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:) Smiley
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USCA, Berkeley
Feb 2001 time: 21:36
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Some further analysis.
Current system is not as unbalanced as originally thought, rather, Spaced got extremely lucky. Had Ljube not built the 3rd city that turn, his lead would have been large but not big enough to put him above everyone else combined.
Modifications are designed to give maximum benefit with minimum added complexity.
Tower of Babel
Not overpowered, we can see that the person who built it ends up disadvantaged, with half the income of the others.
Captured Cities
No production immediately afterwards, full each turn after.
Sneak attacks
As normal, but you're limited to capturing cities adjacent to your territory.
Technology costs
This needs balancing so that someone can't run away with the game easily, but at the same time, the game doesn't drag out for too long.
So I've been fiddling with some formulas, including powers of 2, Fibonnaci, and cubic. Results were not appealing, with the endgame techs having four-digit price tags.
The solution? Civ3 style, techs are cheaper for followers.
Cost = Base Price * (P - R / P)
P = Total number of players
R= Number of players who have discovered that particular technology.
Trade
Now, you will be able to trade with a player as many spaces away as your Tech Level. Trade income can be spent on production the same turn.
Wonders
Now buildable on the same turn you discover the tech. Should make things more competitive.
Also, changes to some...
3. Trojan Horse- you get to spy before Tech 7, and one extra after.
4. Acropolis- you have the option to change to Republic whenever, without a revolution.
5. Silk Road- allows trade with all players, not just neighbors. Caravan cost lowered to trading partner's tech level
6. Jihad- you can take any cities in a sneak attack
8. Trans-Siberian Railroad- Your cities may be built anywhere. No more 'no crossing enemy turf' rule.
Comments? I'll make some more corrections and post a new sign up thread later today.
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