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Greek Stud
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Wow! I'm more confused than a Turk inside Hagia Sophia?
You all really know a lot about the configuration of the game. The bug I noticed was in the Fall of Rome scenario, I was playing as the Persians, or whatever they were called at that time, and I chose not to change to Imperialism. But you don't get to have a revolution after that, when I wanted to... I don't know why that happened but it kinda sucked.
Γεια Alex! Μιλάτε τα ελληνικά; Εάν όχι, κατόπιν εντάξει. Εάν, κατόπιν είστε δροσεροί.
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Doc Tsiolkovski
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Statement:
I *love* the Ivory/ ToZ thing. Please do not change that, BA.
Just seems mainly those people who always want to be able to build all wonders are complaining here.
See it that way: With the new scarce resources, this simply gives you one more chance if you end with no Iron or Horses, and considering the underlying terrain, it isn't very likely to have both Iron and Ivory now.
Wonders requiring resources was always in DyP (for example, all the 'Churches' require Incense), and it is working nicely there.
A totally different topic: I already posted about that here, but it looks like the point was lost:
The localized .biq files may be inconsistant with the US/ English version, the need to be carefully checked.
At least the German one is messed up, s.v. Feudalism, and have a look at this:
http://www.civ2-forum.gamigo.de/att...=&postid=231301
Since I've never seen anything like this mentioned elsewhere, I suppose it's also caused by the German .biq
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Dominae
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quote: Originally posted by Doc Tsiolkovski
Just seems mainly those people who always want to be able to build all wonders are complaining here.
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That's sort of right. I rarely am able to build all the Wonders, but I want the option to build all of them. "No, no, sorry, Leonardo's Workshop is reserved for the civs on the other continent" is not something I (and many others) would like to see.
quote:
See it that way: With the new scarce resources, this simply gives you one more chance if you end with no Iron or Horses, and considering the underlying terrain, it isn't very likely to have both Iron and Ivory now.
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Strategic resources are still fairly distributed. Just load up a few maps in the editor and you'll see for yourself. The chances of not having Iron or Horses and being close to Ivory are very slim.
quote:
Wonders requiring resources was always in DyP (for example, all the 'Churches' require Incense), and it is working nicely there.
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There's so much to do in the DyP mod that I'm sure you never miss stuff because you have no access to a particular resource! Players miss the SoZ in the standard game when they do no have Ivory.
Dominae
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:32
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Doc Tsiolkovski, I added the Feudalism bug for the german version back when you first mentioned it. It's the first item under "Other bugs".
As for the ToZ and Ivory debate, I don't think the right solution is to completely remove the resource requirement, because the AI already has most of its cities building Wonders in the late Ancient age as it is. If all the AI can build the ToZ, then it will be one less city for them to build settlers and units. (In fact, with the current strange desire of the AI to build the Oracle as its first Wonder, I was thinking it might be better to make even the Oracle require incense or something, so not all the AI waste their time building it, but that's another story and doesn't really belong here).
There are arguments for both changing the ToZ and leaving it as it is. The ivory requirement adds flavor, and helps the AI, but it also has the potential for very unbalanced maps in MP, and removes a cool Wonder from the build decisions most players have to make.
For now, I'm leaving something about the ToZ/Ivory in the first post, because even if it's not a universally acknowledged problem, it's definitely a commonly stated problem.
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donZappo
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Alexman, I see in the strategy forums that you're going to be away from Civ for the next week? Does that mean you won't be around to contribute and add to this thread? That would be a shame since it seems like this thread might be useful to Breakaway/Firaxis and the next patch can't be too far off. Also, why are the AI so intent upon building wonders during the ancient era? Would this be something that could even remotely be addressed in a patch. or is that something that the AU community has to deal with itself? Maybe the "flavors" added to the game could deal with this somehow.
-donZappo
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thetoxicyears
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I'm not sure if this is a bug or if I'm doing something wrong. When I click Load Game from the main menu no .biq files show up in folders I know their in. Anybody else have this problem?
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kwpulliam1973
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Alexman, - Please start including a version number in your first post that you update after each edit. - This thread has been so productive and gone on for so long that I feel I need to review the top post before posting, but I am sometimes unsure if there has been a change since the last time I reviewed it. - Also I want to make sure that people working on the patch don't miss an update or change to our sugestion list, this is for thier benefit
Easy Fix:
Update both the C3C and the PTW editor help with the correct information regarding resource distribution ratios.
http://forums.civfanatics.com/showt...&threadid=69502
Not everyone reads the boards.
Debatable - Might be easy fix:
Make the 4% of tiles used for resources modable in the editor. (See same thread above for description) - Note for gameplay, map generation, as I understand it, this number is only used after strategic and lux resources are placed. It limits only bonus resources. A moddable percentage would be beneficial to those making resource intensive mods (copper, timber etc) using up most of the available slots and those like me who prefer a 'bountiful' eden like world.
Thanks again
Kevin
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kwpulliam1973
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Cool - I never noticed the last edited date before !
Another suggestion - Have victory conditions 'grey out' instead of disappear from the Victory status page. - Playing a non-domination game at the moment, and I find that I already rely on those percentages for an accurate assessment of where I am in the game. Now without them, I feel uninformed.
Thanks
Kevin
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:32
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Not really a bug but, from what I've been reading around the place, I'm getting a sense that the improvements which build treasure units, or Wonders that build a certain unit every X turns, can become a 'little tedious' for some players! My suggestion then, would be for Firaxis to implement some way for players to 'switch on/switch off' these improvements and wonders depending on the players current needs! Anyway, just a thoiught!
Yours,
The_Aussie_Lurker.
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HeadHoncho
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Los Angeles, CA
May 2003 time: 05:32
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You have my compliments. This is an incredible list! I hope they take the suggestions to heart.
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Dominae
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Yes, the no maintenance Feudalism very potent. Powerful enough that you would change your entire game strategy to exploit it to its fullest. That's not necessarily a bad thing (see SMAC's governments). I think the goal with Feudalism was to create an alternative to Monarchy/Republic in the Medieval era, not fundamentally change how the game is played.
The current version of Feudalism perhaps falls a bit short in terms of power, but IMO that's preferable to the monster it could have been.
Dominae
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