 |
|  |
 |
|  |
 |
|
korn469
|
 |
Poetic Justic
Apr 1999 time: 00:31
|
|
quote: In addition to the unique units for the new civs, there are nine new units available to all players. An early naval unit that doesn't require resources can help you scout out your coastline, while a late era anti-tank unit (also not requiring any resources) can shift the weight towards the defensive player. There are some small tweaks to most of the existing units in the game as well. For the most part, these changes are fairly minor but the new defensive first strike capability of musketeers and the enslavement potential of some of the naval units definitely change the pace of the game. Bombers can now destroy ships through bombardment and submarines can choose which unit to attack when going up against a stack of enemies. Both these additions make these units much more effective than they were previously |
defensive first strike? i bet that means zero range bombardment...
nine new units
1. curagh(sp?)
2. trebuchet
3. tow infantry
4. modern marines
5. modern paratroopers
6. tow infantry
7. anti-aircraft
8. ???
9. ???
quote: Beyond that, the team has addressed a number of smaller issues that have a profound effect on the pace of the game. You can clear forests now in half the time it used to take, for instance. On the other hand, the maximum research time has been increased from 40 to 50 years. Players who rely on that 40-turn ceiling will find themselves falling farther and farther behind now. (Although, if it's taking you 40 turns, there are plenty of other problems to be dealt with.) Hurrying production is now 50% more expensive than it was before, making those rush jobs much more costly |
hmmmm...i'm not sure if i like these changes or not, especially the 50% hurry, but i'm looking forward to conquests 
Last edited by korn469 on 01-11-2003 at 14:50
|
|
|  |
 |
|
Doc Tsiolkovski
|
|
Sounds good. Well- informed, and clearly written by someone who knows and understands the game (though it looks like he didn't play every single Conquest, but Hey, he does focus on the Epic Game anyway). And it gives away a surprising amount of information.
The only thing that seems strange is that it gets nearly the same score as ptw, but in the hindsight I guess the ptw score was too good...
Did you notice the Republic part btw? Do you have any idea how much this will change the Gov choices ?
Last edited by Doc Tsiolkovski on 01-11-2003 at 16:38
|
|
|  |
 |
|  |
 |
|
littlechief
|
|
Legions can also build roads - do you know if this will just be in scenarios or the regular game. That would be huge in the regular game.
|
|
|  |
 |
|  |
 |
|
TechWins
|
 |
Arizona
Apr 2001 time: 22:31
|
|
quote: defensive first strike? i bet that means zero range bombardment... |
That could really add some complexity to battles, especially with modding.
This part quote: An early naval unit that doesn't require resources can help you scout out your coastline | Depending on where this unit is on the tech chart this could play a big impact on the game I think. Already discovering the map is way too easy, so I don't like the idea of that. However, if the trireme (is that what it's still called in Civ3 lol?) requires a resource to be built, then I might like this idea. I'm thinkin this is definitely going to be something that could be great for modding, because I don't think the Civ3 team will balance this right. The modding part of it is still good, though.
Hopefully this quote: Communist leaders can now create a Secret Police headquarters that acts as a second Forbidden Palace. | entices more civs to play as a Communism. However, will the AI now when to properly become a Communism (i.e. large military, spread out civ)?
I don't think I like this at all quote: As far as agriculture goes, it's really great when combined with the short-lived advantages of the expansionist trait. | I'll probably just wind up turning off civ traits if I think it's even more unbalanced, and I think it's unbalanced enough as it is.
