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Gigante Verde is offline Gigante Verde
Prince
En el Bello Oriente Venezolano
Sep 2004
time: 01:20
  Old Post 12-05-2005 21:15
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Otro hilo de la Conquista Support Apolyton buy from Amazon

Si!... Al Fin!!! Ya tengo C3C!!!

Y para aquellos que habran conocido de mi "dilema" con el Civ3 Standard pues decirles que ya esta resuelto el problema, despues de casi un mes de esforzadas busquedas y de diarios lamentos, ya tengo el Civ3 operativo (desde hace 2 dias por cierto )...

He de agradecer a todos aquellos spamers... perdon... foreros que mostraron su preocupacion y apoyo a mi persona, gracias por la ayuda y oraciones ofrecidas

Para estrenar mi nuevecito C3C, estoy participando en el Gran X Progressive, en la Division Regente

Y sobre Mis PBEMs, debo dar encarecidas gracias a Chingassatt por su ayuda mientras yo no estuve, realmente gracias Chingassatt Ahora... entregame mis PBEMs! (Tranquilo, es broma... podemos ir haciendo la transferencia sin problemas , Otra vez agradecido contigo ).

Gerar Dean is offline Gerar Dean
Deity
Acá abajo
Sep 2002
time: 01:20
  Old Post 13-05-2005 01:34
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¡Qué lastima! Ahora ya estamos todos jugando con el Civ IV



Acordate que el progressive se juega con la versión 1.22f (la última) No sea cosa que tengas que jugarlo de nuevo

Bragelonne is offline Bragelonne
Prince
Buenos Aires
Jul 2004
time: 02:20
  Old Post 13-05-2005 02:04
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Bien bien bien. ¡Ya era hora!

Chingasatt is offline Chingasatt
Prince
Monterrey
Jul 2004
time: 23:20
  Old Post 13-05-2005 02:29
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Re: Otro hilo de la Conquista Help yourself to an AD-FREE life

quote:
Originally posted by Gigante Verde
Si!... Al Fin!!! Ya tengo C3C!!!

Y para aquellos que habran conocido de mi "dilema" con el Civ3 Standard pues decirles que ya esta resuelto el problema, despues de casi un mes de esforzadas busquedas y de diarios lamentos, ya tengo el Civ3 operativo (desde hace 2 dias por cierto )...

He de agradecer a todos aquellos spamers... perdon... foreros que mostraron su preocupacion y apoyo a mi persona, gracias por la ayuda y oraciones ofrecidas

Para estrenar mi nuevecito C3C, estoy participando en el Gran X Progressive, en la Division Regente

Y sobre Mis PBEMs, debo dar encarecidas gracias a Chingassatt por su ayuda mientras yo no estuve, realmente gracias Chingassatt Ahora... entregame mis PBEMs! (Tranquilo, es broma... podemos ir haciendo la transferencia sin problemas , Otra vez agradecido contigo ).


Como dicen en mi pueblo:
Lo caido, caido!!!!
Ya en serio, puedes tomarlos ya. Dejame pedirle a Al-kintha y Frucus que te los envien, pq mi correo gmail ya lo espamee!!!

jasev is offline jasev
Moderator
of the SCS Forum
Feb 2001
time: 06:20
  Old Post 13-05-2005 02:30 Visit jasev's homepage!
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quote:
Originally posted by Gerar Dean
Acordate que el progressive se juega con la versión 1.22f (la última) No sea cosa que tengas que jugarlo de nuevo


Sí, y también recuerda que el parche 1.22f que hay que bajarse es el multilenguaje. El otro da problemas.

Niessuh is offline Niessuh
Emperor
Sevilla
Mar 2003
time: 06:20
  Old Post 13-05-2005 02:36
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Loado sea ala en su misma mismidad!

Bueno y...que tal el conquest? ¿Primeras impresiones?

quiquejavi is offline quiquejavi
Prince
Zaragoza
Jun 2003
time: 06:20
  Old Post 13-05-2005 03:16
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Te ha costado,... eh???
Verás como merece la pena.

Gerar Dean is offline Gerar Dean
Deity
Acá abajo
Sep 2002
time: 01:20
  Old Post 13-05-2005 05:04
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quote:
Originally posted by Niessuh
Loado sea ala en su misma mismidad!

Bueno y...que tal el conquest? ¿Primeras impresiones?

Seguro que dice que es más warmonguer que el PtW

Drakan is offline Drakan
King
Málaga, Spain
Jun 2004
time: 06:20
  Old Post 13-05-2005 12:23
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C3C ? Pero esa versión ya está anticuada, no ? Ya se juega al C4 en España,



The changes from Civ3/PTW to Conquests, by SirPleb


In this note I'll try to cover the changes from Civ3/PTW to Conquests which affect strategy in a GOTM game. I won't describe the many other differences except to briefly mention:

1) New and changed Civilizations. When you first encounter a Civ you might want to check them in the Civilopedia. Some previous Civs have changed traits - if that matters to you then check all Civs you meet, not just new ones.

