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Matthew
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Manhattan, Kansas . USA
Jan 1970 time: 05:15
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So the Great Camel, conveyer of wealth and knowledge, has been unceremonially executed? No more cashes of great wealth for those who were bold enough to be the first to travel to distant lands to sell what were before hand unknown goods?
So once the land is settled, there is absolutely no use for boats but military purposes? are they now only for transporting weilders of weapons and conveyers of subtrifuge? Thus we know that any ship that ventures into our waters can only have diabolical intent?
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Father Beast
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My head stuck permanently in my civ
Feb 2000 time: 22:15
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I'm of 2 minds about this thing.
Camels and spies are gone, to be replaced with abstractions.
On one hand, I recall all the things I did with them things, and will miss them.
On the other hand, I recall all the things I did with them things, and am glad they have been toned down.
Let's face it, the power of dips has been discussed on this forum, and generally agreed that they need toning down. for the power of camels, I only have to play an OCC game to see how unvbalanced that is. the number one suggestion on the civ2 strat forum is "build caravans, and when you think you have enough, build some more".
I also am relieved that I won't have those occaisions where I spend 300 years moving a camel to find a city gone, changed it's demand, or see someone off the camel in pique. same thing in moving dips, trying to establish embassies.
Look at it this way, They're going the opposite of CTP, which had a unit for every type of way to transact.
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Bleyn
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Personally, I find it a bit disappointing that the caravans and diplomats are disappearing.
As was pointed out in another thread, just because all of the unique units that have been seen (and probably will be seen at least in the initial release) are military units, doesn't mean they would all _have_ to be military in nature.
It would have made sense for a commercial civ to have a unique unit that was an improved caravan, or an industrial civ with an enhanced worker as their UU(could still happen). Sure you might have to expand the range of allowable UU-based GA triggers, but I think it would be worth it for them to do sometime down the line.
Furthermore, even with what we know now, I could see making the Phonecians as a custom civ with Commercial as an attribute and the Trireme(upgraded galley) as their UU. Maybe give it an enhanced cargo capacity if possible.
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Ralf
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Sweden
Mar 2000 time: 06:15
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quote: Originally posted by Urban Ranger
I would like to know how espionage will be handled.
Will it be something like MoO? More complicated? Less complicated? |
I agree. Below is the only info we got so far, to my knowledge.
Dan Magaha, Firaxis in http://apolyton.net/forums/showthre...&threadid=27277
"And you might as well know that Diplomats and Spies have gone the way of the caravan as well; this is all abstracted to advisor screens and game interfaces."
quote: Originally posted by Bleyn
Personally, I find it a bit disappointing that the caravans and diplomats are disappearing. |
Micromanaging 2-3 routes per city was a rather tedious with 15-20+ city-empires. Also, thanks to those city-indevidual standalone foreign trade-routes, you couldnt embargo/ be embargoed easily in Civ-2. No economical warfare was possible. Finally, the AI has its well-known limitations then it comes to navigating its units just as effectively as the human player. Therefore, the more they can stuff it away in appropriate manager-screens, the better it is.
Last edited by Ralf on 29-09-2001 at 12:10
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Chronus
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I'm also going to miss the camel. I enjoyed the challenge of having to escort a fleetload of goods to some far off destination. The measure of success I felt was high because the accomplishment took a bit of work. The game payoff (cash & bulbs) was usually worth it as well (not to mention all the wonders I snatched). Conversely, failure to get my camels there (and on time) was dissappointing . . . but I liked that feeling under those circumstances. It created a high-risk/high-payoff element in the game.
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Ralf
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Sweden
Mar 2000 time: 06:15
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quote: Originally posted by Chronus
I enjoyed the challenge of having to escort a fleetload of goods to some far off destination. The measure of success I felt was high because the accomplishment took a bit of work. |
Well, I didnt like the camel-micromanagement, but I nevertheless understand your point. If one dont have to work for it, one wont appreciate it much either.
The latter is why I never liked the SMAC-solution; all you had to do basically, was to establish comm-link frequencys with all factions + maintain treatys with at least 2-3 of them, and you got enough trade automatically. And since you easily could trade yet unknown comm-links from 1-2 already known factions, it didnt took that long to get full access to all of them, without having to move out much and find these factions.
Now, what to do? Well, it seems to me that the Civ-3 team have come up with a good middle-ground solution here. Just establishing embassys with peaceful civs isnt enough. You must manually build roads and connect to foreign road-networks as well. Also, just building coastal cities isnt enough either. Logically, you should manually go out and discover/uncover any foreign coasts with your ship-units - and by that establish ocean trade-routes. Im not 100% sure about the latter, though. I really hope it isnt enough to just trade political contacts and/or maps with these foreign Civs + founding coastal-cities, in order to get automatic ocean trade-routes.
True - each and every of your cities must no longer produce caravan-units. Its now enough to move one ship from its coastal-city to any island-based foreign coastal-city, and any cities that is road-connected to these two coastal transit-cities, on either side, gets automatically access to the now established ocean trade-route.
Hopefully, if you have traded an embassy-contact through a middle-man Civ, you get political access - but not trade & recource access. Not until you actually have visited that Civ "physically" with a ship, so to speak. At least I hope that this is the case. An official clarification would be great.
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Ralf
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Sweden
Mar 2000 time: 06:15
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quote: Originally posted by splangy
umm, Im almost positive that you wont need ships for trade routes, your gona use ether harbours or airports... |
Well, only one ocean trade-route with that other Civ, is strictly needed as long as both your own and that foreign coastal transit-city are road-connected with respectively homeland-cities.
A ship-unit should be needed in order to establish that one ocean trade-route, once and for all. Otherwise, there is not much economical incentive to explore/uncover the surrounding world at all, since diplomacy-contacts can easily be traded.
Also, most (almost all) empires is likely to establish at least one or more coastal cities, right. If the only additional requirement for ocean trade-routes, is embassy + peaceful relations, then why would anybody ever bother with slowly & laboriously road-connecting with other foreign road-networks? You get your trade-routes automatically anyway, through your coastal-cities, without having to lift a finger.
I would be very unballanced; land-based trade-routes = comparibly slow and labourish to establish. Ocean-based trade-routes = automatically and without any effort. I dont think so. Only in later modern stages, then you have access to airports, it becomes comparibly easier.
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Haphazard
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quote: Originally posted by KrazyHorse
Why would you trade with the outside? Because the extra trade is reduced when you trade domestically, and because the instant bonus is much higher for foreign cities. None of that instant bonus goes to your enemies, BTW. |
Yes, but only if the AI cities were as big/developed as mine, which they usually aren't. I know they don't get the tax/science bonus, but they do get the trade/turn bonus. Oh well. Mute point now.
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