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gachnar
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Arlington, VA
Nov 2001 time: 00:16
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Oh. Just to make sure everyone knows:
I feel this is actually a great idea.
I disliked the idea of Capital-Jumping to accomplish culture conquests.
This is just a nice piece of evidence that such tactics are very clearly dead. I can't imagine the production powerhouses needed to pop out a late-game palace in a sizeable civ.
This isn't a complaint.
Its me laughing at one (munchkinish, IMHO) tactic thats been squelched by the guys at Firaxis.
I just checked, and my most productive city (Eridu) can pump out a Palace in 141 turns. At AD 1440, that will put me pretty close to the end of the game. Well, with railroads and if I get a factory built soon, get Hoover built nearby, perhaps I could get it out by 1900. But probably couldn't move it more than twice before the game ends.
If I knew how far away Hunt Valley (I think thats where Dan and Soren say they're from) was, and it was within my operational range, I'd drop off some beer, or perhaps Coke (the juice of life). Something to say: "Good job" and get a collective laugh at the Capital-hopping players.
Likewise for IFE.
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Asharak
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Ottawa, ON, Canada
Nov 2001 time: 00:16
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Now that I understand what you're saying, I still agree with most of it.
I agree that capital-jumping is a bit of a silly tactic, one that, if considered realistically, wouldn't really work. After all, once a neighbour has moved their capital 4 or 5 times, does it really become all that significant where it is NOW? You know it's gonna move... so who cares? At least, that's how I'd think of it if I were a neighbouring citizen.
A genuine question, though -- what happens if your capital is captured or razed? Is it still cheap to build a new one, does anyone know? I could see this being pretty crippling if you have to wait 100 turns to replace a lost palace...
And if Firaxis' intent was to make nullify the palace-jumping strategy, why'd they just make it prohibitively expensive? Why not simply remove the option in certain situations? Obviously, it can't be removed completely, since there are legimitate reasons to move a palace -- corruption, etc. This raises another question, however: is it now going to be extremely difficult to move your palace to combat corruption as you expand in one direction? That seems a little unfair, to me...
Hmmm... dunno about this one. Someone please tell me if I'm just not thinking clearing because it's 2 a.m., I've had too little sleep, and I've got a cold... can't see how any of those would make a difference, but hey. So -- bright ideas, anyone?
- Ash
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Nero Would
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quote: Originally posted by gachnar
Okay. So I saw that building your palace now depends on how large your empire is (Size of cities, I'm pretty sure).
This can get pretty silly. This shot was taken at about AD 1350. And note that this is one of my higher production cities (a Tier II city if you will, not the zero-corruption wonder factories, but a solid money/support city)
But still. 445 turns to build a palace? The game will be done before that. In another (albeit corruption choked) city, it now claims to take 4000 turns. I am conquering several large nations, so its understandable. But 4000 turns? Should it even be listed?
(NOTE: The guerilla is a test unit. Yes I know lots of people have tried it, but I'm curious too) |
You mention you are running with a mod, so I suspect that you have not picked up the changes that the patch made to building costs (it's in the same file as your guerilla unit). The patch reduces the base cost of the Palace by 75%, so I think the build time would normally have been 112 turns instead of 445 and 1000 instead of 4000 (and yes - that's still a lot).
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Boney
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Thailand
Jan 2001 time: 05:16
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If you are so desperate for a palace relocation why not just wait until you have a hero and send him over to complete it. It would be a waste using all those shields. I always wait for a hero when I neeed to build my 2nd palace.
Anyway have not played with the patch yet, so I don't know about the new corruption levels.
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