 |
|  |
 |
|
SnowFire
|
 |
New York City, NY
Jan 1970 time: 00:15
|
|
Techwins: I don't think there's any distinction. Civs with trait X get these two benefits, period. Which one is 1st and which is 2nd is irrelevant. That's how I interpreted it at least, and DM seems to back that up.
Anyway, now to the whining that everybody knew would come when the differences were announced. I'm actually glad that they've implemented Civ differences like this- it's really more of a focus than an outright speciality. Also, with 16 civs, and 6*5/2 = 15 possible combinations and 16 civs, and not wanting to have a "Scientific and Militaristic" civ (understandable, it would probably be hailed the best immediately), that means we'll need 2 repetitions. Both the Aztecs and Japanese being militarisitc and religous, fine. However, both the English and the Germans being Commerical and Expansionisitc? Bah, I say! At least one of them could have dispensed the Expansionism for Scientific. I mean, the Russians are scientific, and they only got into Science really in the last century, and even still generally lagged. The Scientific Revolution went off in France, Germany, England, and America, and none of these are Scientific? At least the English deserve to be. Sure, they were expansionists, but only later on, and I know I'll probably replace that with science. Or you could do the same for Germany, I mean the Germanic tribes were expansionistic- conquering Gaul, overthrowing Rome, conquering England, pushing the Slavs out of the Baltic States- but that's not the German state, which never really did get many colonies or expand that much.
Ah well, that's why there's editing. And good thing to hear about the "up to 4" feature as well, that way us snooty patriots can make the Americans Commercial, Scientific, Expansionistic, Industrialists. On the whole, a quite tasteful way to add different Civs, I approve.
|
|
|  |
 |
|
Dan Magaha FIRAXIS
|
 |
The Metropolis known as Hunt Valley
Mar 2000 time: 00:15
|
|
quote: Originally posted by SnowFire
Ah well, that's why there's editing. And good thing to hear about the "up to 4" feature as well, that way us snooty patriots can make the Americans Commercial, Scientific, Expansionistic, Industrialists. On the whole, a quite tasteful way to add different Civs, I approve. |
Actually, with the editor, you could put a civ in all six categories, none at all, or any combination in between. With the default rules, though, each civ belongs to only two of the six categories. But since each category bestows two distinct bonuses, you really get four different bonuses per civ.
Dan
EDIT: terminology -- said "all six abilities" when I meant "all six categories"... doh..
Last edited by Dan Magaha FIRAXIS on 10-08-2001 at 09:19
|
|
|  |
 |
|
SnowFire
|
 |
New York City, NY
Jan 1970 time: 00:15
|
|
Uber: It doesn't say "half costs." That said, I hope it's something strong like that, otherwise I suspect the building modifiers will be a pretty weak ability.
And no Anarchy is pretty pathetic, actually. How often do you change governments?
It's pretty hard to judge the focuses when we don't know how good each one is. But if I had to rank them sight-unseen...
The starting tech is almost irrelevant, they're all so basic that they won't matter in a span of a very few game years.
The "extra X in city center" is quite nice. That's a bonus that will help you in each city a good bit early on. It's not huge, but definitely noticeable, and it always helps you- not just when buildling a certain type of building. Think of how many resources you'll save from building costs over the game- maybe 10-100 resources depending on the strength of the bonus and how big you build the city. Now if you got a resource every turn, how many cities stand for longer than 100 turns? Hopefully a lot.
The expansionistic bonuses are probably the worst. Starting with a scout is one unit. You could just build one just as easily. Your sole advantage from that is slightly better placed cities earlier on since you already know the terrain your settlers are moving into. The only way that scout could help is on a very small map when you find an enemy capital before he's built defenses and crush a close enemy civ easily. And the bonuses from barbarian villages would have to be DRAMATICALLY better to really make a long-term impact anywhere near as big as even the "extra production in city center" bonuses.
The religious bonuses would come next. A building cost decrease in religious buildlings is okay and especially nice for early cities, but I frankly couldn't care less about no Anarchy- unless Civ3 gives more of an incentive for switching governments all the time.
The Scientific and Militarisitic bonuses are okay.
The real action is at the Commercial and Industrial bonuses. You get extra production in all your cities- always nice- and the other bonuses rule. Lower corruption- unless it's a truly pathetic bonus- will give you a lot of extra trade, and most importantly it grows with your empire- even a pathetic bonus will be giving you at least 10-20 extra trade arrows by the later parts of the game per turn, a heck of a lot more useful than that early scout. It could easily help even more. And as for workers going faster... your city improvements will be online all the quicker, and you'll have more. Plus the +1 resource will be an even better help than +1 trade to young infant cities.
So, sadly enough, my vote goes to the Frogs for best Civ.
I reserve the right to be completely and utterly wrong, but assuming this is a "conservative" sequel and the bonuses are what I suspect they'll be, that's my vote. If it's a really nice building discount (like half costs), then it might be a bit more even.
|
|
|  |
All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
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
|
|
|
|
|
|