2) New Civilization traits - agricultural and seafaring. Understanding these won't matter much until we play a Civ which has them except for one thing: seafaring Civs get an extra movement point on water and may be able to cross a gap which a non-seafaring AI won't cross.

3) New units. There are a few new units available to everyone. You can check the Civilopedia to learn about these as they become available to build.

4) New bonus resources such as "tropical fruit" (bananas.) You can look up each of these in the Civilopedia when you encounter them.

5) Small stuff. There are lots of minor changes such as tweaking of unit stats and costs, defensive free shots for some units, etc. I consider most of these to be relatively minor and won't detail them.

Changes you've already seen in GOTM

These changes have been made in past GOTMs in anticipation of Conquests. If you've played a recent GOTM you'll already have a feel for these. The changes in this category which I think have significant impact on strategy are the following.

Trading of contacts and trading of maps both become possible in the Middle Ages instead of Ancient Times. Contacts moved from Writing to Printing Press. Maps moved from Map Making to Navigation.

Unit support cost in Republic changed from 1gpt per unit with no free ones to 2gpt per unit with 1/3/4 free ones per town/city/metropolis.

Trading for workers: typically the AIs want about 120g now vs. 30g in unmodified Civ3/PTW.

Lethal bombardment for bombers. This can be used to great (perhaps overpowering) advantage in a Modern Times war!

Corruption, RCP, Forbidden Palace

RCP is gone. Place your cites according to the geography and don't worry about equidistant rings.

The Forbidden Palace does not create a second center for rank corruption. In Conquests the Forbidden Palace only increases OCN (the number of your cities which won't have extreme corruption) and serves as a second center for distance corruption.

In Conquests I recommend building your Forbidden Palace fairly near your Palace (in a city no more than say 1/3 corrupt) to build it quickly. Build it in a city which is in the general direction from your Palace where you expect to expand the most, to gain a bit from its effect on distance corruption. I suggest beginning the build relatively early - on a standard map it would be good to start the FP build when you have about 10 cities, planning to complete it when you have around 20 to 30. The boost to your empire's production will be nice but not huge. So I don't suggest going crazy to build it quickly, e.g. stuffing workers into the city building it. You might want to start it sooner or later than I've suggested depending on your other priorities in the game.

I don't think it is worthwhile to use a leader to rush the Forbidden Palace. Since it no longer makes sense to build the FP in a totally corrupt region you might as well use real production to build it and use leaders for other things.

Moving the Palace and/or FP is now seldom worthwhile. Moving the Palace will often hurt your empire because all cities get their corruption rank from the Palace city - you can't use a Forbidden Palace to maintain productivity in the original Palace region. Palace jumps are probably not worth considering in Conquests.

The maximum corruption for any city is now 90% instead of 95%. This makes large outlying cities a bit more useful than before.

The Courthouse and Police Station now reduce the maximum corruption of a city by 10% each. E.g. a city with a Courthouse will not be more than 80% corrupt regardless of where it is in your empire.

Great Leaders

There are now two kinds of Great Leaders.

Military Great Leaders (MGLs) are the original type. They're produced as before by winning fights with elite units, and with the same odds as before. They've changed in one important regard - they can no longer be used to rush great wonders. They can still be used to rush small wonders, regular improvements, and to create armies. At first this may sound like they've become a lot less useful. But armies have become much more powerful. So much so that MGLs may be more important than ever. I've written a separate section about armies further down.

Scientific Great Leaders (SGLs) are the new type of leader. They are produced by being the first Civ to research a tech. Each time you are the first Civ in the world to learn a tech you have a 3% chance of getting an SGL. (A 5% chance if you are playing as a scientific Civ.) An SGL can be used either to start an "age of science" (increases research for 20 turns) or to rush a great wonder (same as could be done with an MGL before Conquests.)

There's an option to turn off SGLs and I hope the Conquests GOTM will use it. I think SGLs are poorly implemented and we're better off without them. For one thing they're too large a luck factor. For example, 1 out of 33 players will get an SGL on their first discovery of a previously unknown tech. Say Writing in the current game since we start with Alphabet. Those lucky few players can then rush a wonder such as Pyramids! And this is a largely uncontrollable luck factor. We can't "farm" for SGLs as we can for MGLs. With a bit of bad luck it is possible to be the first to learn almost every tech in the game and still not get a single SGL. If SGLs are turned on in the game and you get one, I recommend using it to rush a great wonder. There's a bug in the implementation of the "age of science". And even if that worked properly I think that it would almost always be better to rush a wonder.

A couple of things to watch out for with SGLs:
o You might not realize it when you get one. I've only had one (because in the Conquests games I've played I was usually behind in tech) and I didn't realize I had it for a while. I guess there was a popup message about it, but one which disappeared by itself without needing a click from me. I eventually noticed it in my F3 display.
o You can have more than one unused SGL at a time. However I think that while you have an SGL you will not be able to produce an MGL in battle.

