini, do you have a follow-up? GA (3-32,Lorini) I didn't think so (it's too bad that you haven't tho, fun game). Nope, Sid answered like I thought. Thanks!! (3-8,FT/Host) Okay, next up is Gus Smedstad. For clarification, please wait to ask your question until called upon, thanks! Gus, GA. (3-14,Gus Smedstad/WS SL) A comment before the question: there is a situation when you have nothing to do and that's the very end of the game when you've got it all in hand. Great game though. My question: I find the effect of nukes on cities to be a bit strange. 50% population loss, I mean. I'd expect nukes to zap a city entirely. ga (3-2,Sid/MicroProse) Fortunately there isn't much 'real-world' data on this subject. There are also many variables as to what one nuclear unit represents, etc. 50% was chosen after testing to represent a significant impact, without making a single nuclear attack unrecoverable. ga (3-8,FT/Host) Gus, follow-up? GA (3-14,Gus Smedstad/WS SL) Sid mentions that there are variables in what units represent. I.e., there's a fudge factor, like the way trains work in RR Tycoon. After all, it's not realistic that a battleship should take 1 year to move 5 squares. Could you pin that down a little closer for nukes? Most of the others are fairly easy to visualize but nukes don't really match any present-day weapons I can think of. ga (3-2,Sid/MicroProse) Nukes represent a small number or warheads, most likely tactical or carried by airplanes. As far as fudge factors are concerned, games are a tradeoff between realism and playability, which generates a certain amount of fudging (also known as creativity?). ga (3-8,FT/Host) By the way, Bruce, do you have anything to add to what Sid's said so far on any of these issues? Feel free to chime in at any time in response to the questions. GA (3-2,Sid/MicroProse) Bruce agrees with me 100%. ga (3-8,FT/Host) Wow, no wonder these games get done so well! Okay, next up is Clif, a new member, go ahead, Clif! GA (3-13,Bruce/MicroProse) FT. I would just say that this is a game not a simulation. We work hard to make it fun, not realistic per se. ga (3-19,Clif Purkiser) I was curious about the effect difficulty levels have on the computer's play. GA (3-2,Sid/MicroProse) The primary effects of difficulty levels are on the computer's productivity and research speed. At the Chieftain level the computer needs 16 resources to produce a militia unit, while the player can build one with 10 resources. At the Emperor level, a militia unit costs the computer only 8 resources. Other factors like speed of civ. advances, etc. are similarly affected. ga (3-8,FT/Host) Clif, would you like to follow up with another question? GA (3-19,Clif Purkiser) So Emperor level has only a 20% advantage? It seems worse than that. How about Barbarians at the Emperor Level? I find them as bad as other Civs. Also, are the tactics affected by difficulty level? GA (3-2,Sid/MicroProse) Barbarians show up more frequently and have better attack factors at the higher difficulty levels. The tactics are not directly affected, although computer players with more units are likely to be more agressive. Alan Emrich at CGW is coming out with a book soon which has lots of info on these questions. ga (3-8,FT/Host) And as if that weren't the perfect intro already, well (Sid, are you tracking the queue on top of everything else, too?!) -- Alan, Expositor Deluxe, take it away. GA (3-19,Clif Purkiser) You've already sold me alan. Thanks Sid GA (3-14,Gus Smedstad/WS SL) ? (3-1,Alan E.) Thank you. (3-1,Alan E.) I've got three questions rolled into one: First, can you explain your "end game" decision to end advances at a certain point and put in "futuristic advances" in lieu of neat stuff like hovercraft? Second, Why don't computer players steal "future tech?" Third, are there any plans for expanding CIV to press ahead into the realm of actual FUTURISTIC advances, as opposed to generic ones? GA (3-2,Sid/MicroProse) We selected the end point of the game to be 'near future' initially. We had other technologies and military units (helicopters, fighter-bombers, but just when you were able to build them