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wes23
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that makes sense, 50% makes that wonder lot more fair, then it used to be.
so, are the huts pretty cool? the little villages u find and u get free stuff or barb!
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Döbeln_2001
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quote: Originally posted by Nemo
yeah, but i was hoping for a system like in CTP(2?) where you could city lock them and they would launch upon enemy launch in the same turn. but since i rarely got that far (usually got bored first) i dont know how good the systme was, but i was hoping firaxis would have a better system similar to that concept. |
If I'm not mistaken, it takes 1 turn for an ICBM to hit, so your enemy will have plenty of time to launch a counterstrike. More simple and elegant than CTP:s system...
Regards / GulGnu
-Stabil som fan!
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Jarouik
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Helsinki, Finland, EU
Dec 2000 time: 07:15
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quote: Originally posted by 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.) |
OK, it seems I was mistaken and you can work all the squares from the start, since it was said to be the case in the thread http://apolyton.net/forums/showthre...6080#post566080...
However, in that case I keep wondering what this city screenshot means. Most of the outer squares are not inside any other civ's borders, but they still cannot be used. Explanations, any? Another screenshot showing a similar situation is here - you can see that the square southwest of the square you are working on should be inside your city radius and outside all other nations' borders, but still it cannot be used.
Last edited by Jarouik on 29-10-2001 at 22:04
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LarryLard
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London
Sep 2001 time: 05:15
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quote: Originally posted by Andrew1999
Great Wall: Doubles effects of walls in cities that have them. United Nations: Allows diplomatic victory
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No-one has commented on the CivII effects that seem to have been removed??
Reminder: These two used to force your enemies to conclude negotiations with ceasefire/peace...
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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 Jarouik
OK, it seems I was mistaken and you can work all the squares from the start, since it was said to be the case in the thread http://apolyton.net/forums/showthre...6080#post566080...
However, in that case I keep wondering what this city screenshot means. Most of the outer squares are not inside any other civ's borders, but they still cannot be used. Explanations, any? Another screenshot showing a similar situation is here - you can see that the square southwest of the square you are working on should be inside your city radius and outside all other nations' borders, but still it cannot be used. |
Those 2 screenshots are exactly the ones which made me think you couldn't work the full 21 squares until your city border expanded. However BlueHooHoo has directly said this is not the case. So I can only assume that even though the squares beyond the initial 8 are grayed out before the borders expand, you can still work them.
At this point, who cares. I'll know for sure tomorrow!
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manofthehour
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To any one who has the game and the statagy guide. How do the two compair. Is it usefull?
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adaMada
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"The Iron" Stadium, Ubergorsk, Apolytonia (C3DG)
Mar 2000 time: 00:15
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quote: Originally posted by Wittlich
I am so happy that we will be able to "upgrade" units instead of just disbanding them or having a warrior running around my civ in the year 2020! |
i totally agree -- i run a perfectionist nation, and there's NOTHING worse than not being able to upgrade. I mean, the ability to upgrade is really really helpful.
Does anyone know how this is implemented (i'm sure this has been answered somewhere else, but i haven't heard an answer, so...)? Can you, on a unit-by-unit level, choose what to upgrade and when to upgrade it? Also, can you choose what to upgrade to (within reason -- no sense in upgrading an infantry to a tank, but there's lots of sense in being able to upgrade an infantry to a marine OR a commando -- just two examples, can't think of any real units to use ). Thanks in advance...
-- adaMada
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Cluk
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quote: Originally posted by Döbeln_2001
If I'm not mistaken, it takes 1 turn for an ICBM to hit, so your enemy will have plenty of time to launch a counterstrike. |
"Sir, the Russians have launched a missile at Chicago!"
"Good thing we can move our 11 Modern Armor and 7 Mech Infantry out to the fortresses 2 squares away!"
ICBMs are supposed to be too fast for a meaningful response... ah well, I suppose this is the price of a better game.
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Andrew1999
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quote: Originally posted by adaMada
i totally agree -- i run a perfectionist nation, and there's NOTHING worse than not being able to upgrade. I mean, the ability to upgrade is really really helpful.
Does anyone know how this is implemented (i'm sure this has been answered somewhere else, but i haven't heard an answer, so...)? Can you, on a unit-by-unit level, choose what to upgrade and when to upgrade it? Also, can you choose what to upgrade to (within reason -- no sense in upgrading an infantry to a tank, but there's lots of sense in being able to upgrade an infantry to a marine OR a commando -- just two examples, can't think of any real units to use ). Thanks in advance...
-- adaMada |
Each unit has a type it upgrades to. You can do the units individually or upgrade an entire class at once. Not every type can be upgraded though--for example, you can't make the jump from Cavalry to Tanks.
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khassani
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Does anyone know if the stealth aircrafts in CivIII actually have stealth (kinda like an air version of submarines) or are they still just upgraded planes?
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