Armies

If you're planning much military action at all you'll want armies - they're very powerful now!

Armies in Conquests:
o Get a bonus to their attack and defense strength. The attack bonus is the total of the attack strengths of all units in the army, divided by 6. The defense bonus is the total of the defense strengths of all units in the army, divided by 6. If you've built the Military Academy small wonder the bonuses increase - the totals are divided by 4 instead of by 6.
o Get an extra movement point. E.g. if the slowest unit in an army has 2 movement points then the army has 3 movement points.
o Have the blitz ability. I.e. they can attack multiple times in one turn, one attack per remaining movement point.
o Can pillage without using a movement point.
o Have the zone of control ability. I.e. they sometimes take a shot at enemy units as the enemy moves past them.
o Have an improved scouting range, seeing an extra tile in each direction.
o Heal slowly even while in enemy territory. They heal quickly in home territory and heal completely in one turn in cities with barracks.

The AI will generally not attack an army unless it is in a city. An exception is a wounded army - below a certain level the AI may attack it. You can generally figure that an army with more than 8 hit points will be able to move around with impunity.

The AI won't build armies.

All of the above sure adds up! Armies are well worth using MGLs to produce. I feel they're over-powered now which is a shame - I wish the AI would attack them and would produce armies of its own to even things out a bit.

One final note about armies: After you build the Military Academy small wonder, you can cash-rush armies! If you are involved in a lot of warfare armies are well worth their rush cost.

Research

The maximum number of turns to research a tech has increased from 40 to 50. So learning a tech the slow way has become a bit less appealing.

The first Civ to learn Philosophy gets a free tech! When you learn Philosophy, after selecting the next tech to research, you'll get that tech immediately if you were first to Philosophy. This makes going for Philosophy a no-brainer I'd say

If you've been playing Civ3, i.e. not PTW, there's a significant change for scientific Civs. Instead of predictably getting the same tech almost every time upon entering a new era, scientific Civs get one of the starting techs for the era at random.

Motorized Transportation can now be reached without researching the bottom path of the Industrial Age tree. This change can be used to get to tanks a bit sooner, which may make them a bit more useful.

There are some other changes to the tech tree (a couple of new optional techs, Radio is gone, spaceship path is a bit different) but none of these greatly affects strategy IMO.

(message too long for one post, continued below)

Governments

When you revolt to change your government, the period of anarchy will be one turn longer than it was before Conquests. Even religious Civs are affected by this - they now get a two turn anarchy.

There are two new government types, Feudalism and Fascism. I won't describe them because I don't think either is useful - for any particular situation one of the previous governments seems better to me.

Communism is stronger than it used to be. You can now run a large Communist empire successfully. In fact I think it is now overpowered if you have a large empire, say of 80 cities or more. If you decide to use Communism be sure to build the Forbidden Palace and also the new Secret Police HQ. (Available after learning Espionage, and can only be built while in Communism.) Each of those small wonders dramatically increases the number of cities you can have in Communism before corruption will increase much.

Great Wonders

The new Statue Of Zeus wonder produces a free Ancient Cavalry (3-2-2) unit every five turns. This wonder can be built after Mathematics is discovered and you have ivory connected to your trade network. Note that a supply of ivory is required even after building this wonder for it to produce Ancient Cavalry. Also note that the units produced by this wonder have 4 hit points as regulars instead of the usual 3. If you build a Barracks in the same town they'll be produced as veterans with 5 hit points. If/when promoted to elite they'll have 6 HPs.

The new Knights Templar wonder produces a free Crusader (5-3-1) unit every five turns. This wonder can be built after Chivalry is discovered. I haven't built this one and don't know if it produces units with a 1HP bonus similar to the Statue Of Zeus.

The new Temple Of Artemis wonder puts a free Temple in each of your cities on the same continent. It requires Polytheism to build. This wonder might be useful in a 100K culture game, I'm not sure. There's one big catch with it - it becomes obsolete with Education, and while you have it and it isn't obsolete you can't build "real" temples in your cities. So you'd have to be ready to rush temples in many cities on the turn of learning Education. And you wouldn't get a 1000 year doubling on those temples as soon as if you'd built them the usual way earlier on.

Shakespeare's has improved - it now allows the city which builds it to grow larger than size 12 without a hospital.

The Great Wall has some real value now. It puts walls in all of your towns.

Now that the Great Wall has been fixed, the new wonder Mausoleum of Mausollos will probably get the "most useless wonder" award in Conquests. This wonder requires Philosophy to build and produces 3 happy faces in the city which builds it.

Barbarians

The Conquests barbarians seem to be the result of a lot of inbreeding. They may hurt you by dumb luck but you do not need to assume the worst from them. In most cases they'll present a lower threat than ever before, milling about aimlessly until you can get around to killing them.

