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Asesino_Virtual
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Buenos Aires, Argentina
Jun 2001 time: 02:15
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Yeah. As ive seen in the screenshots, economic buildings (marketplace, stockexchange, etc) dont give CP. The fact is that they should, because:
1) Culture is all what man do or make.
2) Every marketplace, or commercial center has its own "buy-fashion", i mean: its not the same, dont know, lets say, the 5° avenue in NY than a main street in Turkey, where do u have all that posts in the street, and all sceam, and such a things.
Every coutry has its own way to buy things. And thats why sould give CP, less than temples, libraries, ets, but shoud give.
Yep. 
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BLackraven42
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That's not true. Our culture was in no way enhanced when we started the Stock Exchange under a tree in New York.
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ndnls
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The Frozen Wastes (Canada)
Oct 2001 time: 01:15
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Culture is how a state is likely to run its economy, not how the economy is likely to run a culture. Culture controls how an economy is going to develop. For example, a communal society would lean towards a socialist state and a liberal society would lean towards a capitalist state.
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ndnls
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The Frozen Wastes (Canada)
Oct 2001 time: 01:15
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2) Every marketplace, or commercial center has its own "buy-fashion", i mean: its not the same, dont know, lets say, the 5° avenue in NY than a main street in Turkey, where do u have all that posts in the street, and all sceam, and such a things.
Thats a rather broad generalization
In most large metropolitain areas around the world you'll find shopping malls, stock excanges, corner stores and the like, and in most rural areas around the world you'll find those market stalls and yelling merchants your talking about. the ratio might be different but the mechanics are fairly constant; consumers and sellers exchanging things.
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dainbramaged13
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Dumbass
Mar 2000 time: 00:15
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quote: Originally posted by Lorizael
That's why I think buildings should increase your culture only if they match your Civ traits. So marketplaces, banks, stock exchanges would increase your culture if you were a Commercial civ. Libraries, universities, and research labs for a Science Civ. So on and so forth. |
*far off in the distance, an overpowered sect of hardcore rebels are still screaming "slic, slic slic, slic...*
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Akron
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quote: Originally posted by Lorizael
If I knew what you meant I might laugh... I've only been here a few months.
Care to elaborate? |
I think he's referring to the scripting language in ctp (1 or 2 i'm not sure) that allowed modders to do a lot of different things.
But I could be wrong about that.
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The Templar
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People's Republic of the East Village
Oct 2001 time: 00:15
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quote: Originally posted by Ralf
Such a broad and indiscriminate view on what "culture" is, would be totally pointless, both in terms of Civ gameplay and in real life. If you paint a picture on a white canvas, using only one white colour of the exact nuance as the canvas itself - what would that achieve? No contrasts whatsoever. Cultural values that doesnt contrasts itself against "all what man do or make" are similarly contrastless & pointless. |
What would white paint on white canvas achieve? Ever notice that paintings have texture, and the texture of the paint has a big influnce on how the picture is perceived? I suppose such a painting, were the painted interested solely in texture would be quite interesting.
Part of the reason why economic buildings do not add to culture is for game ballance. IF every building contributed culture there would be less trade-offs that have to be made in building a city (yes, I know, economic buildings could give say half the culture of a university, I only said it would be LESS of a trade-off). I mean, the argument could be made that military buildings should increase culture (just look at the Zulus and Spartans), but that would bolix the trade-off balance also.
But if someone really wants a building to produce culture, then they should use the editor to give every building a culture production rating.
Here's an idea - how about buildings that hamper culture? Say, a television network affiliate that increases happiness with sitcoms (turn rioters into "Friends" watchers) but drains away high culture. Coliseums could do the same ("Hey Brutus, want to go down to the stoa and listen to Socrates?" "Nah, going to watch Rome kick Ravenna's sorry a$$e$! Gooooooo, Rome! Ooh! Ooh! Ooh!").
Last edited by The Templar on 22-10-2001 at 01:34
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dainbramaged13
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Dumbass
Mar 2000 time: 00:15
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quote: Originally posted by Lorizael
If I knew what you meant I might laugh... I've only been here a few months.
Care to elaborate? |
yes, slic is the scripting language that allowed people like wesW and locutus to make ctp2 a much better game than it was when it came out (actually worth playing, in other words) im not saying civ3 will need a scripting language for this prupose of making the game playable, im saying it wil be helpful, and wil allow mod/scenario makers to make much better scenarios, and allow for much greater control than any gui editor with things like this; little tweaks one might want to make in the game to make it suitable to their realism/fun tastes. I know the editor will probably be great, and it will probably be able to do this particular function as well, its stil no scripting language.
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