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faded glory
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This trash talking 2 bit dope dealer is about to learn respect for the law
Jan 2001 time: 05:15
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Yes! Its true !!! Fielding armys in Civ3 is going to be alot more difficult then we all think 
You must now control resources in order to field an army. E.G., A civ Must have 3 of the following in a certain quantity to field 1 tank unit. 1 Oil Resource,1 Rubber resource, and 1 Iron Resource...just to field a tank (as I understand)! Another example, in order to make Chariots, one must have a Horses resource! And from what ive heard, 1 resource is not infinity, so if you want to build 2 tanks. If you want to field 2 tanks, you need 2 Iron,Rubber, and Oil. Tho Im not sure how abundant the resources are, im sure its not impossible.... Thus now you must find a way to get more!
My god this sounds GREAT! So any old person, CANNOT build any old unit. You just cant churn things out endlessly...They must ever expand there resource base in order to field such massive armys. Guys I really like the way firaxis designed this system!
This looks REAL good.... Tho PBEM has not been confirmed yet (atleast not that ive read)
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faded glory
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This trash talking 2 bit dope dealer is about to learn respect for the law
Jan 2001 time: 05:15
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here is where I read it (gamespot)
Firaxis is focusing much of its efforts on creating a much more dynamic and entertaining trade system than the one found in previous games. "Trade was really abstract in the two [previous Civilization] games," Briggs says. "You would build caravans and move them yourself from city to city, moving them in the right place. I thought that was cumbersome." To change all of that, Firaxis is implementing two different types of resources - luxury items and strategic resources - and depending on the strategy, a player will want to make a concerted effort to control as many resources as possible. If they don't control as many valuable resources as other civilizations then they can either take them by force or establish strong trade relations. "Suppose I have four elephants and my friend the Egyptian has no elephants - they want the elephants because they make people happy," Briggs explains. "The whole luxury slider aspect to the game has been consumed by this trade system." And it doesn't stop at elephants. As a civilization grows by expanding its road system, more and more luxury items become available, civilians are happier, and it's much easier to establish trade with lesser civilizations by offering the luxury items in exchange for a variety of things, including technology. Strategic resources are secured in the same fashion. If a player sees a resource within their territory, all they have to do is build a road to those resources and they will have immediate access to it.
But strategic resources serve a different purpose then luxury items as the type of resources a player has access to, determine the units they can build. Basically, players can't build swordsmen if they don't have access to iron, nor can they build units such as tanks if they don't have control over iron, oil, and rubber. "It becomes a real game of trying to corner the market on certain resources, so that you can be a power broker among the other civilizations," Briggs says. "If you have complete control over iron, you're the only one with swordsmen, so you can pretty much dominate." Though it may seem incredibly unfair for one civilization to have complete control over iron, there are a few ways to prevent complete domination during the course of the game. If the iron-controlling civilization wants to build tanks, they need oil, rubber, and iron, but if those other resources are controlled by two other civilizations then they must be careful. If the dominant iron civilization enters into the rubber-controlling civilization, then the oil civilization may see that as a potential threat and ally with the rubber-controlling civilization to fight off the invasion. It's also equally possible to setup trade and live in peace with the other civilizations until a suitable number of tanks are built and then start a war, but again, other civilizations can protect themselves against that by either destroying roads and cutting off supply lines of iron, or just by making smart diplomatic decisions.
Needless to say, strategic resources and luxury items are integral part of Civilization III, and they help to illustrate how various aspects of the game - such as diplomacy, war, and trade - are all intertwined.
Since so many of the new features can ignite confrontations between civilizations, diplomacy in Civilization has been made more robust to accommodate different situations. In addition to the options in the previous games, like peace treaties, acts of war, and technology exchanges, there are a number of new options to choose from in Civilization III. At the most basic diplomatic level, Civilizations can exchange luxuries, technology, and resources. There are also military alliances, mutual protection pacts, rights of passage, and options to gain information on other civilizations. "The thing about [diplomacy] is that it doesn't have to be eggs for eggs," Briggs says. "I can trade a technology and a world map for a diplomatic agreement, or for some gold and information. There is a huge number of different combinations to choose from." Interestingly, technology has more of an influence on diplomacy as well because diplomatic and trade agreements cannot be made unless a civilization has the writing skill. Individual leader personalities come into play as well, so a leader of one civilization will act different to certain diplomatic situations than others, forcing players to change their diplomatic strategy when encountering new civilizations. Advisors are incredibly helpful in Civilization III as they give players advice and access to the Civlopedia.
