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Eli
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Israel
Jul 2000 time: 07:14
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quote: Before the discovery of Nationalism, you can have one army for every four cities you control |
I thought they want to weaken ICS.
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Ralf
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Sweden
Mar 2000 time: 06:14
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Well, there are certain conclusions that on can draw from this preview-update, some new & some already known:
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Civ III will also add resource prerequisites for units. [...] Each unit is tied to a resource so you're available forces will be dictated by your own resource supply. |
I interpret it that each and every single unit-type in Civ-3 have these resource prerequisites. More or less.
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But the map is set up to provide two or three resources in abundance in any given area. This ensures you'll have to trade with the other players for the rest. |
Although these special resources are unevenly distributed, every chunk of landmass have at least 2-3 special resources available - so you are never completely stranded. You have always at least 2-3 resources to trade with.
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It's now no longer just about protecting the city square itself. Now you've got to keep your enemies off of your resources squares and off of the roads connecting the trading cities. |
I guess, these fortress tile-upgrades now becomes much more needed and important, then it ever was in Civ-2.
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The benefit of Nationalism is that you can mobilize your economy for war or peace. |
So this feature is only available under nationalism. Not under any other modern government-type? Or have I misunderstood it - perhaps its a tech-advance? No this preview says government.
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According to Jeff Briggs, "It's not that we're discouraging conquest" but there are still two or three options that are just as viable. |
In Civ-2 we had two options: conquer-the-world and space-travelling. In Civ-3 there are apparently at least 1-2 extra alternatives. Hmm! What could it be??
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While many of these are the same as they were in the previous game, each of the game's sixteen civilizations will have a unique unit that fits in a particular era. |
Obs! "...will have a unique unit" (singularis). Its not that each Civ have its own complete setup of unique unit-types here. Only ONE unique type per Civ - and ONLY connected to this or that era. And its checkbox-optional, anyway. Well, thats certainly puts things into perspective.
Last edited by Ralf on 26-05-2001 at 23:17
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Ralf
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Sweden
Mar 2000 time: 06:14
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quote: Originally posted by Stefu
I'm a bit sad that SE has gone away, but maybe it's for the best. At least they could have given us goverment change and economical system change! |
What do you mean? Every damn part of this old gem has been given a MAJOR overhaul to the better - at least so it seems so far. One of the biggest changes evolves around trade & economy. With one exception (which later turned out to be storm in a waterglass: unique civs), I havent read one single gamesite preview or Firaxis comment yet, that didnt to a high degree fulfilled my expectations of a very substantial and worthwhile game-upgrade.
At the same time, many things like city-improvements, wonders, units, terrain-tiles in princip stays recognizable & familar - although tweaked and added to: so that crucially important "homey CivI-II feeling" still is present.
In TOT they just took the excisting Civ-2 and stuffed it out here and there, with superficial changes - mostly changed graphics (not to the better) + some Scifi & fantasy-additions.
With CTP they basically throwed every concept from Civ-2 out the window. They changed virtually everything, including the most basic "tested and approved" framework solution that Civ1 & II ever had - regarless, if such total replacements really was needed or not.
By comparison SMAC was basically a good game, but I had always problem with feeling attached to my AC-factions. I simply couldnt relate to all these made-up SciFi-techs and base-upgrades. Dark & gloomy graphics didnt help either. I also felt hindred with all those faction-unique S.E style pluses and minuses that was hardcoded to each faction from the very start.
My only remaing worry with Civ-3 is the engine that drives it all - the AI, together with all the tricks and shortcuts that perhaps can help the programmers to achieve something noticeably better than the AI in Civ-2 & SMAC. At least in areas of overal AI strategies, logistics and land-exploitation, and when it comes to better 1-tile-away AI-unit tactical decisions.
Last edited by Ralf on 26-05-2001 at 23:05
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manofthehour
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I am not sure if you remember but I recent;y got an e-mail from Apolyton and one of the suggstions this writer had was to be able to communicate attacks with your allies using armyies. I hope they add that.
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manofthehour
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One of the things that I noticed that is a big change is that units already made cost you gold instead of production. That is a change, also it says you can only stack 1 army per 4 cities. Does that mean if I have 6 unites on one tile they can all be destroyed just by the defeat of one unit?
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All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
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