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RobC
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quote: Originally posted by SerapisIV
Regular is veterancy level? (Regular/Veteran/Elite/Gr.Leader
3/3 is health
1.3.1/1 (Attack.Defense.MovePoints/MovePointsRemaining)
Sound close? |
I agree, although for consistency, it's probably MovePointsRemaining/MovePoints instead of the other way around (assuming the 3/3 is HitPointsRemaining/MaxHit Points)
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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:15
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quote: Originally posted by El hidalgo
OK, I don't get this:
He means "supply of fresh water," right? OK, just making sure. Now the comment about electricity: if you can irrigate anywhere, does that mean even on tiles without any access to any kind of water, whether sea or fresh water? If so, I don't get it. How can you irrigate without water? How can I just start irrigating in the middle of the Sahara without drawing off water from a nearby source? (Maybe I'm on an oasis, but that's a special case). On the other hand, if the comment means that after you discover electrity then you can irrigate with sea water, then that makes sense to me. But which is it?
Still, I like this concept very much |
I guess the assumption is that you can pump water from far away, or perhaps from an aquafer (like a well).
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albiedamned
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Ellicott City, MD
Sep 2001 time: 00:15
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quote: Originally posted by Faboba
I've got about 5 minutes till I have to go to school so this is in case no one mentioned it ( as I've no time to read all 4 pages )
In one of the city screens you can see maintainance for city improvements is actually being taken from the trade / commerce generated by that city.
This has the pretty cool effect that now your cities need to support their own improvements rather than you supporting them over your civ as a whole. |
Faboba, I believe you are mistaken. On the city screen, the red coins under the Commerce section show the amount lost to corruption, not the amount paid for maintenance. I actually got into this discussion a few weeks ago in a different thread. If you look at the Domestic Advisor Screen, you can see that maintenance (as well as unit support) is calculated against the civ as a whole, not individual cities. The mysterious "Hammer" column in the domestic advisor screen shows how much maintenance each city is costing. However that is just for informational purposes, it does not affect the calculation of gold to treasury, science, entertainment, and corruption within each city. The overall maintenance and unit cost is taken out of the civ treasury.
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albiedamned
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Ellicott City, MD
Sep 2001 time: 00:15
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quote: Originally posted by Andy
On the City Build Requests screen, the last item on the list is "Wealth". Given that it only takes one turn to build and by the name, this must be the Civ 3 version of Capitalization. I believe that this is new info and was debated on another thread.
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Excellent point. I agree that Wealth is probably Civ3's version of Capitalization. I wonder if it is still tied to The Corporation, or if it becomes available earlier (or later) in the game.
In Civ2, if you ever ran out of stuff to build, you could always stockpile caravans (trade was an early tech), and then cash them in when you started to build your next wonder. You won't have this option in Civ3 since there are no caravans. Hopefully it's designed now such that you won't get to a stage where there is nothing to build, but I doubt it. A dedicated builder like me will always fill up his cities with all the improvements and run out of stuff to build! So hopefully Wealth is available reasonably early.
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Ozymandous
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Atlanta, GA
Aug 2001 time: 00:15
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quote: Originally posted by UKScud
The deal with rivers is, I think, going to determine a lot of early developed strategies.
For a start, if there is no movement bonus for the river (any evidence that there is a bonus?) then one of the means of really exploring the map readily available in Civ2 is gone. Unless that is, the scout gets a big movement bonus and is available early on. |
Actually according to the preview there is a movement penalty for crossing a river, so rivers seem to actually work like the should now (how many times in the past have ancient armies successfully attacked across a river??)
This change, as well as the changes to wheeled vehicles not crossing jungle amd mountains (CtP anyone? ) mean that infantry will be more useful now. I wonder if catapults, cannon & artillery are all considered wheeled??
quote: Defensive bonuses will be good, but of course the AI could well be thinking the same thing. |
Maybe the AI will have enough defensive savvy to stall any human aggression, although this would be a remote possibility at best.
quote: I think that fresh water irrigation will make most people think twice about locating their capital city on a sea edge. Pros: Once you have a harbour your trade with other Civs is gonna be easier. Cons: City growth is going to be sluggish without irrigation, and since settler production ultimately depends upon whether you can afford those two pop. points, I think it will slow down your own civilization growth. |
Unless of course the city was founded near a river flowing into the sea or near a fresh water lake, then you'll have the best of both world, a port to trade in and fresh water irrigation.
quote: Electricity is definately a 'target' discovery in the same way that Invention or Monotheism was in Civ2. Without extensive irrigation, the population spurt that drives your cities to the modern day just doesn't happen. How important is it to discover electricity first? Would you trade it?
Any other thoughts? |
Electricity (for now at least) would have to be one of the top advances to shoot for. Not much will be known until people play the game or find out more details of exactly how everything works, but this one does seem to be major. Other "required" techs will be those that give great wonders that offer huge advantages & bonuses in some way shape or form as usual.
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kaminwx
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Cedar Rapids, IA, USA
Mar 2001 time: 05:15
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I like most of the graphics, but with irrigation and mines on nearly every square, some of those screens look cluttered and not so pretty. Why would computer civs build mines all over grassland, anyway?
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Ozymandous
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Atlanta, GA
Aug 2001 time: 00:15
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quote: Originally posted by Stuie
Not being familiar with Colonization, does a successful attack with a Privateer result in the attacking Civ gaining some gold? Or does the unit just get destroyed without ramifications for the attacking Civ?
Oh, and welcome back Dan. It's been a few days (5, to be exact). |
In Colonization when a Privateer sank another ship (heh, not a definite thing even when veteran!) the Privateer would get to choose which, if any, or the goods the ship were carrying to "pillage". This happened because in Colonization you bought actual units of goods to use, refine and then resell, etc. If there were units on the ship then the enemy ship and all hands were lost.
Was a relatively simple game, yet had a lot of good ideas. I wish Sid would go back, redesign the game a bit and re-release it. With improved trade with "Europe" and some other trade I think the game would be a bigger hit today than it was when it was released.
Although with the PC "climate" being what it is today the game would probably be banned, even though it was realisitc because it had "converts, convicts, indentured servants", etc.
Was always fun to attack a enemy ship and get the guns or rum they were transporting.. heh, even better to get tools, at least until you could make your own. 
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art_vandelai
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Yes!!! Blocking trade routes with naval forces is part of the game!!! I wonder if you put a battleship in the harbor if the trade route automatically moves around you (i.e. you have to ring the city with ships) or if just sitting directly offshore will block the trade from getting in.
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