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Minmaster
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So Cal
Nov 2001 time: 21:17
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i miss irrigating to farmland option. i wish we can get more population cuz my cities max out pretty early. and after recycling centers and mass transit, the workers dont really have anything to do. it would make good use of those slaves.
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Lancer
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Oregon Coast, USA! or Bohol, Philippines!
Apr 1999 time: 05:17
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Railroad replaced farmland. Build a railroad and you get additional food production from your land. This makes the map look just horrible of course...
I miss farmland too.
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Minmaster
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So Cal
Nov 2001 time: 21:17
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yea, when i said my city population max out too early, i meant with railroads.
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Minmaster
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So Cal
Nov 2001 time: 21:17
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see, the problem is, when i play civ3, i build my empire tightly, with cities not far from each other and the capitol to avoid rampant corruption. mosts cities have some overlapping tiles and thats why my city population gets max'd out early. in civ2 i just built cities avoiding overlapping tiles to get max growth. in civ3, i haven't really gotten cities in the size of 30's.
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Libertarian
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That's right. Plus, you can play on a tiny map, using a strategy you don't like, and making tweaks in the editor that you can test for balance over the next several months.
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SixArmedMan
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Toronto, Canada.
Jan 1970 time: 00:17
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Wow! It's like playtesting the beta version of a game six months ahead of its release date! For free! Where do I sign up????
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Libertarian
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Consider yourself fortunate. You've managed always to stop just short of Dante's Hell.
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Libertarian
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quote: Why move a bunch of individual units when you can put them in a Army and move those instead. |
Well, there's a few problems with it. For one thing, you can't use it to move workers. And for another, armies are like roach motels: you can check in, but you can't check out. Plus, you lose special unit abilities, like repeat attacks. And then, there's the fact that they require Leaders, which can be more rare than a Firaxian on Apolyton.
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Minmaster
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So Cal
Nov 2001 time: 21:17
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what is this TPTB?
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Willem
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Canada
Dec 2001 time: 00:17
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quote: Originally posted by Libertarian
Well, there's a few problems with it. For one thing, you can't use it to move workers. And for another, armies are like roach motels: you can check in, but you can't check out. Plus, you lose special unit abilities, like repeat attacks. And then, there's the fact that they require Leaders, which can be more rare than a Firaxian on Apolyton. |
No it doesn't work for Workers, however there are ways around your other points.
If the Army has the Unload flag set, it's possible to unload units from it.
Granted there is a loss of special ability, but that's not a problem if you use only foot soldiers, and just use those other units for special tactics.
No you don't need a leader. All you need is the flag on a small wonder checked that allows for creating an Army without one. You could make Military Academy available very early in the game, have the flag set so that it doesn't require a victorious army, then add the Build Larger Army flag to any Small Wonder that comes along after that. Everytime you build one, it will increase the size of your Army by one. (This is something I haven't personally tested yet, though someone told me it works.)
I just had a count, there's 10 small wonders, 1 of which isn't a sure thing.
That means it's possible to increase the base size of the Army by 9 units (Military Academy can also have the Build Larger Army checked). So you increase the base number to 4, change the number of cities required to 1, maybe reduce the cost by half, and you could have a bunch of 13 unit armies moving around the map by the endgame, rather than a bunch of individual units.
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Libertarian
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Goodness. It's hard to decide which is more trouble. Ten small wonders, eh. I reckon if you can have ten cities productive enough to build them while still having enough productive cities to build units, it might be worth a try.
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paulmagusnet
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Boulder Creek,CA,USA
Nov 2000 time: 05:17
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I had a simpler solution, I deleted the game from my disk and began playing Imperialism II again.
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Daveraver
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State of Confusion
Nov 2001 time: 00:17
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There is no farmland for the same reason there is no terraforming and somewhere around thirteen useless techs in the modern age:
The game was released two or three months early.
I happen to prescribe to the school of thought that the game was made chronologically, why else would the early game be so fun, and the late game a practice in mind numbing mouse clicking?
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RickBlaine
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The modern era certainly seems to suffer from insufficient (or any) play testing. Assuming you want to play the game to a conclusion and enable a spaceship victory (and I bet that is a far more common type of victory in Civ3 than world conquest), the SS techs come far too early, and the SS components are far too easy to build. This makes the techs, improvements, wonders, and units that come later really irrelevant. And the SS builds so quickly, that there is little time to use even those modern era advances gained before launch. (The diplomatic victory, of course, is even worse, since the game lacks the SMAClike complexity in its diplomatic model to make this much more than arbitrary.)
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Libertarian
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quote: I happen to [subscribe] to the school of thought that the game was made chronologically, why else would the early game be so fun, and the late game a practice in mind numbing mouse clicking? |
What an apt description! The last game I played, I finally stopped after dismissing the Domestic Nag several dozen times with her moronic reminders about hospitals. I stared at the screen, dreading the prospect of moving my workers. Yet again.
I decided that I'd rather spend an evening at dinner with Jesse Helms than continue with this game. What a shame. One more turn? Please, no!
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DrFell
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It's funny that in the civ2 manual they mentioned how ugly the railroad covered maps were in civ1 and how they'd introduced farmland, superhighways, etc. to better balance city development. Then when civ3 comes out, suprise suprise, it's gone again, once again the game rules are compromised because of a crap AI. I was really shocked when I heard that, almost as shocked as I was when I heard mp wasn't an option. Another step in the wrong direction IMHO.
'I have had a city up to size 37, but it starved back down to size 36. Had a city up to size 63 in Civ 2'
You can actually get cities up to size 127 in civ2 without any rules modifications, using the food caravan trick. It's useless to have cities that size though, as any specialists over the 16th are elvises with no effect on the city.
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