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Should Civ3 - Expansion pach have a seventh Civilisation Ability?
This poll is closed. |
| Yes |
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15 |
57.69% |
| No |
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2 |
7.69% |
| Don't Care |
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1 |
3.85% |
| Wake up! - Let's wait for Civ3 before we plan the expansion pack |
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8 |
30.77% |
| Total: |
26 voters |
100% |
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Marcus Agrippa
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An excellent idea... fertile civs would have extra large populations. Might I suggest, for the bonus for fertile:
All fertile civ cities can grow 25% larger than would otherwise be allowed... eg A city without an Aqueduct could grow to 8*1.25= 10.
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lockstep
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Vienna, Austria
Aug 2001 time: 06:15
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quote: Originally posted by aaglo
Because there is a "militaristic" special ability, why there can't be a "peaceful" special ability? I know they are not the opposites, but close. And peaceful ability could for example gain like 20 or 25 % increase in cultural values (would that be too much?). |
IIRC, the 'religious' ability, which reduces costs for religious buildings and therefore is suited for a cultural strategy, also helps boosting your civ´s reputation. OTOH, this naturally doesn´t apply in multiplayer games ...
If something similar to SMAC´s council (the U.N.) is included in Civ3, 'peaceful' could be an ability that gives you a vote multiplier for global politics and would be very helpful when striving for diplomatic (as opposed to cultural) victory. (Again, SMAC´s peacekeeper faction crosses one´s mind.) A possible game balancing problem is that this ability would not be operative in ancient and perhaps in medieval times.
BTW, as the discussion about additional civ-specific abilities is more lively now than a month ago, I may as well quote my former suggestions:
quote: - "Vigilant": Free tech - alphabet; Effect 1 - spies have a higher rate of success; Effect 2 - reduced civil disorder due to warfare;
- "Close to nature" (for lack of a better term): Free tech - ceremonial burial; Effect 1: reduced pollution; Effect 2 - discovery of ressources more likely.
Some remarks: It may be questionable to introduce an "environmental" factor that will come into effect only late in the game. Also, a "vigilance" factor is likely to be termed as a "racial template" - all the more as a "vigilant" civilization would be a "bad guy" in a typical Civ game. |
Note that I assumed a Civ2-like espionage system when talking about 'vigilance'. Anyway, I like the thought of a Civ that somewhat resembles the Darloks, MOO´s spying masters.
Any comments?
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aaglo
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the contradiction is filled with holes...
Aug 2001 time: 07:15
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About the peaceful ability
IIRC, the cultural level of the city (cultural value?) affects on many things: revolting and "rejoining" of conquered cities, mood of neighbouring cities and city borders. Now, if cultural value of religious buildings and wonders were 20% higher than average, that might be a good advantage.
But how is it actually: does a finishing of a certain building (a temple for example) expand the city borders, or does the borders according to the accumulated culture??? I think it was the first, but i'm not sure.
If it is the latter, then it would mean earlier expansion of borders... right?
Now for the second advantage: it might be improved diplomatic skills (pretty dull), reduced cost on settlers (:hmmm , reduced rioting (just what the doctor ordered ). Who knows, please speak up! 
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lockstep
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Vienna, Austria
Aug 2001 time: 06:15
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I don´t want a civ-specific ability that is completely useless in multiplayer. (Who said there will be multiplayer? ... sorry, bad joke.) However, if 'diplomatic' would include a vote multiplier for a SMAC-style U.N. council (which I assume will be included in Civ3), it would be an interesting choice. Unfortunately, at the moment 'diplomatic' bears to much resemblance to 'religious' in gameplay terms.
edit: spelling
Last edited by lockstep on 10-09-2001 at 00:14
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lockstep
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Vienna, Austria
Aug 2001 time: 06:15
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quote: Originally posted by Gramphos
I hope the editors will allow us to add abilities on our own. |
I hope so, too, but that would mean a very high level of adaptability. IIRC, even in SMAC you could tweak the factions abilities, but not change the subjacent SE mechanism.
quote: Everything depends on what the meaning of 'Free Tech' is. It could be a tech that you will get for free as soon as you have all the prerequires, and in that way we could have more then the first column tech to choose from. |
I agree. I think that defining of the effects of a civ-specific ability is far more important than mulling over its free tech.
quote: To have a Diplomatic ability you would maybe have to set one of the effects to other nations are quicker to forget bad things you've done. And Other civs has easier to accept your deals. |
While the second effect is also included in the 'religious' ability, I like your first idea very much. If the U.N. is included in Civ3, that would ensue that a 'diplomatic' ability is sufficiently different from 'religious'. Let´s see ...
- "Diplomatic": Free tech - alphabet; Effect 1 - reduced ostracism due to atrocities and espionage; Effect 2 - vote multiplier in the U.N. council
To this, add my favourite:
- "Fertile (agricultural)": Free tech - pottery; Effect 1 - extra food in city center; Effect 2 - enlarged city size without aqueducts or sewer systems
Mark L - your 'maritime' ability sounds interesting (SMAC´s pirates crosses my mind), but could you specify the effects?
Jeje2 - I think that 'trader' would bear to much resemblance to the 'commercial' ability (after all, there are no caravans in Civ3).
BTW, there are 28 possible combinations to choose 2 civ-specific abilities out of 8 ... sufficient for a substantial expansion pack ... 
Last edited by lockstep on 09-09-2001 at 18:55
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