the game ended. So we could either extend the game, which only delays the problem, or end the introduction of new technologies. We thought this was the best solution. We are looking at future CIV ideas, but we really haven't made plans at this point. ga (3-1,Alan E.) A follow up? (3-8,FT/Host) Alan, I bet you have about 50 follow-ups... choose one. :) GA (3-1,Alan E.) Many people "rail" you, Sid (forgive the pun) for not putting more "connectivity" in CIV and RRT. You know...modem play, multi-player options, etc. Can you explain your philosophy? GA (3-2,Sid/MicroProse) Well, it came to a point where we would have to compromise the single player version in order to do a good multi-player game. I preferred to do the best single player game. ga (3-1,Alan E.) One final thing, Johnny Wilson is co-authoring the CIV book. GA (3-8,FT/Host) Okay, we're at the bottom of the first queue, with a question from veteran feisty wargamer, Gar Blackjack... Gar, it's all yours! GA (3-9,Gar Blackjack) FT, you flatter me! First of all, superlative product, guys! I recommended it to a friend who bought it a couple of weeks ago. The poor fellow hasn't had a decent night's sleep since. My opening question is a technical one, and motivated by self-interest: Does Civ do anything funky with the timer interrupt, or is it sensitive to the V8086 mode of the 80386? The reason I ask is that it has a problem under OS/2 2.0 and Windows 3 enhanced mode, in which it runs at half speed. Others have reported seeing the problem under vanilla DOS 5. How has the investigation of this problem proceeded? GA (3-2,Sid/MicroProse) We've passed that problem along to our super-tech guy here at MPS. We haven't got a definite answer on that at this point. ga (3-13,Bruce/MicroProse) have a chance to answer.. ga (3-8,FT/Host) Bruce.. would you like to respond first? GA (3-2,Sid/MicroProse) Bruce agrees with me 100% :) ga (3-8,FT/Host) Okay, I guess that was all Bruce had to say for the moment. Gar? GA (3-9,Gar Blackjack) Thanks for looking into the problem. My follow up was inspired by the preceding discussion of future technology. Science fiction author Vernor Vinge postulates that the rate of technological progress will increase asymptotically, until humanity is transformed in some technological rebirth he calls the Singularity. Given that this actually seems like a semi-plausible idea (if we don't zorch the planet first), it seems to me that the Singularity would tend to place limits on the sort of thing you could do with future tech in a future version of Civ. This isn't really a question--just a wise-guy's observation. :) GA (3-2,Sid/MicroProse) Bruce agrees with you 100% (3-8,FT/Host) Sid... but aside from that? GA (3-2,Sid/MicroProse) We do have some ideas concerning a future technology game, probably related to a new planet, etc. Of course, since we control the flow of history in the game, the dreaded Singularity does not occur and the Player controls the destiny of his/her planet. ga (3-8,FT/Host) Okay, we're about ready for the next queue, but I want to interject a Quickie Question for Quiet Bruce. Bruce, you've worked with Sid on three games now, CIV, RRT and COVERT ACTION. Is this the beginning of a long and beautiful relationship, and if so, what sort of influence would you say the teamwork has had on what you guys do? GA (3-10,Bruce/MicroProse) I provide ideas and playtest. We use a trial and error system of design..:) A new version appears every day. We get along well except for tonight. I am into building and economics. Sometimes that helps. I also do some of the research that Sid doesn't have time for...ga (3-2,Sid/MicroProse) I agree with Bruce, 100% ga (3-8,FT/Host) Okay, great! Now, time to queue up again to ask questions. Type a ? (question mark) and I will line you up so Sid can shoot you down (or vice versa). (3-1,Alan E.) ? (3-9,Gar Blackjack) ? (3-35,Matt Sentell) ? (3-7,Michael Upmalis) ?