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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization IV > Civ4-General > Removed Features & Replacements: Maintenance, Corruption/Waste, Rioting & Pollution
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21.Sep: GERMAN `ANONYMOUS` LAUNCHES

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Roman is offline Roman
King
Bratislava, Slovakia
Sep 2000
time: 05:20
  Old Post 06-07-2005 03:13
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quote:
Originally posted by lajzar
Personally, I'd like to see building maintenance unchanged.


Hear, hear!

BigJMoney is offline BigJMoney
Settler
North Carolina
Sep 2003
time: 05:20
  Old Post 09-07-2005 03:58
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I will miss rioting. Those rioting little peasanties really influenced the way I played the game. It wasn't just something that slowed you down, it was a real PAIN in the A** I deserved for the things I as a leader did to contribute to it. I was literally afriad of my people rioting. It seems to me that now it will be more of a strategic decision we get to make. In other words, it will actually be a legitimate style of play to allow some of your cities to riot, as you exploit them. I think I liked it better as a risky proposition with the threat of neutralizing entire cities at a time. Also, the possibilities for espionage seemed better under that system, too. I'll give it a chance though, maybe it will still be a good punishment.

=$= Big J Money =$=

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:20
  Old Post 09-07-2005 07:42
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The problem I have with rioting (as it was implemented) is that it promotes too much micromanagement. You didn't get any overt warning that a city was about to riot, so you'd have to check each and every city that's about to grow to see if one more unhappy citizen would be enough to start a riot. Pain in the ass in my mind.

Now, if they'd include some sort of warning system that didn't involve micromanagement...

BigJMoney is offline BigJMoney
Settler
North Carolina
Sep 2003
time: 05:20
  Old Post 09-07-2005 08:07
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Yes, it definitely needed a warning system. I never understood the lack of it; especially with ALL the updates Civ III got. I agree with you there on all points. I don't think ANYONE enjoyed that. I most enjoyed it, though, in the times when your city went into riot without serious maintenance. Mainly, these were times when I was in a long-standing war with an opponent and then I captured one of their cities. The new population would be so mad at me, even after assimilation (or whatever that was called) that I had to do everything in my power to keep the people from rioting.

Of course, all of this doesn't matter now. I wonder what kind of espionage tricks we will be able to use, if we can't provoke riots in enemy cities.

=$=

GAZ082 is offline GAZ082
Warlord
Buenos Aires, Argentina
Jul 2004
time: 02:20
  Old Post 09-07-2005 10:36
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*watched the latest video*

Wha? Roads dont give you commerce bonus? WHA?

This is insane! The tomb has been robbed! Sacrilegium!
Holy Molly! Holly sh*t!

I loved building roads, i LOOOOOOOOOOVED them, because they looked good (CIV II) and gave me trade bonuuuuuusssssss

Owwwwwwwww this is so sick! so pervert! this guys have never played a CIV game in their lifes!!!!

Vince278 is offline Vince278
King

Dec 2002
time: 05:20
  Old Post 09-07-2005 11:04
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Put an end to popups!

Perhaps that is how they are discouraging us from placing roads on every square. I wouldn't be surprised to see some kind of upkeep in the future since real roads require regular maintenance.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:20
  Old Post 09-07-2005 18:48 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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No more roads on every square . Now roads will probably be placed in a fashion that makes sense for unit movement, that is with logical routes instead of every square. Good!

ChrisiusMaximus is offline ChrisiusMaximus
Emperor
Staffordshire England
Jul 2002
time: 05:20
  Old Post 10-07-2005 01:08
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Ive watched this video too and near the end Jesse mentions something he called Town permits 7mins 30 secs in, he mentioned you would have 19 town permits and that they would allow the builder types to specialise your cities


Does this mean that there will be some limits to how many improvements a town can build ? he goes on to say this will allow the player to specialise cities !!

Is there any other info reffering to this anywhere ?

