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Jeem
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Ayrshire, Scotland
Sep 2001 time: 05:32
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I'm with Dominae on this one. All Zeus tends to do is turn a civ which is already in a good position into an uber-civ. That's why I'd rather a lack of resources were desirable for building it.
If we could at least build it (without needing Ivory) and deny a civ with ivory the chance of free AC, it would be a lot better. In other words, everyone can build it, but only civs with Ivory can get the free AC. This should be possible I think?
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Dominae
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quote: Originally posted by MrWhereItsAt
Dom, the greatest use for the SoZ is in just such the situation you describe.
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As you just stated, it's a very rare situation. Far more likely will be a situation where a civ has either Horses, Iron or both and access to Ivory. Just because it's great in the situation where it saves an Iron-less and Horse-less game does not mean it was meant to be that way. Are you suggesting that all Iron-less, Horse-less civs should start close to Ivory?
quote:
If you can think of other situations that ACavs are greatly useful please let me know! ACavs have decent stats, but they are hardly fantastic if you and/or your neighbours have Iron and Horses anyway.
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That's the way it's supposed to be. Not every Wonder needs to be "fantastic". Still, the Statue of Zeus is no slouch: it removes some military production burden on your cities and gives you an edge in combat. The fact that only one (rarely, two) civs have the ability to do this makes it luck-dependent and therefore unstrategic.
Luck-dependent things should be small and plentiful (like combat results, etc.) not large and rare (like the ability to build the Statue of Zeus).
Dominae
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lockstep
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Vienna, Austria
Aug 2001 time: 06:32
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quote: Originally posted by ducki
No, no, no to horses.
If you ever have a game where you don't have and can't get to horses, you'll understand my stringence. |
quote: Originally posted by MrWhereItsAt
A definite no to changing the resource requirement to Horses. The SoZ's biggest advantage for me, and doubtless for others, is a second chance if you don't get Horses. |
I edited the first post to include the widespread unpopularity of the 'SoZ requires horses' proposal.
(Sidenote: If I'd like to have a second chance, I wouldn't want this chance to be dependend on ivory. )
quote: Originally posted by nbarclay
The fact that ivory is required can add a number of strategic dimensions that would not exist if it were not required or if a more widely available resource were substituted ...With no more than we've played C3C thus far, it is far too early to write off the strategic dimensions of that requirement as uninteresting. |
In my opinion, making a (unit-spawning!) wonder dependend on a luxury resource simply means replacing strategy with a game of dice. Neither is it fun to build the SoZ and steamroll the AI's on my continent, nor is it fun to cope with an AI that managed to build the SoZ while I had no ivory.
As for the argument 'limited experience with C3C's gameplay' - this is true for me and may be true for you as well, but I'm quite sure that Dominae (who was one of the first forum members to criticize SoZ's ivory requirement) was a beta tester.
quote: Originally posted by Arrian
What about ... stuff that might make you think twice about whether or not it's worth building if you already have iron and horses (if it's 300 shields, perhaps you might rather toss that and try for the Pyramids).
-Arrian, AU lurker
p.s. I've gotten the SoZ once. It did feel overpowered. |
I agree with you insofar as the SoZ may be even overpowered if available for everyone - that's why I edited my first post to include additional suggestions to tune this wonder down. But my main concern is not that SoZ is overpowered, but that its availability is largely dependend on luck. This is a bad design decision IMO, and needs to be changed.
To put it another way: If the Statue of Zeus didn't require any resource in the first place (like most of the Great Wonders under stock rules), and you would prefer to play under stock rules or in any case to 'change as little as possible' (part of the AU mod philosophy), what would be your main concern? That the SoZ should require ivory?
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petermarkab
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Rather than reduce the potency of SoZ and it's ivory requirement, why not introduce one or two new wonders similarly dependent on other luxuries, such that six or seven civs have an excellent chance at completing one of them.
For example, a new wonder could be 'The Praetorian Guard', available with Construction, requiring incense, and producing a 'Praetorian Guard' (!) every 5 turns, with stats [1,3,1, zone of control].
