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Exile
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of the Benighted Realms
Sep 2000 time: 23:16
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Thanks to something that I saw John Ellis do, Here is the general idea:
How do you represent depletable resources in Civ2?
In the old Microprose (bless 'em!) game Colonization, once trees were cut down, they provided resources, but the land was changed in doing so, and it was never the same again. Good idea. But cutting down forests in Civ2 doesn't work that way.
John created an improvement in StC that simulated this effect. He called it "family gold reserves" or something similar. If you're creating an ancient scenario, chances are good that you're not going to need "air" improvements. No airport. No SAM. No SDI.
However . . . . . .
You can place these improvement in cities, call them something else (like local timber, for example), give it a new graphic, set its support cost to 0 and give it a high "cost." The improvement/local timber can be "sold" at any time, generating gold. But once used, that's it. It's gone, and there may come a time later in the scenario when the use of those resources may be more recommended.
And then it occurred to me that ANY improvement that normally wouldn't see use in an ancient/medieval scenario would also function this way. So now I can add all the various "plants," and the anti-pollution improvements too. Just so long as there is no factory.
This many extra improvements allows me to create a customized, long-term resource pool for various individual cities, thereby making SOME cities MUCH more desirable than normal ones.
Now, back to ideas. . . . . .
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Elok
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Land of Ramen Dragons
Mar 2003 time: 00:16
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Yes, but gold stored in the form of "resources" can only be liquidated at a rate of one per city per turn, and once liquidated can be used in ANY city, not just the one it was sold from. You mine marble in Corinth, and hundreds of miles away in Cordoba it's used to make a marketplace instantly? It would also make the cities with those resources basically unbribeable, wouldn't it?
True, a unit would too, but only if it were a static unit sitting around in the city. A mobile, expensive, useless unit without support would be a much better "resource" IMO. It would allow more than one of a particular resource per city as well, introduce the problem of transport, etc., giving it all the delicacy of a real, transported trade good, which could be plundered en route by pirates for cash. If you want a geographically limited resource, make it an air unit with limited movement or some such. Units are just much more flexible for this kind of idea.
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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:16
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quote: Originally posted by Exile
lol, I apparently failed to fully explain the improvement idea.
The improvements (local resources; timber, marine, minerals, etc.) are THERE at start. No one can build them, and they cost nothing to maintain. They simply are resources available to use at any time, via selling them off. They don't do anything and they don't cost anything to keep. Their only purpose is to be sold off. The question, for players, is when? |
Ahhhh, I get it now. It's a good idea then, but I'd back it up with some actual harvesting. I mean you could just call it The King's Stash and tell the player that it's there. I find that the stress of having to make money by attacking units is a good way to make players venture out and get into conflicts. No camping that way and it makes the player attack not when he wants, but when he has to.
So what's this scenario about?
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Exile
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of the Benighted Realms
Sep 2000 time: 23:16
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To answer Harry;
My next project, well under way now, is the AGE of BRONZE. Starts 1800 BC and runs to 300 BC, with 5 year turn increments. Only about 300 or so turns, so not so bad. Tech paradigm much closer to the default rate so tech will advance somewhat quickly. The civs are; Egypt, Assyria, Babylonia, Hurrians, Hittites, Greeks, and Persians.
The game will be "tilted" to favor the Greeks, however, through their government and a few events. The others will present both challenges and military adventure.
The Barbarians will be active. My experience with them in AoC has given me some insight into how they function, and thus, how to use them effectively and, more important, somewhat predictably as well. The Hyksos WILL invade Egypt. The Sea Peoples WILL attack the coasts of the eatern Mediterranean. The Arameans WILL cause turmoil in the fertile crescent.
I've also managed to find a good historical account of the Hittite empire and will therefore create a much fuller simulation of it than any scenario I've spotted before now. In fact, I almost created a scen based exclusively on the Hittite empire's rise and fall, but it seemed naturally to fit within the context of the broader, bronze age scenario.
Of course, Fairline graphics will be utilized throughout, though I may have to call on Gareth to provide a few tidbits here and there.
Paul Cullivan, if you're still out there, anything you could tell me about possible pitfalls and problems would surely be appreciated. I've been playing Ancient Empires and Seeds of Greatness now for the last few months off and on, and now know those scens pretty well.
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beingofone
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U.S.A.
Apr 2003 time: 05:16
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Sounds really COOL Exile.
I like the Civs you picked all good choices.
It should be interesting to see how you develop the Persian Empire to me especially.
The Hyksos invasion will be barbarian, kind of curios to see how you pull that off and what you have in mind.
What is the name of the book you are using to reference the Hittites?
Good luck Exile - this one should be really interesting
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Exile
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of the Benighted Realms
Sep 2000 time: 23:16
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Some replies;
1. No, not for ToT.
2. Agree about long-term consequences for destruction of resources. How do you represent that?
3. I can't do anything about a Civ2 player's urge to sell off everything right away . . . . but I do have a few ideas.
This next scenario will be only 300 turns, 5 years/turn, and the tech paradigm will be 1:1(so far, and subject to change). Things will move very quickly compared to other scenarios I've put together. There will not be a lot of high defense units. This scenario will start with most of the map occupied by barb cities. Your job, whether as Egypt, Greeks, Babylon, Assyria, or the Hittites, will be to conquer, conquer, conquer. Once that's done, and the barb cities aren't so numerous, the question then becomes one of coalitions, diplomacy, and judicious back-stabbing. I'm hoping that, in an evironment like this, where better units are just over the horizon, and conquering armies wander about looking for prey, the decision on whether or not to deplete resources NOW or wait for better units/improvements to come along is pertinent.
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