(3-36,Greg B.) ? (3-14,Gus Smedstad/WS SL) ? (3-14,Gus Smedstad/WS SL) (belated) (3-8,FT/Host) Gus, you need to play more arcade games . I'm going to give those who haven't had a chance to talk yet first shot, Marksman queued earlier. Marksman, GA. (3-29,Marksman) Hehe.. Well it is good to see that Bruce and Sid are so agreeable; I was beginning to believe that Bruce was Sid's alter-ego. :) My question deals with the War versus Peace paths that are available to one who plays the game. I have seen a lot of discussion from people pursuing both paths and most seem to think that trying to take a peaceful route is somehow penalized in the game. I have had the game for only a short time and have not yet been able to formulate an opinion either way, but the argument Pro-war goes that there has ALWAYS been war in the history of the world. Is this why there seems to be a scoring bias towards those who are more attack-oriented? Or is the best possible situation a combination of war and peace? How are these factors figured in the scoring? ga (3-2,Sid/MicroProse) The best strategy is a judicious combination of war and peace. Wars should be short and successful. Peace provides the time to catch up on technology and grow your cities. War is generally necessary to acquire the room to grow and eliminate pesky rival civilizations. Each situation requires a different approach, but a combination strategy is usually most effective. ga (3-8,FT/Host) Follow-up, Marksman? GA (3-29,Marksman) Yup...I want to thank you guys for many a sleepless night with Civ and RRT. I am wondering though if a person should be penalized (I can't think of a better word for it) for pursuing a path of peace. If you are able to placate your rivals with money and other things should you be punished in the end? I love war as much as the next guy but I am just wondering for those peaceniks out there if they are getting shorted? ga (3-2,Sid/MicroProse) Well, the scoring doesn't reward war per se; scoring is based on number of contented and happy citizens, regardless of whether those citizens were conquered, bribed, or home-grown. If you are not good at war, then you need to be good at something else, a super-economy for example. ga (3-8,FT/Host) Okay, Alan Emrich has been bleeding at the ears with combined eagerness and exhaustion to go one more round before it's too late, so I'll sneak him in out of sheer concern for his well-being, then we'll continue as planned. Alan, GA. (3-1,Alan E.) Sid, you and I have debated a great deal about CIV being a "war" game. I've said it is, and you've defended the contrary position. Now, tonight, you said that the nukes were just "tactical" and not "strategic." What this brings me back to is this: Now I hear there's no "strategic nukes" to go along with the downplaying of religion in society and the up-playing of Global Warming et al. Sid, really, is CIV just a "politically correct" wargame, or did you have something more devious in that designing mind of yours? ? ga (3-2,Sid/MicroProse) I guess you uncovered our master plan. We're really an underground cadre of pablum-puking liberals out to weaken the moral fibre of America via its greatest weakness, an excessive preoccupation with electronic simulations of reality. I guess it's not going to work now, drat. ga (3-8,FT/Host) Sid, I have to say I like your version of Genesis a whole lot more than the one in the Bible, it's full of _much_ more color and interesting, lively metaphor than its predecessor. Love the bizarre imagery, too. Next up is indomitable, inimitable Matt Sentell. Take it, Matt! GA (3-1,Alan E.) Nice dodge, Sid. ga (3-35,Matt S.) OK... (3-2,Sid/MicroProse) We really don't take a position on a lot of the issues that have been raised. The game is designed to be a tool in which the player can experiment with his or her own preferences and preconceptions Whether to use nuclear weapons, what priority to put on pollution vs. space exploration, war vs. peace, etc. The game may not coincide with everyone's opinions on these topics but it is one of the few which lets you explore them with the main decisions being the Player's. ga (3-8,FT/Host) Sorry, Sid! Okay Matt, _now_ you can be indomitable and inimitable. GA [after a brief pause...] (3-8,FT/Host) Matt seems to have gotten knocked off-line (or morally offended? probably not, knowing Matt) -- next