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Asesino_Virtual
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Buenos Aires, Argentina
Jun 2001 time: 02:14
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LImited, and concentred resources are a great adition to CIVIII. Many wars were fought in order to get enought resources for makeing fiendish plans come true, or to get economical advantage, see for example the English, the pirates of the 19th century.
Now i wonder, how limited will the resources be.
But again, the way that resources are managed, in union with borders, culture and improved diplomacy, are the most important aditions.
A_V
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Mahdimael
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Sandy Eigo, CA, USA
May 2001 time: 05:14
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I love the idea of resources, actually. It's an extension of how the game works. Where you start can determine the flow of the game. If you start on an island, you're probably going to go for more nautical advances earlier. Likewise, if you're near a bronze resource square, then you'll probably focus on technologies and units that use it.
One suggestion I would have is to make the earlier resources useful in later applications. That is, don't make bronze useless in the later stages of the game. I don't mind if it's used in a less useful application, but it shouldn't become useless.
I would think this is historically accurate. Things like spices that may be hard to find in earlier periods and become more commonplace later on are still produced: they don't just magically appear. Perhaps this could translate into some kind of production/science/etc bonus after a certain discovery. So once I get refrigeration, say, spices start giving me a +1 or 2 trade bonus for the square
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quote: Originally posted by UberKruX
the fact that you need iron to build legions (swordsmen for all but Rome) makes it so that you have to mine iron, or trade for it. |
That is correct.
quote: if the Chinese Emissary seems "hostile", you can stop shipping them oil, and effectively slow or stop their tank production. |
Can't wait to hurt Mao.
quote: I read somewhere that colonies are treated like size 1 cities, in that when an enemy walk on them they are destroyed.
could you "de-rail" a colony? do they have a definite owner? or are they like airbases? could I build a road to a Chinese colony and sever theirs? |
Yes they are. However the colony belong to the Civ that build them and not to everyone who may have a road connected to them.
Yes you will have to provide Military protection for each colony and the road network that connected the colony to your Empire. Firaxis said, if a enemy finds a unprotected road or colony they will destroy it.
This game is going to be fun.
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yin26
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This space reserved for Darkstar.
Apr 1999 time: 14:14
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Of course I understand your point, but Civ3 will be primarily a single-player experience for MOST people. Understanding this, the issue of AI should have a spotlight put on it. To simply say: "Look at all those new and complex things...this game will be WONDERFUL!" is to totally ignore the bigger issue that a programmer has to find a way for your comp opponents to effectively use it all.
Now Chris Pine, their resident AI guru, is no doubt hard at work on this issue, but it's an uphill battle to say the least. Don't get me wrong, I'm pulling for him. But when was the last time a TBS comp thrashed you without cheating? When was the last time you saw a TBS comp intelligently use the options available? It wasn't Civ 2, that's certain.
If it's a simple affair of maximizing build orders, the comp might do it well. But seeking resources across a random map, dealing with a highly flexible dimplomatic model, and using trade now as a vital part of your unit production...it will take even good players a bit to get used to that.
If Firaxis thinks their comp AI is up for it, why not tell us? Are we simply to assume? LOL! It's kind of like saying: "Yeah, our race car has a great paint job, a slick gear shifter, bucket seats and a 32 oz. cup holder!" What about the engine and handling? "No comment."
Huh?
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Dr Strangelove
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Yes I like the idea of resources that are more variable in quantity and the idea that some units will require specific resources to produce. Is the later certain yet? I'd like to see some resources have different levels of difficulty to harvest. As an example: the iron deposits in Spain were really quite small in total quantity of iron in comparison to some european mines of this century, but the iron was easily accessible. There was enough iron available to give Rome a commanding lead in iron production throughout its later history. The deposits in western Germany/ northern France on the other hand were much more massive, but the technological capability to harvest this ore wasn't available in the ancient world.
One point that should be made is that in the modern world the consumption of some resources has grown exponentially. The game should reflect this somehow. Perhaps the easily accessible resources should be of small quantities such that they are consumed by the advent of the modern era.
Finally, I hope that Firaxis will give those who create their own maps and scenarios the ability to manually place resources.
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