*** 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! <g> 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 <g>. 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? <g>? 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. <g>  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 <my civ> 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. <g> 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.  <g>

(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? <Big G>

(3-15,Matt S.) Not a chance! <G>

(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) <g>

(3-15,Matt S.) Maybe, but we'll have to argue for a couple weeks first, 
Gus. <G>

(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.) <G>

(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]