up is Greg. Greg, GA. (3-36,Greg B.) I think that it would be nice if all the numbers relating to the capabilities of the various units/improvements/WOWs were in a single file and a utility was provided to edit these numbers. This would allow the lowly player to play at game designer by increasing or decreasing attack and defense factors, movement rates, unit costs, the effects of factories, city walls, etc. etc. Of course, assembly language programmers like myself could do this for themselves, but that's too much like work. ga (3-2,Sid/MicroProse) Well, all this information is in the game save files and could theoretically be changed. However we have tested all the possible combinations to provide you, the Player, with the ideal balance of game play elements. ga (3-8,FT/Host) Greg, follow up? GA (3-2,Sid/MicroProse) I'm sure someone will find a way to access this info. ga (3-8,FT/Host) (or Sid, keep going? at your pleasure, gentlemen) (3-36,Greg B.) Yes. (3-8,FT/Host) Okay, now Greg. GA (3-36,Greg B.) What you mean, no offense intended, is that you have provided us with the ideal balance of game play elements according to yourselves. What would it hurt to let us try other possibilities? ga (3-2,Sid/MicroProse) No problem, we may try to release some info on the Save Game format to encourage playing with some of these alternatives. ga (3-8,FT/Host) Bruce.. any comment? GA (3-13,Bruce/MicroProse) If I don't answer quick, Sid is going to put in some nonsense. (3-8,FT/Host) Okay, Matt's TAPCIS Tapped Out but he's back. Matt, GA (3-15,Matt S.) Sorry folks. Sid, something I've wondered about since I first played the game is why modern communications technology is ignored. This has some interesting effects, such as a civilization in the year 2000, with all kinds of technology and military capability that doesn't even know what's on the other side of the planet. My real question is what was the basis of your decision to leave the world unknown even in the latter stages of the game. Why no wonder to give us a map? GA (3-2,Sid/MicroProse) The Apollo Project reveals the location of all cities in the game. Players preferred that the map stay blank in areas that they had not actually visited to remind them to travel to those areas. ga (3-15,Matt S.) Followup... (3-8,FT/Host) Matt, GA. (3-15,Matt S.) Interesting. Do the computer civilizations see the entire world or do they have to blindly explore just like the player? GA (3-2,Sid/MicroProse) In general, the computer follows the same rules as the Player, with some differences based on Difficulty Levels. In a few instances the computer will shortcut a step in order to speed game play and reduce the amount of time the computer spends processing the other civilizations. We tried to be careful to be sure that this represented things that humans can do easily, pattern recognition, etc. and did not give the computer an unfair advantage. ga (3-15,Matt S.) Thanks, Sid! GA (3-8,FT/Host) Okay, next up is Michael. Michael, GA. (3-7,Michael Upmalis) Ok: I have so many questions to ask but I will try to hold myself back...! A game variant I am curious about would be modes that civilisations would go into. Like the PAX Romana, the dark ages, the Renaissance, the rise of the merchant or middle class, or the rise of deficit financing. I would like to have seen a larger role for the arts in the growth of civilizations, thinking that a Da Vinci who did not have the hard tools for science did as much to advance science as a Galileo or a Newton. Comments, Sid/Bruce? GA (3-2,Sid/MicroProse) We tried to include as wide a variety of possibilities as possible in the game, as opposed to forcing certain historical events to occur, the Dark Ages, etc. Some people (our artists for example) did feel that the Arts were underrepresented, however given the key elements of the game, food, resources, trade, we tried to select technologies and improvements which had a more direct effect on these elements. ga (3-7,Michael Upmalis) I agree that it would be hard to implement, I guess I am relying on you for the the smarts to explain it to me! GA (3-8,FT/Host) Okay, 3 more