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Cort Haus
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London
Apr 2002 time: 05:32
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Here is an example C3C game running under the BETA PATCH:
Standard archiplelago map, average settings, Monarch - English.
Currently Industrialising - but RR halted due to loss coal deposit after two turns. :fume:
The start was poor - a narrow northern strip of a continent with no rivers or hills (mostly coast/sea tiles to work with), and Germany nearby.
I used the seafaring abillity to quickly get contact & generate commerce (cheap harbours) and held a tech lead all the game so far. I rexed to about 20 cities, up to the borders of Berlin itself, and nearly all of a nearby continent, and built the Statue of Zeus to allow me to ignore military builds until late Middle Ages. This Rex gave me a respectable land %age, and I recently completed the FP on the second continent.
I had Iron on my second continent, but couldn't access it till astronomy - not a problem, the SoZ was taking care of the military deterrent. I had no Saltpeter - not a problem, I was eventually able to trade some from a backward civ for musket upgrades. I had one source of coal, which I gleefully used for two turns when it went ping.
Now one civ (Persia, on a big fat island) has three coal (not yet hooked up), Carthage has one and they are slowly eating America, who also has one. The other source is in Germany, which leaves England, Babylon, Byzantia and Scandinavia with none.
Hopefully Persia will have some spare coal hooked up to trade for in a while. If they don't I'll probably have to build a lot of Knights (no Saltpeter on the market either) and go and try them out against German Riflemen.
As for the three AI's without coal? I don't fancy their chances, somehow. If you're an AI under these rules, it's get lucky with coal or hasta la vista baby.
Attachment: elizabeth of the english, 1255 ad.sav
This has been downloaded 2 time(s).
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Cort Haus
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London
Apr 2002 time: 05:32
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I got Replaceable Parts - and no rubber. That's no Saltpeter, No Coal, No Rubber. My 20-city Rex (beating every AI civ) only got me Iron on a secondary continent at 30 (thirty) squares distance as the corruption-crow flies from my capital.
Only four out of eight Civs got Rubber. There was none at all on my main continent (3 civs - England, Germany, Babylon), 2 sources on a 3-civ continent (Carthage, Byzantium, USA), 1 source on a 1-civ continent (Persia), and 2 sources on a 1-civ continent (Scandinavia). So far, Babylon has got the rubber on Carthage's continent - with a lone city bagging the resource under the oh-so-annoying AI cheat - which just got so much more powerful.
All this boils down to 1 civ out of eight - Persia - with both the essential Coal and Rubber.
That's 87.5% of Civs with very little chance unless a warmongering human is playing them. That ain't right.
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Dactyl
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One unforeseen consequence of the resource scarcity in C3C is that it can render certain UU's useless. Here's an example. I'm playing a game as the Celts at Emperor level. The UU for the Celts is the Gallic Swordsman. There was no iron in the land I owned so I had to fight my way to it. By the time I got the iron hooked up into my road network, it was 170 BC. One turn later I got Feudalism. That made the Gallic Swordsman obsolete. A couple of turns later, I went to war and won a battle with a Gallic Swordsman. That kicked in a Golden Age, but it also made it impossible for me to build any more Gallic Swordsmen. I had to build Medieval Infantry instead. In short, I only got to build a handful of my UU's. (In point of fact, I would have liked to have been able to build the Gallic Swordsmen for a while longer because of their movement factor.)
The main consequence of the new resource scarcity is that is seems to make it more of an all-or-nothing kind of game. If I'd had a source of iron next to my capital in the game I mentioned above, I would have built my UU's relatively early and I would have rolled right on over my neighbors. The game would have been relatively easy. I also agree that it seems to hurt the AI more because the AI isn't as adaptable. I'd like to see a choice of relative scarcity for resources, like that with barbarians. Assuming that C3C has been well designed and implemented, that shouldn't be much of a programming challenge.
In general, I'm not terribly displeased with C3C, but it is beginning to suffer from the same problems of many software projects. Once a piece of software has matured, it can be dangerous to add new features because of the likelihood of unforeseen consequences. I'm seeing some of this in C3C.
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justjake73
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I have one Wine and one Spice, one Iron in my territory and there is one on a peninsula. I built a road and planted a colony so I could trade SOMETHING. My SP went poof, but the Celts had NO Iron in their entire country - so no UU, no Knights or Pikemen - but they have THREE saltpeter!! I had to wait until they discovered Gunpowder then they were EAGER to trade!!
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Aqualung71
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Lord Desolator of the Desolation Row, C3CDG
Oct 2002 time: 12:32
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I have to agree with Catt and MrWhereItsAt....while scarcer strategic recources at first glance makes the game tougher, in the long term it only hurts the AI more. The human player knows he MUST have those resources and will resolve to build enough of whatever military units he has available to capture a certain resource by force (be it Saltpeter for Cavalry, Iron/Coal for RR or Rubber for Infantry). The AI does not have such resolve and persistence.
Scarcer luxuries is a different issue. This definitely makes it harder for the human player, who usually favours Republic/Democracy which often require almost all luxuries in mid to late game to keep the citizens happy. In the AI's preferred warring governments of Communism and possibly now Fascism, happiness luxuries are not so important. So, there may be a tendency here for the human empire builder to be a little more considerate of his AI trading partners. And remember, once you ruin that reputation by instigating wars it can be pretty hard to trade for luxuries!
I've also seen some interesting stuff on the Civ4 threads along the lines of incorporating "quantities" of resources into the economic model. That is, in the current model it matters not whether you have 1 coal or 10 coal (except for your increased ability to trade it). An interesting proposal is to require a certain resource level to build a factory, to RR a tile, etc. You then need to keep track of how much of a certain resource you have, and at what rate you are using it. And in the context of a scarcer resource world, you will then need to make more strategic choices about how many factories to build, how many tiles to RR (ie, connect all your cities, or completely RR an entire supercity, but you can't afford to do both), and perhaps you may even only have enough aluminium to build 30 MA without finding some more.
Now THAT would make it more interesting.....as long as the programmers can improve the AI enough to make it cope with this concept.
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justjake73
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I was wrong...Egypt has 2, which means Egypts best friend will be a third industrial power.
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justjake73
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woops double post
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justjake73
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I quit that game. I can't build Tanks, Infantry or Guerillas without it, and I would have gotten my @ss handed to me!!!! The game has turned from fun to aggravating.
I just complained to Firaxis about this. I await their response.
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Risa
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Stay calm. Guerilla doesn't need resources.
The same as Artillery.
And you can biuld bombers later (if you have oil). They are MONSTERS.
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justjake73
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I went to the editor and changed all strategic resources to appear in the same ratio as Horses. I used that to generate a map and every one has started in a decent distance from Luxuries.
quote: On Coal and Railroads... when was the last time you saw a steam locomotive? That strategic requirement ought to be replaceable by either Oil, or the discovery of Electricity. |
There should be a Synthetic Rubber tech too.
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