While some of the older features are getting overhauled, some of the new features have yet to be completely implemented - one such feature is the Great Leader unit. After a successful military campaign, some units will receive a promotion to Great Leader status, which means that a player can use them to construct a military academy, resulting in a stronger and more balanced army. Players can also use the Great Leader unit as an army itself because it's possible to group additional units within the Great Leader unit. The military side of the Great Leader unit is in place, but Firaxis is still currently debating whether or not to apply it to other areas of the civilization other then just the military. Another feature that still isn't in the game as of yet is multiplayer. Firaxis is still deciding how they want to incorporate multiplayer game, but before they do, the development team wants to make sure that Civilization's III single player mode is as good as it could possibly be. Most of the work on the visual side of Civilization III seems to be near completion.
Firaxis has made a few subtle adjustments to clean up various interfaces so that they don't break a player's connection to the game. The city management screen only takes up a small portion of the screen, keeping most of the actual game in view. Players can also queue up items in the technology-tree screens so that the menu doesn't appear after every few turns, but if necessary, it's possible to change the queue and learn different skills. As far as actual graphics are concerned, in the two years Firaxis has been working on the Civilization III, the art team has produced over 12,000 tiles to give map screens a much smoother and natural look, and now all units are in full three-dimensions, giving them much more detail and personality than they ever had in previous games. But perhaps the most impressive visuals are the new city-views that give players a detailed look at all of the different types of structures within a city
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Alfonsus72
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quote: Originally posted by lockstep
I donīt think this is correct. To cite civfanatics.com: Resources and luxuries can be shared between cities via your trade network. For example, if there is an iron tile anywhere within your borders, all of your cities that are connected to that tile via road will have access to iron. |
Yes, all cities connected to your trade networks have access to the resource, but probably if only 1 iron is connected to your network, you could only start to build 1 swordmen in 1 city. You could only start production of another swordmen in another city when the 1st one is finished. But if that were true (I canīt be sure), how to deal with foreing commerce? if you have 1 horse resource square and you export it, could you build also horsemen?.
Anyway, all we could say now are especulations.... (but itīs funny anyway).
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tniem
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Hope College
Apr 2000 time: 00:15
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I am pretty sure that Dan has said that you only need one resource to build anything with that resource. One resource = every city. You just might run out so it would be a good idea to have a backup.
Plus you can't trade a resource if you are currently using the resource in production in your cities. To trade you need multiple resources.
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Kestrel
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Melbourne, Victoria, Australia
Jul 1999 time: 05:15
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Re: Needing Horses for Chariots.
I agree in the early days that one might need wild horses to start with, but is it not beyond the bounds of possibility that after a few thousand years or so (and the discovery of something like "Animal Husbandry" ) that a Civ might learn how to BREED horses rather than just capture them from the wild ?
Or is this already built in to the existing Civ3 Resource model that after a time the horse resouce is no longer required to produce horse units ?
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Kestrel
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Melbourne, Victoria, Australia
Jul 1999 time: 05:15
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Splangy - Thanks for your mature and erudite reply.
You are surely not suggesting that by 1,000 A.D. a Civilization will not have figured out how to breed horses ? In the real world Civs have been breeding horses for thousands of years, not merely capturing them from the wild.
In the 19th Century there were few countries still with Wild Horses and yet Horses were fundamental to the economies of most nations.
I'm merely making the point that the existing Civ3 resource model may need to evolve if it is to be in line with reality.
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Alfonsus72
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Have you heard the news from the CG cover story?:
"If you trade a resource with another country, you, yourself cannot use that resource. So, if you trade horses with France you will need another horse resource square or else you will not be able to use things like Cavalry. (I'm not sure if this information is old or not. (page 50)"
This breaks the old idea of 1 resource square = infinite quantity of that resource for you and your partners.
I hope the limitation of "if you have only 1 resource square, only 1 city can be producing the resource output simoultaneously" would be also avaliable. This would made the game much more interesting and competitive and fix the "infinite units spawn". Any clues?.
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