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The Rusty Gamer
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Christchurch, New Zealand
Apr 1999 time: 17:15
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Will goody huts be optional this time does anyone know?
I think it should be. Perhaps even a number of options such as: None, few, several, a lot, random.
Also, what about the randomness of goody huts? Do you think the value should be pretermined at the start so that you can't effectively "cheat" by loading a saved game and walking into the hut again if you didn't like the result the first time.
The same thing could be said concerning battles etc.
Last edited by The Rusty Gamer on 14-08-2001 at 12:50
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Laszlo
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Taipei, Taiwan
May 2000 time: 00:15
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In the One City Challenge (OCC) rules it says that you have to reload the game if your exploration leads you to aquire an 'advanced tribe'. I think there should be some option; either to turn off preselection, select what goodies you get, or to turn off the huts, although losing the huts would hurt their times...
Last edited by Laszlo on 13-08-2001 at 14:23
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Brent
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I reallyreally love huts. If they are optional, which wouldn't bother me, I might always put them in anyway. A pregame option should be whether they are determined in the beginning of the game or when you enter them. You should also be able to set how often they give you good things, anywhere from 0% to 100%, although I will always choose 100%. Computer players should never enter huts, or at least that should be an option. Maybe you can also specifically set what kinds of huts will be in the game. You also should be able to set whether the game decides what you get in your favor, to your detriment, or neutrally, and whether the current situation should be considered by the computer, either positively or negatively. You should be able to set the frequency of huts from none to one in every 9 spaces. There should be some never before seen categories of hut results. There should be sea hut equivalents which do things like tidal waves or abandoned ships, or these effects should be otherwise random. Siome huts should be sacred burial grounds like in Colonization. Maybe let huts give you just about any sort of unit. Maybe they can be alien spacecraft, or those can be otherwise discovered randomly. Maybe have huts look different from eachother, giving you a vague notion of what's in them.
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star mouse
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of the Barbarians
Aug 2001 time: 16:15
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quote: Originally posted by Snapcase
Barbarians now work in a totally different way. In this game barbarians have cities, like all the other civs. And they originate from these cities and make raids. Sometimes building roads can be really hard because there are barbarians out there that constantly attack you. Each time you destroy a barbarian town, it will respawn itself in an area of the map that you can't currently see. So what you have to try to do is set up a situation where you can see as much of the map as possible so that you can keep pushing them back. |
quote: Originally posted by Russell
I love this idea! A new incentive to expand. The more you expand, the less barbarians. Yes! |
Expanding to reduce barbarians also worked in CIV2 and CTP/CTP2. As my sig suggests, I like to play with lots of barbarians. I have discovered that barbarians never spawn in an area of the map that's within a city radius. Thus, barbarians spawn less frequently as the map becomes covered in cities. I've seen barbarians spawn in the only land square for miles around that's not in a city radius.
Barbarians may be evil, but they can be a good rort, too. If you have a diplomat and some cash, you can bribe a barbarian. This can be a good way of getting troop types you haven't researched yet, tho I don't remember for sure if this workd in CIV2/CTP/CTP2. Don't forget the gold you get for capturing the leader, too!
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tniem
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Hope College
Apr 2000 time: 00:15
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quote: Originally posted by star mouse
If you have a diplomat and some cash, you can bribe a barbarian. This can be a good way of getting troop types you haven't researched yet, |
When have you ever allowed the Barbarians to be more advanced than you?
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JellyDonut
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Köln, Deutschland
Jul 2001 time: 06:15
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I voted for the second option. Why? Because having the contents of a hut at the beginning of a game does not relieve the problem of cheating. If you get something bad from a hut, reload and don't enter the hut. An AI civ gets whatever bad thing was in there, or else nobody does. Secondly, it disrupts OCC. If you get an advanced tribe (if they even have them), you can't get anything from the hut. And if the player wants to reload and get something better, so be it. That player will *know* he cheated, and that should be enough to know that s/he is not good enough to play without petty cheating. Seriously, how bad is a barbarian archer. They suck at fighting and even if they win a battle, the next unit to come along will usually kill it. Of course, this whole poll assumes that goody huts will work like they do in Civ 2. I suspect they contain different things than Civ 2 huts. Maybe barbarians don't come out of goody huts, only encampments? Or maybe you can turn down an advanced tribe (like you can turn down a city that's revolted from another civ ).
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