MattPilot is offline MattPilot
Warlord
Tulsa, OK
Dec 2003
time: 05:20
  Old Post 10-07-2005 03:20
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where do i find this new video?????/

ChrisiusMaximus is offline ChrisiusMaximus
Emperor
Staffordshire England
Jul 2002
time: 05:20
  Old Post 10-07-2005 03:33
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http://media.pc.ign.com/media/620/620513/vids_1.html

heres the link

MattPilot is offline MattPilot
Warlord
Tulsa, OK
Dec 2003
time: 05:20
  Old Post 10-07-2005 03:48
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thanks for the link


Now i did hear him say roads now only give movement bonus, so that players don't build roads everywhere.

.... but whats stopping someone from building roads everywhere with their idle workers?

sophist is offline sophist
Prince

Nov 2001
time: 23:20
  Old Post 10-07-2005 03:57
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Maybe it's harder to build both workers and roads, so you're less likely to have idle workers and less likely to want to devote them to useless roads.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:20
  Old Post 10-07-2005 04:28 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:
.... but whats stopping someone from building roads everywhere with their idle workers?


If they don't give a commerce bonus anymore, why would you want to do that?

sophist is offline sophist
Prince

Nov 2001
time: 23:20
  Old Post 10-07-2005 08:42
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Because of the chance you might need to move into that square. Or, to be more precise, out of it.

BigJMoney is offline BigJMoney
Settler
North Carolina
Sep 2003
time: 05:20
  Old Post 10-07-2005 19:51
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quote:
Originally posted by sophist
Maybe it's harder to build both workers and roads, so you're less likely to have idle workers and less likely to want to devote them to useless roads.


Do we know for sure that workers are actually in he game? To be honest, I think if they want to streamline the game and speed it up, they would just get rid of workers all together.

=$=

Adagio is offline Adagio

Emperor

Jun 2001
time: 06:20
  Old Post 10-07-2005 20:14
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I believe we've seen workers in tiles in screenshots and videos...


I hope the AI is smart enough so it mostly just connects cities (and other important tiles) in the road network. I would hate it if the AI just builds roads all over the place because it can't see what tiles are important to move to/from and what tiles are not

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:20
  Old Post 11-07-2005 00:24
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quote:
Originally posted by Solver
quote:
.... but whats stopping someone from building roads everywhere with their idle workers?


If they don't give a commerce bonus anymore, why would you want to do that?


I would road every tile just so that it's easier to move anywhere.

Adagio is offline Adagio

Emperor

Jun 2001
time: 06:20
  Old Post 11-07-2005 00:27
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Inflate your Upload Space

Roads should cost maintence instead, maybe something like 0.2 gold for each road

Roman is offline Roman
King
Bratislava, Slovakia
Sep 2000
time: 05:20
Thumbs up  Old Post 12-07-2005 03:40
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quote:
Originally posted by Solver
No more roads on every square . Now roads will probably be placed in a fashion that makes sense for unit movement, that is with logical routes instead of every square. Good!


I second the thumbs up. With so many tile improvements to build and with roads giving no commerce bonus the 'roads in every square syndrome' will become much rarer.

Roman is offline Roman
King
Bratislava, Slovakia
Sep 2000
time: 05:20
  Old Post 12-07-2005 03:47
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quote:
Originally posted by ChrisiusMaximus
Ive watched this video too and near the end Jesse mentions something he called Town permits 7mins 30 secs in, he mentioned you would have 19 town permits and that they would allow the builder types to specialise your cities

Does this mean that there will be some limits to how many improvements a town can build ? he goes on to say this will allow the player to specialise cities !!


Although it is not 100% clear, it appears that you are correct and there will be 19 slots to build buildings in every city... so this is the system that replaces building maintenance. Colour me underwhelmed. Building maintenance was clearly the superior system - it had an inherent built in flexibility - for example, you could pick some cities that could do it all - at the cost of having less to spend on other cities and other matters. I am afraid that they probably chose this new system based on graphical requirements - more than 19 buildings would not 'fit' into the city square and all buildings are supposed to be visible on the main map...

This is the first change from previous versions of Civ to Civ IV that I actively dislike.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:20
  Old Post 12-07-2005 03:51
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#51 Report this post to a moderator
Lose 30 kilos (of popups)

I think at a certain point you should get the road effect on every square.