Curraghs

With the changes which move map and contact trading to the Middle Ages, exploration becomes more important and stays important for longer in the game.

The Curragh is a boat which is available once Alphabet is learned. It cannot carry land units, costs 15 shields, and can move 2 tiles per turn. This unit can be a very useful early explorer. On an archipelago map (which seems unlikely this month as the Hittites) it can be invaluable.

Resources and Luxuries

Beware - these are scarcer in Conquests! It is not unusual to find yourself starting without iron, without horses, or without both in your immediate region when playing Conquests.

This may be affected dramatically by the non-random nature of GOTM maps of course

New Terrain Types

Marshes are a new kind of terrain. Marshes can be cleared to become grassland, similar to clearing jungle. An important difference is that cities cannot be founded on marshes. The marshes must be cleared first.

Volcanos are also new. I suggest staying away from them. They're not very useful - we can't even build roads on them. But they're dangerous. Every once in a while they erupt, destroying things nearby. I know that they can destroy a city on an adjacent tile. I'm not sure but think they can destroy or damage a city two tiles away.

Specialists

Each taxman now produces 2gpt instead of 1gpt. Late in a game when you can have a lot of specialists this can add up to a lot of income.

Each scientist now produces 3bpt (beakers/turn) instead of 1bpt. This means that it now makes a significant difference whether you set a specialist to a taxman or a scientist. Before Conquests it didn't matter much - taxmen were as good as scientists since the income they produced enabled setting the science slider higher to get more science. Now it matters. As long as you are doing any research you're better off to use scientists to get 3bpt than to use taxmen for 2gpt and to then convert gold to beakers via the slider.

After you learn Nationalism you can use a new kind of specialist called a police officer. Each police officer reduces corruption slightly in the city. I'm not sure how large the effect is. Generally it seems to me to be a small effect and as a result I've seldom used police officers.

After you learn Replaceable Parts you can use a new kind of specialist called a civil engineer. Each engineer produces 2spt (shields/turn) if the city is working on a city improvement or a wonder. Engineers do not contribute anything while the city is building units. And you can't beat the system by switching a build, e.g. starting on a colosseum with some engineers helping, then switching to build a tank. At the time you switch to a unit the shields contributed by engineers disappear from current production. Engineers are useful for hurrying production of a wonder to get it in time, to hurry production of other builds in some cases, and to produce marketplaces, temples, harbors, etc. in totally corrupt cities.

Worker actions

Workers clear forests more quickly. Just four turns for a non-industrious worker.

Workers can now build:
o Outposts. Requires Masonry. Eliminates fog of war in the region. Building this consumes a worker. Seems like a waste of a worker to me, I haven't used these.
o Barricades. Requires Construction and a Fortress already built in the same place. Increases defense and slows movement. 16 turns to build. Useful in some defensive situations.
o Radar Towers. Requires Advanced Flight. Provide a combat bonus to units fighting within two tiles. Building this consumes a worker. These seem very useful to me in modern wars.
o Airfields. Requires Flight. Provides a non-city base for aircraft. Building this consumes a worker. I haven't built one of these but expect there are times they'll be useful.

Last edited by Drakan on 13-05-2005 at 12:29

pablo_arg26 is offline pablo_arg26
Prince

Jan 2005
time: 02:20
  Old Post 13-05-2005 17:13
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Por fin viejo!!! pero apurate a jugar al C3C pq ya sale el Civ IV.
Lo mejor los crateres de la artillería y la capacidad de "eliminar" unidades con los aviones!

Gigante Verde is offline Gigante Verde
Prince
En el Bello Oriente Venezolano
Sep 2004
time: 01:20
  Old Post 13-05-2005 21:08
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Gracias, gracias

Sobre eso de que ya es anticuado... yo insisto enque civ4 sale el año que viene e igualito habra que esperar a la expansion C4 PTW o Conquest para que valga la pena jugarla

Drakan, gracias por el post explicando la diferencia entre PTW y Conquest... ahora... podrias traducirlo (es que esta muy largo para leermelo en ingles , de repente otro dia me lo leo con calma ).

El conquest lo tengo instalado con el parche 1.22 (de hecho tenia el parche y el no me pidas antes que el mismo conquest ).

pablo_arg26 is offline pablo_arg26
Prince

Jan 2005
time: 02:20
  Old Post 13-05-2005 21:53
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Si vas a ser rápido.... se esta abrindo un PBEM... buscalo y anotate!

