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Lambiorix_be
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Boechout, Belgium
Feb 2001 time: 06:37
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quote: To give an example of just how serious Firaxis is, consider that you will no longer be able to transfer production from one project to another, a major exploit since time immemorial. Johnson admits he's a bit nervous about such a bold step, because it will certainly force Civ veterans to rethink their basic strategies, but it's something that needed to be addressed. Here's how the exploit worked. In earlier Civ games, let's say you had been building a great wonder for 39 turns. But before you could finish it on the 40th turn, another civilization finished it before you. No problem, because you could simply transfer all that production to a different project and pick up as if you had been building it for 39 turns. In Civ IV, when you lose a race to finish a wonder, you lose all the production made on it, and you can no longer transfer it to another project, though you will be refunded an amount of gold. (This rule also covers production of regular buildings and units as well, though in those cases, if you suddenly switch from producing, say, a settler to an archer, you simply save the production that's been made for the settler and start the archer from scratch. And when you go back to producing the settler, you'll pick up where you left off.) ...(GameSpot) |
It is more realistic but I am sure that I will not feel very happy when I lose a wonder that way. Could be the trigger to start a war with the neighbour who has the audacity to be more efficient than me 
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Sabre2th
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Exactly my thinking. It's always bothered me that after I finished the Great Library, 4 other Civs could turn around and finish off all the other wonders instantly.
Of course, this probably means that a lot of people won't even bother with wonders anymore, but oh well...
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Tattila the Hun
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Tornio
Oct 2002 time: 07:37
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I wonder if they could make some sort of...
Eh, an example. I'm building the Pyramids, and someone beats me to it. Instead of getting gold or something, I could finish the structure, but it would not be the Great Pyramids, and grant granaries to every city. It would just be a pyramid, with a slight culture, happines or/and religion boost.
Or similar to MOO, where you could store the "production", and then boost a planets production. Nifty way to survive nova's. This for emergency situations, like unexpected war.
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yin26
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This space reserved for Darkstar.
Apr 1999 time: 14:37
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Here would be a compromise: The entire value of a wonder is that, well, it's so unique in the world. I say, therefore, that if Civ A and Civ B both develop Great Pyramids...they both get to keep them but at only half the benefit. To make it even better, I would only cut these benefits if CivA and CivB, either through direct knowledge of each other or through an intermediary Civ, could logically know about each others accomplishments. Then both populations say: "Well, our Pyramids are still Great, but I guess not so great after all."
This process would continue. So if CivC also built them and was aware of Civ A and Civ B (everybody knows everybody), then the benefits drop to 1/3rd for each civ. This has the following plusses:
1) Anybody can still build any wonder and get at least some benefit.
2) Remaining an isolationist would have at least one small benefit.
3) Building wonders now also serves to detract from your enemy's power. You can now strategically match his building prowess and leave his people less impressed with their own wonders.
In other words, player control and strategy.
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Elda king
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Belo Horizonte, MG, Brazil
Sep 2004 time: 02:37
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quote: Originally posted by yin26
Here would be a compromise: The entire value of a wonder is that, well, it's so unique in the world. I say, therefore, that if Civ A and Civ B both develop Great Pyramids...they both get to keep them but at only half the benefit. To make it even better, I would only cut these benefits if CivA and CivB, either through direct knowledge of each other or through an intermediary Civ, could logically know about each others accomplishments. Then both populations say: "Well, our Pyramids are still Great, but I guess not so great after all."
This process would continue. So if CivC also built them and was aware of Civ A and Civ B (everybody knows everybody), then the benefits drop to 1/3rd for each civ. This has the following plusses:
1) Anybody can still build any wonder and get at least some benefit.
2) Remaining an isolationist would have at least one small benefit.
3) Building wonders now also serves to detract from your enemy's power. You can now strategically match his building prowess and leave his people less impressed with their own wonders.
In other words, player control and strategy. |
Maybe two players could build two wonders if they don't know each other (including diplomacy), but when they know themselves both wonders are redered obsolete.
And you should only can see the Wonders of civs that you know at the Wonders Screen, and only cities of civs that you know on the Top 5 Cities. Like the Histograph, you only see who you konw.
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Proteus_MST
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quote: Originally posted by binTravkin
quote: Originally posted by Proteus_MST
I especially like the Idea of saving the shields (eh Hammers) for one project if you switch to another one.
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quote:
you will no longer be able to transfer production from one project to another
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Of course,
In the example I mentioned you would have to start the production of the "Spearman" from zero,
as the shields wonīt be transferred.
But if you (after the production of the spearman)
switch to the productionm of the settler again,
you will have all the shields available that your Settler-Production had
before you switched to the spearman.
Thatīs what it says in the first Posting.
Shields used for the production of a (normal) project wonīt get lost if you switch to another one (and also wonīt get transferred to the new project) but they will be saved so that you can continue with the other project after switching back with all the shields already produced for this project.
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Proteus_MST
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quote: Originally posted by binTravkin
I doubt the production will be kept for more than one turn - this concept already exists in SMACX. |
Keeping it fore just one turn would make the concept useless,
as you would have to fast-build the project you switch to, if you donīt want to lose the shields invested in your previous project.
Therefore I doubt there will be such strict limitations.
But maybe it is limited to the duration of one project.
So, for example if you build the settler and switch to building spearman,
you have to decide, after building the spearman,
if you want to finish the settler (which means that you can use the shields already produced for the settler)
or want to start another project (which means that all the shields you produced for the settlerr will get lost [or converted into gold])
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:37
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quote: Originally posted by binTravkin
I doubt the production will be kept for more than one turn |
why would you think that? Doesn't make any sense to keep it in, then, only use would be if you had the funds to rush a unit.
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