The_Aussie_Lurker is offline The_Aussie_Lurker
Prince
Adelaide, South Australia, Australia
May 2001
time: 05:20
  Old Post 12-07-2005 03:57
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Actually, Roman, I think you will find that the '19 Improvements' referred to by Jesse are in fact the 19 'TILE IMPROVEMENTS'-not city improvements-that are being added to the game. The specialisation he is referring to is based around the fact that cities will be able to focus on Agriculture or Industry-by what kind of tile improvements they build (choices which will probably impact the kinds of city improvements they build).
I think this will be a big improvement for the game!

Yours,
Aussie_Lurker.

Roman is offline Roman
King
Bratislava, Slovakia
Sep 2000
time: 05:20
  Old Post 12-07-2005 04:00
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quote:
Originally posted by The_Aussie_Lurker
Actually, Roman, I think you will find that the '19 Improvements' referred to by Jesse are in fact the 19 'TILE IMPROVEMENTS'-not city improvements-that are being added to the game. The specialisation he is referring to is based around the fact that cities will be able to focus on Agriculture or Industry-by what kind of tile improvements they build (choices which will probably impact the kinds of city improvements they build).
I think this will be a big improvement for the game!

Yours,
Aussie_Lurker.


If what you say is true than it is indeed a big improvement to the game but I downloaded the video interview and the impression I got is that these are slots for buildings...

Nonetheless, I am already happy that there is an alternative interpretation - an interpretation that if true would make me much happier than my own.

The_Aussie_Lurker is offline The_Aussie_Lurker
Prince
Adelaide, South Australia, Australia
May 2001
time: 05:20
  Old Post 12-07-2005 04:04
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Well, I have the interview downloaded-and will have to listen to it again-but after listening to it around 3 times already, I really got the impression that it was Tile Improvements he was referring to. Part of the confusion might actually be a result of the WYSIWYG interface, as it is now slightly harder to tell the difference between 'City Improvements' and 'Tile Improvements'-though I am sure we will adapt and learn how to tell the difference in short order !

Yours,
Aussie_Lurker.

Roman is offline Roman
King
Bratislava, Slovakia
Sep 2000
time: 05:20
  Old Post 12-07-2005 04:07
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quote:
Originally posted by The_Aussie_Lurker
Well, I have the interview downloaded-and will have to listen to it again-but after listening to it around 3 times already, I really got the impression that it was Tile Improvements he was referring to. Part of the confusion might actually be a result of the WYSIWYG interface, as it is now slightly harder to tell the difference between 'City Improvements' and 'Tile Improvements'-though I am sure we will adapt and learn how to tell the difference in short order !

Yours,
Aussie_Lurker.


Yes!!! You were correct. I listened to the interview again and he does specifically say 19 tile improvements. This is very good news.

GAZ082 is offline GAZ082
Warlord
Buenos Aires, Argentina
Jul 2004
time: 02:20
  Old Post 14-07-2005 07:41
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For what i've been reading, the improved part of cIV is more like a brand new way to do things. :d:

cIV is gonna be a milestone in CIV history, like CIV II was to CIV I.

Because CIV III the only good stuff it had was culture and borders (which are one thing, basically).

Vince278 is offline Vince278
King

Dec 2002
time: 05:20
  Old Post 14-07-2005 08:59
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quote:
Originally posted by Kuciwalker
I think at a certain point you should get the road effect on every square.


Thats a good idea. Within two squares of a city at the very least.

Last Conformist is offline Last Conformist
King
of Calakmul
Jul 2003
time: 06:20
  Old Post 14-07-2005 15:01
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Given the scale of Civ, not having roads everywhere by industrial times would be preposterous.

Can't see any benefit whatsoever in removing building maintenance.

Vince278 is offline Vince278
King

Dec 2002
time: 05:20
  Old Post 17-07-2005 12:26
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quote:
Originally posted by Last Conformist
Given the scale of Civ, not having roads everywhere by industrial times would be preposterous.


Only near or between population centers.
(though having a road on Mt Everest would make the climbing a bit easier. )

Last Conformist is offline Last Conformist
King
of Calakmul
Jul 2003
time: 06:20
  Old Post 17-07-2005 23:22
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quote:
Only near or between population centers.

Granted. But unless they change the settlement incitaments, everywhere is gonna be near a population centre by then.

 
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