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tishco
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of rambling for the uk
Aug 2001 time: 05:15
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wonders, the civfanatics inteview is disapointing in new info, the good stuff is a bit regurgitated, but the woders info is the worst, just a popup picture! no moovies or even the OK sounding animations!
i saw a screen shot which had a pop up with a pic and
"sir weve completed the oracle" being said by an advisor, i thought that was the build up to the anim or whatever, but that was it! just a popup over the map, not a anim ON the map
oh well, the movies got boring but you just cant enjoy a pic for as much time, maybe the music will be V good...

people have wrote the roads are ugly and are thicker and thiner in different places, that is because when twocities join by road (rail?) and therefore trade resorces the road thickens the shortest way there. this is good, no ugly, SMAC roads very kinda ugly: brown against browny red
i want to use rivers to trade resorces but i will be disapointed i recon, maybe for civ 4 you can build two cities on the same river and they trade resorces.
Last edited by tishco on 14-09-2001 at 21:03
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UKScud
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Auckland, NZ
Sep 2001 time: 05:15
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I agree with you regarding the importance of river trade...but isn't that already simulated in the game by the addition of an extra trade icon on a river tile.
What might be more appropriate is to remove the bonus for river trade in the modern age,since it plays a much less significant role in trade.
I agree that rivers ought to be part of the resorce distribution network. I think that that would be a significant bonus for a civ near to rivers...might unbalance gameplay though?
Personally, I'd include it. But require the construction of colony at one end, and a "river dock" city improvement at the other end.
I'm sad about the wonder movies. They did get stale after many many games, but they were a nice treat after the effort of trying to build the wonder...and given that it looks much much more difficult to build wonders in Civ3, I reckon they should be there still too.
Last edited by UKScud on 14-09-2001 at 22:57
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Leonidas
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I'll miss the movies too. It was quite a thrill the first time to see the movies when I built the Great Pyramid. It made you feel apart of history. . .
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UKScud
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Auckland, NZ
Sep 2001 time: 05:15
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quote: if a city is placed in tile bounded on three sides by rivers, then it will gain a large defensive bonus as well. |
I love this idea. It is really going to increase the value of having river tiles within your borders. It'll make us think much more carefully where we build our cities...and, especially early on, which cities we attack. Perhaps the only way to take such a city would be via the cultural subversion method.
quote: Will crossing them require additional movement points? |
I think it ought to, as the defensive bonus portrays the river as a barrier. But then, in previous versions of Civ, rivers have aways provided a movement bonus to represent the ease of moving things down river. Can you do this if the rivers run in between squares?
quote: Although an alternative view to take is that in modern ages the trade bonus from rivers represents the commercial oppertunities that having a river within easy access of a city gives you... |
I agree with this. It makes sense that the river bonus should stay because of money brought in through tourism and the like.
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Sandman
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Sinister Penguin
Aug 2001 time: 05:15
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River thoughts.
Rivers are now vital for the success of any large civilization. Why?
Well, the new random map generator makes large round continents, rather than the thin stringy ones of Civ2. There also appears to be far fewer lakes and inland seas. Therefore rivers will be extremely important for the ability to make irrigation next to them. The colonization of dry interiors will be difficult without rivers.
The screenshots seem to show two distinct types of river. One is wide, and relatively straight, the other is narrow and meandering.
They don't seem to appear in any particular order.
My bet is that it is only the wide, straight rivers which assist movement.
The defensive aspects of rivers are extremely interesting. A city which is bounded on three sides by a river having just a few weak points is a cool tactical challenge. I hope the AI appreciates this as well, and tries to cross the river before attacking.
A thought leading on from this is 'what if you could build city walls in sections?' Most of the time you would order the construction of a complete wall, but in certain situations it would be preferable to build just sections, to save time and money.
Imagine if your city is on a peninsula, and can only be attacked from the southwest. Instead of building a full wall, you order the constuction of just a southwest wall, enabling you to concentrate on other tasks.
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