in the queue left -- MPS guys, you seem up to it, yes? (3-7,Michael Upmalis) A quick comment? (3-2,Sid/MicroProse) Go for it! ga (3-8,FT/Host) Okay, Clif is up next. Clif, take it away! Apparently MPS is indefatigable. GA (3-7,Michael Upmalis) As a Latvian Canadian, I am upset about Stalin, I have had relatives who died because of him. GA (3-8,FT/Host) Michael.. thank you for your comments, it's Clif's turn now. :) (3-8,FT/Host) Whoops, that's okay, Clif's not here. Gar is making hot chocolate, so Gus will man the forte until he returns. Gus? GA (3-14,Gus Smedstad/WS SL) I've noticed on occasion that cities will defect to your civilization without any action on your part. I've also heard that this can happen the other way, i.e., your cities leave. Two terms I've seen: "Revolt" and "Defect due to Envy". Are these separate kinds of events and what are the conditions/causes for them? GA (3-2,Sid/MicroProse) Inciting a REVOLT is a function performed by diplomats which allows you to acquire a city with money. A city may (occasionally) DEFECT if the population does not have more happy citizens than unhappy citizens and there is a city of another civilization close by with a lot of happy citizens. This can happen in both directions. ga (3-8,FT/Host) Gus, feller-up? GA (3-14,Gus Smedstad/WS SL) I know about normal revolts. However, I've had cities revolt "with influence" even though I didn't do anything. These cities were usually halfway around the world, not adjacent. A couple of players in the Forum have mentioned cities defecting due to envy which is probably what you're talking about. Or are these just two terms for the same thing? GA (3-2,Sid/MicroProse) "... envy" indicates that the city was not happy under the old civilization and noted a city from another civilization with a lot of happy citizens. ga (3-8,FT/Host) Okay, while Gar's grinding his last cocoa beans I'd like to slip one in... (3-14,Gus Smedstad/WS SL) What, then, are the revolts? (3-8,FT/Host) ( or not....) (GA, Gus) (3-14,Gus Smedstad/WS SL) (sorry). GA (3-8,FT/Host) Sid, GA. (3-2,Sid/MicroProse) 'Incite a revolt' is a function performed by diplomats. ga (3-14,Gus Smedstad/WS SL) I guess I didn't make myself clear. I didn't use any diplomats to do this. GA (3-8,FT/Host) Sid, in an upcoming piece on CIV in Strategy Plus I suggest that CIV seems a "closed" system, whereas something like SIM CITY seems more a toy that is open-ended in focus, less specifically goal-oriented in conception. Do you consider this a fair characterization (if not I'm fried again, oh well) and if so, any comments on the advantages of a more linear design over one that is non-linear? GA (3-2,Sid/MicroProse) There are really two parts to the question, CIV does include scoring, many players like to be able to compare one session of game play with another or compare scores with other players. This does involve making decisions about how to allocate points, etc. However, I don't think that this limits the number of paths, variations, and variety of game play. SimCity is a fine game, but I think that Civilization has a great deal of variety between games and allows many different strategies. I don't think that variety in game play and keeping score are necessarily incompatible. ga (3-8,FT/Host) I certainly find CIV far and away more fascinating than Sim City, Powermonger, etc. in any event, thanks for your thoughts! Okay, Gar's back, and gets last crack. GA, Gar! (3-9,Gar Blackjack) Wow, thank'ee! Nothing earth-shattering, but I would like to take a moment to talk about your friend and mine: The "Go To" algorithm. (3-14,Gus Smedstad/WS SL) (hoo boy). (3-9,Gar Blackjack) It seems to work pretty well at sea, although I wouldn't go so far as to entrust my triremes to it. HOWEVER :) on land, it behaves in a totally inexplicable manner! Yesterday I watched it tromp one of my catapult units well off the beaten path, taking it leagues out of its way, and when the unit finally came to rest, it was a jillion miles from the spot I told it to visit, standing on the shore of some lonely promontory. My question: How smart is Go To, and what should we reasonably expect from it? :) GA (3-2,Sid/MicroProse) OK, OK, nobody's perfekt. We actually took the Goto out towards the end of our playtest, but some people liked being able to forget about certain units for a while. We do not recommend using the command for any important or critical moves. ga (3-8,FT/Host) Gar.. follow-up? GA (3-9,Gar Blackjack) Yes, please. OK, can we safely assume that it will work when the destination is line-of-sight from the starting point, with no intervening water, mountains, forests, swamps, roads... 