Gigante Verde is offline Gigante Verde
Prince
En el Bello Oriente Venezolano
Sep 2004
time: 01:20
  Old Post 13-05-2005 23:33
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Lo siento Aun no poseo capacidad para viajar a velocidad luz... digo... para jugar un save por dia

Drakan is offline Drakan
King
Málaga, Spain
Jun 2004
time: 06:20
  Old Post 16-05-2005 14:32
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Inflate your Upload Space

A ver si nos ponemos las pilas con el engwlij:


Cambios PTW-C3C:

1) Nuevas civilizaciones.
2) Las características de algunas de las civilizaciones de PTW y civ vanilla han cambiado, consultar civilopedia.
3) Nuevas características de civilizaciones: agrícola (la mejor en C3C) y navegantes (atraviesan una casilla adicional de agua, etc...)
4) Nuevas unidades. Consulta civilopedia.
5) Nuevos recursos bonus tipo bananas
6) La IA ya no crea ejércitos en el juego épico como en PTW. Podrás ver ejércitos en C3C sólo en los escenarios.
7) Los ejércitos y sus propiedades son radicalmente distintos en C3C. Ver mi artículo sobre los ejércitos en C3C:
http://apolyton.net/forums/showthre...threadid=122985
8) Ahora hay dos tipos de grandes líderes: el militar (MGL) y el científico (SGL).. Los grandes líderes científicos hacen dos cosas: aceleran grandes maravillas. La segunda función de empezar una edad de oro científica (acelerar la producción de ciencia en los próximos 20 turnos en un 10%) está rota. La probabilidad que te salga un SGL al ser el primero en descubrir una tech es del 3% si eres no científico y del 5% si eres una civilización científica. Puedes tener varios SGL’s.Los MGL’s sirven para dos cosas: crean ejércitos y aceleran pequeñas maravillas. Sólo puedes tener un MGL en cada momento.
9) La IA ya no da tantas ciudades, o no da, en un tratado de paz como ocurría en PTW.
10) La IA ya no da tantas tecnologías en un tratado de paz como en PTW.
11) Los contactos y cambio de mapas se da ahora en la edad media (imprenta) y no en la edad antigua (map making).
12) El soporte de unidades en la república es ahora de 2 gpt frente a 1 gpt de PTW, vamos que te cuesta más ahora un ejército.
13) Ahora la IA quiere 120 g por cada trabajador y no los 30 g de PTW.
14) Ahora las unidades de artillería y aviones bombardeo tienen una capacidad letal (matan al bombardear, frente a PTW, que sólo hería las unidades)
15) RCP ya no existe. http://www.civfanatics.com/civ3acad_ring_city.shtml
http://forums.civfanatics.com/showthread.php?t=116891
16) El Palacio prohibido ya no crea un segundo anillo de baja corrupción. Baja la corrupción a cero en la ciudad en que se construya. Lo único que hace es aumentar el nivel óptimo de corrupción por ciudades (OCN). Es decir, una vez lo construyas podrás tener más ciudades en tu imperio sin que la corrupción sea muy fuerte.
17) El truco del palacio remoto por distance corruption ya no existe. Incluyo link a un juego del Gran Maestro Civer (SirPleb) que ejecuta a la perfección este gran truco:
http://forums.civfanatics.com/showthread.php?t=65579
18) Aparecen los especialistas que ayudan muchísimo en ciudades muy corruptas. Ingenieros (nuevo), policías (nuevo), artistas, científicos y recaudador de impuestos. Los científicos ahora producen 3bpt y no 1bpt como en PTW. Los recaudadores de impuestos ahora dan 2 gpt y no 1 gpt como en PTW. Los ingenieros aparecen con replaceable parts. Los ingenieros producen 2 spt pero solo para construir mejoras. Si construyes unidades no producen spt.
http://forums.civfanatics.com/showthread.php?t=108789
19)
20) Un juzgado y una comisaría de policía hace que ahora una ciudad sea sólo un 10% corrupta como máximo.
21) Ahora el tiempo máximo para estudiar una tech ha subido de 40 a 50 turnos.
22) La primera civ en descubrir filosofía obtiene una tech gratis.
23) Ahora la gran maravilla teatro de shakespeare hace de hospital en la ciudad que lo albergue.
24) Hay nuevas maravillas. Estatua de Zeus produce caballería antigua. Templarios produce templarios. Templo de artemis te da un templo gratis en cada ciudad. La Gran Muralla te da murallas gratis en cada ciudad.Ver civilopedia para los detalles.
http://www.civfanatics.com/civ3acad_great_wonders.shtml
25) La tech radio se ha suprimido.
26) Ahora el periodo de anarquia para las civis religiosas en cambio de gobierno se ha incrementado de un turno a dos.
27) Los bárbaros ya no son peligrosos. Hay una utilidad que arregla esto.
28) Los recursos estratégicos en C3C escasean mucho en comparación con PTW. No es de extrañar un juego en que tu territorio o el continente entero no tenga petróleo por ejemplo. Tendrás que luchar (o comerciar).
29) Ahora hay pantanos, volcanes.
30) Ahora los trabajadores despejan bosques en 4 turnos, como en PTW las civis industriosas. Ahora los obr4eros producen torres de vigía, barricadas, torres de radar, y aeródromos (con vuelo avanzado).
31) se añaden los niveles de dificultad semidiós y sid para los que crean dominar el juego -animalillos-.

