 |
|  |
 |
|
Andrew1999
|
|
quote: Originally posted by Provost Harrison
Could someone actually tell me what the Iron Works actually do? I know you need iron to produce certain units, but I wouldn't think that Iron Works are necessary to make iron available. Does it give you some kind of production bonus? |
The Ironworks doubles production in the city where it's built. To build it, you must have Iron and Coal in the city Radius of the city (not just available through trade). It's available with Steam Power (when the Coal deposits appear.) The other drawback is its pollution--it produces twice as much pollution as any other improvement.
Pollution has been change quite a bit. Pollution is produced by individual buildings, not as a function of your shield production:
Airport: 1
Coal Plant: 2
Factory: 2
Iron Works: 4
Manufacturing Plant: 4
Offshore Platform: 2
Research Lab: 1
Also, each citizen over 12 produces 1 pollution point. The percent chance of a pollution square appearing each turn is the sum of the pollution points generated by that city. Mass Transit reduces the pollution from people and Recycling Center reduces the pollution from improvements. Hydro, Nuclear, and Solar Plants don't reduce pollution anymore--they just provide the benefits of Coal Power (+50% to factory production) without making more pollution. Hydro Plants can only be built in cities with a river in their city radius. Nuclear Plants can only be built in cities with a river or water square in their radius. Solar Plants can be built anywhere but they're really expensive and only arrive late in the game.
Global Warming is based on the total pollution produced each turn, not how many polluted squares are in existence. You can't just clean it up really quickly and avoid the effects like in the older games--you have to avoid pollution altogether if you want to stave off Global Warming. Also, Nuclear Explosions really increase the chances of global warming.
|
|
|  |
 |
|
Jarouik
|
 |
Helsinki, Finland, EU
Dec 2000 time: 07:15
|
|
quote: Originally posted by Ralf
Yes, but the point is that (according to you), expanding from 8 surrounding working-tiles to the maxed out size of 20 surrounding working-tiles, only require 10 culture-points. Since the temple-improvent is cheap & easy to build, thats way too fast. Again, why bother with implementing this 2-step work-area expansion, if its that easy to expand? I dont think your version is very likely. |
Actually, I like this feature... if you can only work the eight squares right next to your city until you have built a temple and waited for the culture to accumulate, it will somewhat more realistically force you to initially found your cities right next to good resource squares instead of only considering all of the squares in your future city radius. I like the fact that this way, the suitability of the area immediately surrounding the city is imporant for city growth and production until your cultural radius has grown - and I think there are many screenshots which show that this is the case. Additionally, this feature will force even the most expansionist players to build cultural improvements from the start just to get to use all the best squares within the 21-square-radius at all 
Last edited by Jarouik on 29-10-2001 at 01:28
|
|
|  |
 |
|  |
 |
|
woody
|
|
quote: Originally posted by Baloo
Gee I wish Brian R. is still around. I think he is really the motor that generates Firaxis’ or Old Microprose’s ingenuity. |
Brian Reynolds was good at getting rid of bugs and fixing broken design or AI problems, but I didn't really like what he did with Civ2. Yeah, it was a better game than Civ1, but only because Civ1 had so many annoying bugs. I really preferred the "feel" to Civ1. It was much more addictive than Civ2.
|
|
|  |
 |
|  |
 |
|  |
 |
|
Jarouik
|
 |
Helsinki, Finland, EU
Dec 2000 time: 07:15
|
|
quote: Originally posted by Ralf
Jarouik, I like this feature also. Im not against this new 2-step working-area expansion - on the contrary. I just think it would be much more challenging if the switch from 8 workable tiles, to 20 tiles appeared later. Lets say after 100+ accumulated culture-points; alternatively after 6+ city-pops. Already after 10 lousy culture-points seems pointlessly easy, and I dont believe that is the case. |
Well, I guess the expansion could occur later on, as you suggest... however, I think the existence of a couple of low-production squares such as mountains, jungle or even coast right next to the city could stop it from growing altogether before even reaching the size of six, if the radius couldn't be expanded easily enough. I believe they have playtested this feature and come to the conclusion that this is the best way of doing it... at least I like the fact that it is very easy to expand your radius to two squares, but that it won't happen until you build a temple - if it were harder, perfectionist civs that build improvements early on wouldn't get the bonus of getting to use the full city radius easily enough and so wouldn't have an advantage over expansionist ones...
|
|
|  |
 |
|
Your.Master
|
|
Port Elgin, Ontario, Canada
Apr 2001 time: 05:15
|
|
quote: Originally posted by Comrade Tribune
Ahhh, actually smaller. Greek city states were really small. A Phalanx unit had somewhere around 2-3000 soldiers, I guess. |
A phalanx was a unit of 64 soldiers, shaped like this:
code:
x
xx
xxx
xxxx
xxxxx
xxxxxx
xxxxxxx
xxxxxxxx
xxxxxxx
xxxxxx
xxxxx
xxxx
xxx
xx
x
except not so elongated.
They had halberd-like weapons (think like stylish spears) which they used to fight from sever ranks back. A fallen warrior could be replaced from the row behind, he replaced from behind, etc. all the way to the back OR, if the situation warranted it, from the centre.
|
|
|  |
 |
|
Comrade Tribune
|
 |
Vienna, Austria
Nov 1999 time: 06:15
|
|
quote: Originally posted by Your.Master
A phalanx was a unit of 64 soldiers, shaped like this:
code:
x
xx
xxx
xxxx
xxxxx
xxxxxx
xxxxxxx
xxxxxxxx
xxxxxxx
xxxxxx
xxxxx
xxxx
xxx
xx
x
except not so elongated.
They had halberd-like weapons (think like stylish spears) which they used to fight from sever ranks back. A fallen warrior could be replaced from the row behind, he replaced from behind, etc. all the way to the back OR, if the situation warranted it, from the centre. |
Sorry, but the first half of what you say is nonsense.
A Phalanx was not a small unit, nor was it wedge-shaped. It was, indeed, 8 (or sometimes 16) ranks deep, but it looked like this:
(front)
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
It was very hard to attack from the front, but easy to outmaneuver. Alexander solved this problem by protecting the flanks with Elite Heavy Cavalry (think Knights).
|
|
|  |
 |
|
Andrew1999
|
|
Everything in the guide points to a fixed, 20-tile area that citizens can work. Culture just affects the political boundary of your civ, city resistance/assimilation, negotiating power (they'll accept worse deals if you're culturally superior), and propaganda (it's easier to steal cities with spies if your culture is superior.)
|
|
|  |
 |
|
SSBLoveU
|
|
A wise man learns knowledge through wisdom.
So far the game reads great.
The political ramifications of the game seem interesting. One could simply destroy a city with words or a blockade, thus, totally disrupting trade. I still plan to trade, and to use it to plan my defenses. Nevertheless, I am definitely going into space my first game.
|
|
|  |
 |
|
MishGolden
|
|
Chicago, IL
Sep 2001 time: 23:15
|
|
<>
Someone got the game early? Lucky bastard!
Can someone point me to his thread?
|
|
|  |
 |
|
MishGolden
|
|
Chicago, IL
Sep 2001 time: 23:15
|
|
quote: Originally posted by Roman
The thread is called "*bump* for anyone interested" |
Thanks
|
|
|  |
 |
|
dainbramaged13
|
|
Dumbass
Mar 2000 time: 00:15
|
|
quote: Originally posted by ajbera
Really? Hrrmmm...this seems like a misstep, unless there is another advance, improvement, unit or wonder that does reveal the entire map. |
i know, its especially helpful to perfectionist civs who in life would know the entire map
|
|
|  |
All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|