'Scuse me... I got a bit carried away there. :) GA (3-2,Sid/MicroProse) Probably, when in doubt, take personal command. ga (3-9,Gar Blackjack) Thanx. (I didn't mean to be snide; sorry.) GA (3-8,FT/Host) Okay, Bruce, Quentin, y'all about had it? GA (3-14,Gus Smedstad/WS SL) (I have a comment before they go) (3-2,Sid/MicroProse) Sure, go ahead. ga (3-8,FT/Host) Gus, GA! (3-14,Gus Smedstad/WS SL) I don't want to pound Goto into the ground since it was obviously an afterthought. But are you aware that there is a magical dividing line beyond which flying units may not pass? It appears to be the equivalent of the international date line. Click a move with a fighter or a bomber across that line, and the flyer attempts to travel around the world in the other direction to reach it, in Goto Mode. This usually kills the flyer. GA (3-2,Sid/MicroProse) That is quite possible. There is a 'date - line' where the computer wraps the world around. You can usually recognize it because no continent will cross this line. When in doubt, move the unit step-by-step. ga (3-14,Gus Smedstad/WS SL) This is moving it step-by-step, which is the annoying part. However it doesn't affect naval units, so you can carry planes across in a carrier. Really just a FYI if you ever release a bug fix, like with RR Tycoon. GA. (3-2,Sid/MicroProse) OK, thanks. ga (3-8,FT/Host) Well, this has been a CO to rival the immensity of Sid's latest game! Sid, Bruce, MPS, thanks _very_ much for coming tonight, and thanks especially for responding so thoroughly and articulately to a wide range of questions! It's a privilege to have hosted the CO. Any closing comments? GA (3-2,Sid/MicroProse) Thanks to everyone who participated. We try to keep current on player reactions, ideas, problems, etc. and the networks are a great way to get a wide variety of input. Thanks also for passing the word to other player's about our games. Word-of-mouth is very important in encouraging all of us on the game producing side to do the best stuff we can. Hope you've been having fun with CIVILIZATION. We'll try to be back next year with another game you will like. GA (3-8,FT/Host) Great! Do stay in touch -- a transcript of the CO will be up in a few days. Bruce, next time _you'll_ do all the talking. GA (3-13,Bruce/MicroProse) F/T thanks and well done.ga (3-8,FT/Host) Thanks! (3-14,Gus Smedstad/WS SL) Sid, since I didn't say it before: CIV is one of the best games I've ever played. (3-8,FT/Host) And... what Gus said. (3-15,Matt S.) You're too modest, Sid. You're brilliant. (3-8,FT/Host) The Formal CO is hereby suddenly ended. Those wishing to remain and chat are free to do so. Break out the champagne, and three cheers! Night, guys! (3-13,Bruce/MicroProse) good night all .. (3-14,Gus Smedstad/WS SL) G'nite, Bruce. (3-21,Quentin/MPS Labs) Thanks and Good Night! (3-15,Matt S.) Nite, Bruce. I agree with you 100%! (3-14,Gus Smedstad/WS SL) ROFL. (3-8,FT/Host) Matt.. could you say that to me now, too? Please? (3-15,Matt S.) Not a chance! (3-8,FT/Host) Okay, well at least I tried. ;) (3-14,Gus Smedstad/WS SL) How about 50%? (3-8,FT/Host) I gotta split. 50 percent would be great, maybe another time. (3-14,Gus Smedstad/WS SL) (3-15,Matt S.) Maybe, but we'll have to argue for a couple weeks first, Gus. (3-15,Matt S.) G'nite, FT! Take care. (3-8,FT/Host) You too, Matt! (3-9,Gar Blackjack) Gus, how did you get to be such a formidable Civilization 'god'? (3-15,Matt S.) (3-14,Gus Smedstad/WS SL) Actually, I'm just good at analysis, and civlike games have always been a particular interest of mine. [with that, your Host's transcript of events ended]