 |
|  |
 |
|
|
I propose the following change to OCC rules:
Encountering an Advanced Tribe doesn't require a reload if: - The player must rush-buy a settler (incremental buy permitted)
- If the discovering unit is a NONE-supported military unit it must be disbanded (towards the cost of the Settler being built)
- Citizen(s) of the city can't be turned into taxmen or scientists and trade production must be minimized
- On the turn of discovery, and until the second city is disbanded (if insufficient funds prevent immediate rush-buy), science and tax rates must be reduced so that no net increase in tax or beaker production results
- No improvements or units that come with the city may be sold, used, or disbanded to add to the production box
I make this proposal in part because the game I'm playing now I got three (count 'em, 3) Advanced Tribes, and in one case the stupid hut kept giving me an Advanced Tribe. After literally a dozen reloads I finally hit the space bar and stepped on the hut the following turn. It still gave me an Advanced Tribe twice before "rewarding" my effort with a barbarian horde of 1 Horsemen who promptly dispatched my Archers. Grrrr >:P
[This message has been edited by don Don (edited January 11, 2000).]
|
|
|  |
 |
|
|
Oops, I forgot (5) the first time.
The original debate wasn't this precise, it just said "disband as soon as possible." People debated if you had to use all available resources to rush-buy, etc. The requirement to disband the discovering unit (2) and the proviso that tax/sci be reduced to prevent extra money or research (4) as cost/penalty is new AFAIK. Besides, I didn't get to vote (busy w/Civ3 List) and want to re-open the question.
Hmmm, I don't think I've ever encountered a size 4. But anyway, for larger cities you build the settler, disband it (don't "B," which would add it back to the population) and rush-buy again (you're already half-way). If it isn't on grassland it's easy to starve down one size in the process. Unless you're flat broke it will only take as many turns as the city size.
If it's too big or you're flat broke you have to decide if it's worth suffering possibly reduced tax and science for the turns it would take to completely disband the city. If not, then reload.
[This message has been edited by don Don (edited January 11, 2000).]
|
|
|  |
 |
|
Sieve Too
|
|
New Hampshire, USA
Jan 1970 time: 05:12
|
|
Nah, let's leave things the way they are. Reloading is quick and easy and there can be no question of getting any benefit from another city. The thing I never liked about disbanding is that there were too many questions about side rules, e.g. Can the city be defended to avoid plunder and tech loss?, Can you sell improvements? How fast must you rush buy that Settler? Can you incrementally buy it? Can you send it back to your first city and rehome there? Do you have to keep track of gold and science gained and adjust your tax rates accordingly? What if you get a third city? Can you let the barbs have it so you can bribe cheap NON units? Yeesh! Too many "ifs", "ands" and "buts". Any time you have more than one city, you really aren't playing OCC anymore.
I tend to uncover most of my OCC huts before my first city anyway, so I seldom get Advanced Tribes.
|
|
|  |
 |
|
|
I don't have MGE, but I suppose if you were to play head-to-head OCC you can't reload when you step on a hut and get an Advanced Tribe.
BTW, the answer to W4E's question: In 2.42 if a hut is "disposed" to being an Advanced Tribe it will tend to be an Advanced Tribe for whoever gets it, player or AI. I've experimented on that point. 
|
|
|  |
All times are GMT. The time now is 05:12. Apolyton Time is 00:12. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|