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Andrew1999
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Bonus resources: (food/resources/commerce)
Cattle 2/1/0
Fish 2/0/1
Game 1/0/0
Gold 0/0/4
Whales 1/1/2
Wheat 2/0/0
Luxuries:
Dyes: 0/0/1
Furs: 0/1/1
Gems 0/0/4
Incense 0/0/1
Ivory 0/0/2
Silks 0/0/3
Spices 0/0/2
Wine 1/0/1
Strategic:
Aluminum 0/2/0 -Rocketry
Coal 0/2/1 -Steam Power
Horses 0/0/1 -The Wheel
Iron 0/1/0 -Iron Working
Oil 0/1/2 -Refining
Rubber 0/0/2 -Replaceable Parts
Saltpeter 0/0/1 -Gunpowder
Uranium 0/2/3 -Fission
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Andrew1999
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Each civ is assigned to a global culture, which determines some graphical things. There is a game effect though: members of the same culture get along better in negotiations, so the Americans can negotiate with the Iroquois more easily than the Zulus
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Andrew1999
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quote: Originally posted by Acemo
Do you get a one-time culture boost when the Wonders are built?
How about culture effects for other buildings? |
Doesn't look like there's a bonus for completing a Wonder. The cultural buildings are Cathedral(3), Colosseum(2), Library(3), Palace(1), Research Lab (2), Temple (2), University (4)
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VetteroX
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New York,NY USA
Nov 2000 time: 05:15
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Thanks for the info, could you tell us unit strengths? like how strong are infanty, mech infantry, riflemen, destroyers etc... we havnt seen any of these yet.
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Andrew1999
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Cannon: Saltpeter, Iron
Cavalry: Horses, Saltpeter
Chariot: Horses
Horseman: Horses
Knight: Horses, Iron
Marine: Rubber
Mech. Inf: Oil, Rubber
Modern Armor: Oil, Rubber, Aluminum
Musketman: Saltpeter
Paratrooper: Oil, rubber
Pikeman: Iron
Radar Artillery: Aluminum
Swordsman: Iron
Tank: Oil, Rubber
AEGIS Cruiser: Akuminum, Uranium
Battleship: Oil
Carrier: Oil
Destroyer: Oil
Frigate: Iron, Saltpeter
Ironclad: Iron, Coal
Nuclear Sub: Uranium
Privateer: Iron, Saltpeter
Submarine: OIl
Transport: Oil
Bomber: Oil
Cruise Missile: Aluminum
Fighter: Oil
Helicopter: Oil, rubber
ICBM: Aluminum, Uranium
Jet Fighter: Oil
Stealth Bomber: Oil, Aluminum
Stealth Fighter: Oil, Uranium
Tac Nuke: Aluminum, Uranium
many early units require no resources...
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Andrew1999
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quote: Originally posted by VetteroX
Thanks for the info, could you tell us unit strengths? like how strong are infanty, mech infantry, riflemen, destroyers etc... we havnt seen any of these yet. |
Some late-game stats:
Modern Armor: 24/16/3
Radar Artillery: 0/0/1 16/2/4
Mech Inf: 12/20/3
Battleship 24/20/4 8/2/4
Stealth Bomber 0/2/0 8/0(8)/4
The second set of stats is for bombardment--it's power/range/Rate of fire
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Andrew1999
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quote: Originally posted by Stuie
Arrgh! That's out-of-date!! The battleship in the final game is 18(8).12.? and can only fire once per turn. I guess you can save your fingers the trouble and answer non-unit stat questions. Sorry! |
I was afraid of that...
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Andrew1999
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Somebody was asking was "Worker Rate" was on the government screen. Workers in anarchy work slower (1/2 speed) and workers in Democracy work 50% fater.
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Andrew1999
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Buildings that require resources:
Coal Plant: Coal
Coastal Fortress: Iron, Saltpeter
Factory: Iron
Mass Transit: Rubber
Nuclear Plant: Uranium
SAM Battery: Aluminum
Apollo Program: Aluminum
Iron Works: Coal and Iron in city radius
Manhattan Project: Uranium
All spaceship parts require Aluminum except for SS Fuel Cells, which require Uranium. Exterior Casing requires both Aluminum and Rubber
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Andrew1999
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One strategic or luxury resource is enough for your entire civlization--the rest can be traded away.
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Andrew1999
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I don't know, but looking at the screnshots they seem plentiful. I do know that resources are only found in certain terrain types. You can only find Rubber in forests and jungles, for example.
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Kautilya
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St Louis, MO
Feb 2000 time: 23:15
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Thanks for the resource requirements list.
I hadn't realized that the special resources would be required for so many things. It will be practically be a game within a game and a damn interesting one at that.
I would imagine that the resources are somewhat scarce otherwise it becomes pointless. We will likely be able to adjust resource availability as well.
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Andrew1999
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quote: Originally posted by Kautilya
I would imagine that the resources are somewhat scarce otherwise it becomes pointless. We will likely be able to adjust resource availability as well. |
There's a space in the editor where you can adjust how many resources there are in the game. It's done on a per-civ basis, so if you are playing a 16-civ game there would be more of each resource than on a 3-civ map, even if the map is the same size. I think the default is one of each resource per civ but it doesn't say specifically.
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Andrew1999
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City walls only provide a defense bonus of 50%, and disappear once your city reaches size 7. Size 7-12 cities have an inherent defense bonus of 50%, and cities larger than 12 have an inherent bonus of 100%.
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UKScud
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Auckland, NZ
Sep 2001 time: 05:15
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quote: City walls only provide a defense bonus of 50%, and disappear once your city reaches size 7. Size 7-12 cities have an inherent defense bonus of 50%, and cities larger than 12 have an inherent bonus of 100%. |
This sounds much more realistic, I never liked the idea of an ultra modern 21st Century city with City Walls.
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wesley32
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Illinois
Jun 1999 time: 05:15
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What exectly do nukes do to cities?
Is there MAD?
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All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
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