Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-General-Archive > Two Questions
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
MrFun is offline MrFun
King
of Iowa
Nov 2000
time: 23:14
  Old Post 25-05-2001 03:21 Visit MrFun's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Two Questions Increase Your PM Length

Don't lynch me because I'm too lazy to track down any threads that already covered these.

1) What will be the city radius? Will it spread out to the same range that the cultural borders are set? Or will be two sqaures all the way around the cities themselves?

2) How will colonies overseas or on islands work in getting resources connected to the cities? For colonies on the same continent or island, you built roads to connect resources to cities. So, how will this work?

Oh, and thanks for sparing me the noose for asking these two questions that were likely already discussed.

SerapisIV is offline SerapisIV
King
Hartford, CT, USA
Feb 2001
time: 00:14
  Old Post 25-05-2001 03:36
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Re: Two Questions Full PM-box? Change here!

quote:
Originally posted by MrFun
1) What will be the city radius? Will it spread out to the same range that the cultural borders are set? Or will be two sqaures all the way around the cities themselves?


City radius is the same as Civ2 and unchanging, only borders change. However if you have low culture, ie minimal borders, enemy units can interrupt tile production outside your borders, but inside your city radius without diplomatic problems.

quote:
2) How will colonies overseas or on islands work in getting resources connected to the cities? For colonies on the same continent or island, you built roads to connect resources to cities. So, how will this work?


Cross-seas cities are connected by harbors, evenutally leading either by road or harbor to your capital. Colonies must still be connected by roads to a city to be useful. Colonies alone on an island appear to be useless, at least as far as Firaxis Dan's recent post clarifying things

quote:
Oh, and thanks for sparing me the noose for asking these two questions that were likely already discussed.

He he...You sure about that...

Ralf is offline Ralf
King
Sweden
Mar 2000
time: 06:14
  Old Post 25-05-2001 03:52
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Re: Two Questions Suffering from ads?

quote:
Originally posted by MrFun
1) What will be the city radius? Will it spread out to the same range that the cultural borders are set? Or will be two sqaures all the way around the cities themselves?


The basic Civ-2/SMAC style 21-square city-area is still in, then it comes to foods, shields and trades.

However, on top of that special resources/ luxuries are now available within culture-depending expanding borders, or by colonies.

quote:
2) How will colonies overseas or on islands work in getting resources connected to the cities? For colonies on the same continent or island, you built roads to connect resources to cities. So, how will this work?


Not sure. Anyway, heres Dan Mahagas latest update:

"A couple of quick comments:

1) You can build colonies anywhere you want (although if you try to build one inside someone else's borders, it's considered an act of war, and your colony will get utterly stomped). There is no reason you can't build a colony far away from your city borders. In fact, due to point #2 below, you're really forced to think long and hard about where you want to establish a colony. If you establish a colony close to a growing city, you know you're going to waste a pop point at some point when the borders expand. On the other hand, you could go far away, but you better have a military escort and a couple of other workers building a road to your distant colony...

2) Building a colony consumes the worker unit. You never get these pop points back, just as you never get your settler back when founding a city. Even if your borders later swallow up a colony, you still don't get the worker back.

3) Colonies act like pop.1 cities in the sense that if an enemy walks onto an unprotected colony, it destroys the colony. So you need to fortify a couple of strong defensive units and/or build a fort on a colony, otherwise your opponents will just walk in and, blammo, no more Roman Legions can be produced.

4) Colonies exist simply to provide access to resources and luxuries that lie outside of your borders. They don't provide any other benefit.

5) The reason the goods need to be somehow connected to your capitol city is because it's a trade network. You can actually have many different subnetworks, for example, and each of them might be connected to the capitol in one way or another, but a crafty adversary could, for example, occupy your sole harbor city that links one subnet to another, effectively cutting off an entire continent's trade from the capitol city's continent. It gets somewhat confusing to explain, but it's great fun to actually destroy your opponents simply by manipulating their luxuries and resources.

6) There are no special bonuses applies to any city based on its contribution to a colony. Cities are either "on the trade network" or not.

7) Resources *do* deplete, depending on use. When this happens, you need to find a new source of iron/oil/uranium/whatever if you want to continue cranking out units that depend on that resource. You *can* find new resources inside your city radius as well.


Dan


__________________
Dan Magaha
Web Wizard
Firaxis Games, Inc.
www.firaxis.com "

Last edited by Ralf on 25-05-2001 at 03:59

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:14.
Apolyton Time is 00:14.
    top of page
Rate This Thread:
archivepost
Forum Jump:
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
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0329 seconds (88.75% PHP - 11.25% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net