Y si tienes preguntas cobro un gold por cada una. Acepto paypal.

Last edited by Drakan on 17-05-2005 at 21:50

Kane Mitchells is offline Kane Mitchells
Warlord
Guadalajara
Apr 2005
time: 06:20
  Old Post 16-05-2005 14:59 Visit Kane Mitchells's homepage!
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Vale... que es el RCP???


PD: Tio.. me pillas en mala racha.. hace mejor una birrita?

Drakan is offline Drakan
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Málaga, Spain
Jun 2004
time: 06:20
  Old Post 16-05-2005 15:16
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Me debes un gold digital Kane.

RCP: Ring City Placement. Es una estrategia de crear anillos perfectos equidistantes al palacio y al palacio prohibido a fin de disminiur la corrupción de tipo rank. Funcionaba en civ vanilla y en PTW. Con ellos obtienes dos anillos de ciudades con corrupción muy baja (alta spt, bpt y gpt). Para los distintos tipos de emplazamientos de ciudades han escrito hace dos semanas este artículo que está muy clarito:
http://forums.civfanatics.com/showthread.php?t=116891



Posteo un artículo, que no pienso traducir:

Ring City Placement
Author: DaviddesJ; Date Added: 6/29/03
Ring City Placement (RCP) is a new approach to city placement in your empire. Other placement strategies, like OCP, are based on land use patterns. RCP is based on a different principle: reducing corruption.

Thanks to alexman and this thread Do you think you understand corruption?, we know that corruption has two sources: corruption due to the distance from the capital or forbidden palace, and corruption due to the number of cities.

There is a natural tension between these two: you can achieve low corruption of the first kind by placing many cities very close to your capital (a la ICS), but this means that if you want to exploit all of your land, you need a lot of cities, and the corruption of the second kind is severe. On the other hand, if you try to work all of your land with relatively few cities, to minimize corruption of the second kind, then the cities are spread out and far away.

Alexman discovered that corruption of the second kind depends on the number of cities that are closer to your capital or forbidden palace than a given city. When I read this, after a while, a question occurred to me: what happens if two cities are at the same distance from the capital or FP? This called for some tests, but the answer is that only cities that are closer count for corruption purposes; cities at the same distance don't increase corruption in other cities at that distance.

There's a way to take advantage of this: build several cities at exactly the same distance from the capital. I call this Ring City Placement, because the cities at the same distance form a "ring" on the map.

It's important to understand how the rings work, which has been explained in detail in the alexman thread.
quote:

Corruption calculations do not use Euclidean geometry, nor unit movement points, to get distance. Instead, the distance is based on the shortest path, where each orthogonal move costs 1.0 and each diagonal move costs 1.5. Another way of writing the distance formula is Distance = max(x,y) + 0.5*min(x,y), where x and y are the distance in the NW/SE and NE/SW directions, respectively.

This method of calculation is unintuitive at first, but with practice, it becomes easy to "see" the rings at a given distance. The Firaxis distance is always an integer, or half an integer, so there are many more city sites at the "same distance" than you might first expect. For example, there are 8 city sites at distance 3 from the capital (but some of these might be unbuildable mountains or water, of course).

[TODO: insert illustration of rings and distance calculation]

Here's a chart for various distances, of how many sites are at that distance, and how many cities can potentially be built at that distance. (Sometimes two sites at the same distance are adjacent, so only one of the two can be built.)


code:

Distance Sites Cities
2.0 4 4
2.5 8 4
3.0 8 8
3.5 8 8
4.0 12 8
4.5 12 12
5.0 12 12
5.5 16 12
6.0 16 16
6.5 16 16
7.0 20 16
7.5 20 20
8.0 20 20
8.5 24 20
9.0 24 24
9.5 24 24
10.0 28 24
etc.

As should be clear, RCP is not a single fixed rule governing the exact locations of cities. The player can choose the distance of the rings, and also to decide whether to build on some or all of the potential city sites in each ring.

One natural approach is to build an "inner ring" at distance 3-4, and another "outer ring" at distance 6-9. I call this 2RCP, because there are two rings. You get several inner cities with extremely low corruption (often around 10% or less), and a whole lot of outer cities with manageable corruption (well under 50%).

But there are other alternatives. You might build on some but not all of the sites in the inner ring, in order to reduce corruption in the outer ring (because each inner ring city increases corruption in every outer ring city). (Call this 1.5RCP.) Or you might decide not to build an inner ring at all, and just build a single outer ring of cities at distance 6-9, which could have as many as 20 cities with as little as 20% corruption in all of them. (Call this alternative 1RCP.) You might also make different choices at different points in the game: you could start the game with an inner ring, but once the outer ring is fully developed, abandon some or all of the cities in the inner ring.