Regards,
Pete
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ducki
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quote: I agree with you insofar as the SoZ may be even overpowered if available for everyone - that's why I edited my first post to include additional suggestions to tune this wonder down. But my main concern is not that SoZ is overpowered, but that its availability is largely dependend on luck. This is a bad design decision IMO, and needs to be changed. |
Would it be possible to change it to a small wonder, remove the ivory requirement, and have it merely enable the building of ACav?
That seems a more strategic option for me.
Do I take a long time and expend a lot of shields building this enabler or do I just throw all those shields into units and do a little extreme pruning?
Is that even doable with the editor?
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ducki
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Well, if the editor can't give access to a unit, could it give a free, predetermined, "dummy" tech that enables building of ACav?
I realize it's getting convoluted now, and the point of it being a small wonder was it was no longer exclusive or chance-based - it was strategic(meaning remove the resource requirement) in the decision of how to spend all those shields.
Anyway, I guess adding a dummy tech just to be a gateway to ACav would invalidate the whole "no downloads" rule, eh?
Bummer, I thought I was on to something there.
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Blitzer
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Vancouver
Jan 2002 time: 21:32
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Obviously the SOZ is unbelievably powerful. In my first game of C3C I was overrun by Ancient Cavalry, which opened my eyes to their power. My second and third games, I built the wonder and basicly won the game on it's back. In one game I started with Ivory in my starting city and opened like this:
Warrior
Warrior
Settler
Barracks
Spearman
SOZ
My second city became basicly my first city, and my capital built the SOZ. I overran the Greeks and Romans on my continent like they weren't even around. I never built another military unit the whole game except spearmen for cities, and won the game by domination in the early 900's AD.
The second game, I had to work a little harder for ivory, but again I managed to take the continent with almost no resistance well before 0AD. Spaeship win this time. This wonder makes an OOC conquest win not only possible, but quite probable on the mid-level settings.
I like the concept of these wonders... they play right into my hands as a builder. Free army, and culture from a wonder? Sounds like a plan. The only way I see this wonder not completely breaking the game is to have seven more equally powerful wonders with a luxury requirement. That way all the luxuries would be valuable and not just ivory. Perhaps some modder could either invent some new wonders of comparable power, or give some of the best wonders (Hoover/Pyramids, etc) luxury requirements. Unfortunately as it stands, even the power of the Pyramids is dwarfed by the hordes of knights rampaging around the ancient era.
Cheers.
Blitzer
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geniemalin
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I would vote to have it removed too ... it fits nicely into the Mesopotamia scenario (interestingly giving Barracks rather than A/Cav though) but I think it should never have made it into the 'main' game.
Knights Templar seems pretty balanced OTOH.
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ducki
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quote: Originally posted by vmxa1
They just chew up all ancient units with 5 or 6 HP. I did not run it in any calculators, but they are brutal to spears and archers. They do a number on any unforted swords as well. |
If you're willing to accept high casualties, you can also use them as cannon fodder on Pike-defended cities, and even Musket-defended cities, though you're looking at greater than 50% casualties. And at that point, you're in a use 'em or lose 'em situation anyway.
I am still not convinced it's overpowered. It's a niche wonder, just like the Iron Works. Sometimes you get lucky, sometimes you don't. Maybe it should be a SW, then, and toned down a little bit.
Maybe I just don't see it as overpowered because I don't build it as early as some of you guys seem to be doing. By the time I have a dozen or two of these guys, I'm building knights already. I just don't see how you can get a large enough attack force early enough to make this as powerful as it seems, unless you beeline for it, in which case, we're balancing for a very specific, power-gamer technique.
I don't know. It just seems like a nice _little_ boost(or a second chance if lacking horses) in the games where I'm able to build it - not a gamebreaker.
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EnduringBlue
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Dominae, I wanted to get your take on this:
I would like to suggest a different approach I haven't seen in the thread. Make ivory a strategic resource, and the game renders a ratio of ivory per civ that evens out the chances of getting it.
Since ivory has been so rare on my C3C maps, I don't think that changing its status would have an impact on normal strategy in regards to net access to luxury resources.
This might seem major, but I think this idea would be less drastic than the drift of the discussion so far, to wit, chucking out the wonder entirely. Tossing out wonders just feels as MODish as adding new ones (an emotional reaction, I admit)
alternative suggestion: making it a small wonder and changing the unit or strength of the unit it produces. that way it could be "A" military-producing wonder without being "THE"! military-unit-producing wonder.
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