I'd prob say more, but I gotta get going. Overall, I think this expansion pack will only be good if a lot more options are given in the editor, else I don't think it's going to serve that much purpose to me, since I don't play scenarios very often.
|
|
|  |
 |
|
Louis XXIV
|
 |
I left my heart in Zarigueya
Mar 2003 time: 00:31
|
|
quote: Originally posted by TechWins
quote:
defensive first strike? i bet that means zero range bombardment... |
That could really add some complexity to battles, especially with modding. |
It already exists. But they are probably using it to make Musketeers better.
quote:
quote:
An early naval unit that doesn't require resources can help you scout out your coastline |
This part Depending on where this unit is on the tech chart this could play a big impact on the game I think. Already discovering the map is way too easy, so I don't like the idea of that. However, if the trireme (is that what it's still called in Civ3 lol?) requires a resource to be built, then I might like this idea. I'm thinkin this is definitely going to be something that could be great for modding, because I don't think the Civ3 team will balance this right. The modding part of it is still good, though. |
The Curragh is available with Alphabet. My guess is that the Galley (not Trireme) won't require resources. Map Trading has been pushed back to Navigation, so it will take longer before the entire map is explored.
quote:
quote: Communist leaders can now create a Secret Police headquarters that acts as a second Forbidden Palace.
| Hopefully this entices more civs to play as a Communism. However, will the AI now when to properly become a Communism (i.e. large military, spread out civ)? |
I hope so
quote: I don't think I like this at all
quote: As far as agriculture goes, it's really great when combined with the short-lived advantages of the expansionist trait. |
I'll probably just wind up turning off civ traits if I think it's even more unbalanced, and I think it's unbalanced enough as it is. |
Agricultural civs get an extra food in their center square (but you won't notice it until you get a better government because of the Despotism penalty), if you are next to water, you will get that extra 1 food from start, though. Irrigated Desert squares produce more food the normal. And you get cheaper Aquaducts, Recycling Centers, and Solar Plants.
I don't think it is too unbalanced. Besides, the Inca (Agricultural, Expansionist) have a fairly poor uu.
|
|
|  |
 |
|
TechWins
|
 |
Arizona
Apr 2001 time: 22:31
|
|
quote: It already exists. But they are probably using it to make Musketeers better. |
Yeah I know it exists, but can it be used the way this review is describing it? Does it work right now where if you have a bombard strength above 0 and a range of 0 when you get attacked you first use your bombard ability then it goes into the real battle? I've never tried or even though about that before.
quote: The Curragh is available with Alphabet. My guess is that the Galley (not Trireme) won't require resources. Map Trading has been pushed back to Navigation, so it will take longer before the entire map is explored. |
Yeah, I haven't played much Civ3 lately, and I remember everything by Civ2 still. I made the same change to my Civ3 game where map trading is pushed back to Navigation and same goes with the Communications switch. I thought it was cool Civ3 is doing this, since I'm already doing it in my games anyways. Even with the change the map is still explored very rapidly. Now adding a unit that comes even earlier than the Galley will only make it come faster for the map being explored, especially if the Curragh (you say it is) has a 3 movement. I'm anticipating that the Curragh won't be able to transport any units, but when the Galley becomes available you'll know exactly where to expand to overseas. This will only mean that overseas imperialism will come sooner in the game, and I personally don't think that will improve gameplay. I'm almost positive I'm going to change around the Curragh and Galley.
quote: I don't think it is too unbalanced. |
Agricultural is an awesome trait to have I think. Maybe to good. Also, with the rate increase from Industrious being decreased I think the Americans (and any other Civ that may be Expansionist and Industrious (I don't have them all memorized) ) with at a huge disadvantage. Well, for me at least, because I like to play on random type maps. When you are placed on a smaller island with another nation your Expanionist trait is nearly useless. A lot of times this happens to me. This why I believe I'll eventually be turning off the specific Civ-traits. Btw, I typically only play with the Americans, or I randomize my Civ.
|
|
|  |
 |
|
publius
|
|
my guess is the ninth unit is a cruiser, added to the main game from the ww2 scenario because it will have anti-air ability. otherwise with the strengthened naval bombard you won't have a good defense until aegis, which is very late.
|
|
|  |
All times are GMT. The time now is 05:31. Apolyton Time is 00:31. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|