There are also a lot of open questions, like how to combine RCP with Forbidden Palace placement, or with a Palace Jump. Clearly you can build one set of rings around your Palace and another set of rings around your Forbidden Palace, but they have to be far apart, or else the rings will interfere with each other. Are there other ways to use the Palace and FP? I'm not sure. I'm definitely still learning, myself. I also know that some people have already been experimenting with RCP, since I mentioned it in the GOTM20 Spoiler #1 thread, and I hope they will post their observations here, for a larger audience. I'm personally applying the RCP idea in GOTM20, and I hope to post detailed illustrations and examples from that game, once the GOTM period is over. (But first I have to finish!)

I do want to especially congratulate alexman for all of his work on corruption, because if he hadn't worked out the basic mechanisms, I never would have had the idea for RCP. I also really look forward to other players finding ways to use the RCP idea, which I may not have thought of, and I hope they will share those in this thread.
Note: This strategy/exploit does not work in C3C v1.5 and later versions.

Last edited by Drakan on 16-05-2005 at 15:35

Kane Mitchells is offline Kane Mitchells
Warlord
Guadalajara
Apr 2005
time: 06:20
  Old Post 16-05-2005 15:22 Visit Kane Mitchells's homepage!
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Ajá.. vale, lo pillo. Pues me parece muy bien que hayan suprimido eso.

De todas maneras me parece mucho más complicado el C3C que el PTW según pones en las mejoras..

Drakan is offline Drakan
King
Málaga, Spain
Jun 2004
time: 06:20
  Old Post 16-05-2005 15:38
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Sí ahora el micromanagement (MM'g)es más complejo en C3C pero sólo si juegas a niveles altos de dificultad. Puedes ganar en Emperador perfectamente sin tocar a los especialistas. A partir de Deidad no. Pero la buena noticia es que en CivIV han suprimido mucho del MM'g y lo han automatizado.

Es lo bueno y lo malo. Es un juego complejo hecho para pensar. LLeva su tiempo entenderlo todo. Yo aún hay cosas que no entiendo porque son de matemáticas.

Gigante Verde is offline Gigante Verde
Prince
En el Bello Oriente Venezolano
Sep 2004
time: 01:20
  Old Post 17-05-2005 01:36
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@Drakan: Bueno, ya que lo pusiste en español, decidi leerlo, el ingles me lo calo bien, pero me da flojera leer tanto ingles, pero tranquilo, en alguna ocasion leo tu post en ingles y te hago las pertinentes correciones a tu traduccion

Ahora sobre algunos puntos que has escrito:

9) No me importa, nunca logre que la IA me diera una sola ciudad en tratados de Paz (seria por mi estilo de juego Builder? ).

12) Mi gobierno favorito acaba de dejar de ser mi favorito

14) Al fin b:

15) Acaso alguien alguna vez a tenido la suerte de comenzar en un territorio que le diera la oportunidad de aplicar este truco?

16) y 17) Bueno, que se hace, yo la verdad siempre creaba mi palacio prohibido muy tarde en el juego

19) Perdon, pero esto no es ni un cambio ni es nuevo, en PTW puedes hacer exactamente lo mismo, a menos que te refieras a que lo pueden hacer tambien las ciudades menores a nivel 6.

20) Esta caracteristica si me gusta :b segun esto, dejaron de existir las ciudades satelites improductivas (porque supongo que tambien se aplica a la produccion de escudos, o no?).

22) ahhhhhhh!!!!!! con razon en el progressive me paso esto, y yo que pensaba que era un error del juego

23) !!!!!???? Ademas de tener a 8 descontentos conformes?! Ahora si le veo utilidad

24) La gran Muralla, le da murallas a ciudades mayores a nivel 6?

27) A que te refieres a que no son peligrosos? Lo dices porque ya no atacan ciudades?

30) Con barricadas te refieres a fortalezas? Porque si es asi, en este punto no hay nada de nuevo, porque todas esas construcciones ya se hacen en el PTW...

Bueno, eso es todo lo que tengo que comentar al respecto por lo demas :b

Niessuh is offline Niessuh
Emperor
Sevilla
Mar 2003
time: 06:20
  Old Post 17-05-2005 12:55
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Me tomo la libertad de contestar...

quote:
Originally posted by Gigante Verde
12) Mi gobierno favorito acaba de dejar de ser mi favorito

Esa era la intención, que no se desprecie la monarquia. Pero en tiempos de paz la república es mejor, salvo si necesitas policia militar para mantener la felicidad

quote:
15) Acaso alguien alguna vez a tenido la suerte de comenzar en un territorio que le diera la oportunidad de aplicar este truco?

pues en todas las partidas valía, es algo que se aplica siempre. No se trataba de hacer un circulo perfecto sino de poner ciudades equidistantes

quote:
16) y 17) Bueno, que se hace, yo la verdad siempre creaba mi palacio prohibido muy tarde en el juego

Pues hazlo más pronto, tenerlo acabado es más importante que buscar una localización óptima

quote:
19) Perdon, pero esto no es ni un cambio ni es nuevo, en PTW puedes hacer exactamente lo mismo, a menos que te refieras a que lo pueden hacer tambien las ciudades menores a nivel 6.

La novedad en realidad es que mientras estés movilizado se te prohibe hacer mejoras civiles en las ciudades. Incluso las que estabas haciendo antes de movilizarte se te cambian a militares. Puedes seguir haciendo colonos, trabajadores, artillería, puertos y alguna cosa más, pero sin bonus de producción

quote:
20) Esta caracteristica si me gusta :b segun esto, dejaron de existir las ciudades satelites improductivas (porque supongo que tambien se aplica a la produccion de escudos, o no?).

Bueno, digamos que no son tan improductivas como antes. Y además de las mejoras de ciudad puedes poner policia especialista para bajar más la corrupción


quote:
24) La gran Muralla, le da murallas a ciudades mayores a nivel 6?

No

quote:
27) A que te refieres a que no son peligrosos? Lo dices porque ya no atacan ciudades?

Solo te atacan si estás colocado en un par de posiciones, hacen cosas bastante tontas

quote:
30) Con barricadas te refieres a fortalezas? Porque si es asi, en este punto no hay nada de nuevo, porque todas esas construcciones ya se hacen en el PTW...

Bueno, ahora hay fortificaciones y fortalezas, dos niveles de protección.

Drakan is offline Drakan
King
Málaga, Spain
Jun 2004
time: 06:20
  Old Post 17-05-2005 13:11
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Si algo leí de los bárbaros que si estabas al sur de ellos o al sureste te atacaban, pero no en otras posiciones o algo así no lo recuerdo muy bien.

en una partida reciente en PTW Gigante Verde en una guerra en la edad antigua por firmar la paz me daban como cinco ciudades. En C3C lo máximo que consigo que me den es una o dos de tamaño 1 en una negociación de paz.

En serio se puede movilizar uno en PTW ? Me acuerdo de una partida reciente en que tenía nacionalismo y no me dejaba hacerlo. Hmmm.

Gerar Dean is offline Gerar Dean
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Sep 2002
time: 01:20
  Old Post 17-05-2005 20:48
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EDIT: Ya me contesté solo

Last edited by Gerar Dean on 17-05-2005 at 20:56

Niessuh is offline Niessuh
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Mar 2003
time: 06:20
  Old Post 17-05-2005 21:29
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quote:
Originally posted by Drakan
En serio se puede movilizar uno en PTW ? Me acuerdo de una partida reciente en que tenía nacionalismo y no me dejaba hacerlo. Hmmm.


Pues sí se puede, no se que te pudo pasar

Drakan is offline Drakan
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Jun 2004
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  Old Post 17-05-2005 21:33
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Joéggggggggggggggrrrrrrrrr ....................................

Gigante Verde is offline Gigante Verde
Prince
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Sep 2004
time: 01:20
  Old Post 18-05-2005 02:44
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Por Drakkan
quote:
En serio se puede movilizar uno en PTW ? Me acuerdo de una partida reciente en que tenía nacionalismo y no me dejaba hacerlo. Hmmm.


Pudo haber sido una confusion que tuviste? a lo mejor trataste de reclutar unidades en alguna ciudad de nivel 6 y como no te funciono te dio la impresion de que no podias movilizarte?!

Por Niessuh
quote:
La novedad en realidad es que mientras estés movilizado se te prohibe hacer mejoras civiles en las ciudades. Incluso las que estabas haciendo antes de movilizarte se te cambian a militares. Puedes seguir haciendo colonos, trabajadores, artillería, puertos y alguna cosa más, pero sin bonus de producción


Bueno, en PTW las mejoras civiles que ya estaban en construccion se mantenian (sin bono de produccion), lo recuerdo muy bien porque me aseguraba de poner en construccion las mejores civiles que necesitaba y luego al siguiente turno mandaba la movilizacion... pero de todos modos es excelente saber que ya se pueden construir mejoras civiles aun teniendo movilizacion (por cierto, los puertos eran considerados mejoras militares en PTW).

Drakan is offline Drakan
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Jun 2004
time: 06:20
  Old Post 18-05-2005 12:26
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sí, cuarteles, puertos, aeropuertos son todas militares.

Pues igual intenté movilizar en una ciudad de tamaño 6, qué rabia me da, gracias.

Gigante Verde is offline Gigante Verde
Prince
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Sep 2004
time: 01:20
  Old Post 19-05-2005 03:26
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Pero seria "Reclutar" (Convertir pobladores en unidades militares) lo que intentaste hacer en una ciudad de nivel 6, ya que "movilizacion" como esta definida en el juego se hace en la pantalla F1 y aplica a toda tu civilizacion...

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