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Worthingtons
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Pride Park,Derby
Jan 2002 time: 05:17
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And Romans, means Warriors (which we all produce to start with) can be upgraded to Legions
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Ironikinit
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Aeson, the readme is in a sticky thread in general over at CivFanatics.
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solo
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Lowell, MA USA
Jan 2001 time: 05:17
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I can't see anything but improvements to the game with this newest patch. A few major exploits that distorted the game have been removed and many player complaints have been addressed by several of the changes. Best are several fixes relieving players of some tedium characteristic of previous versions.
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Allemand
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Olympia
Feb 2000 time: 05:17
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But a Legionary can't be promoted, can it?
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Arathorn
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Illinois
Jan 2002 time: 23:17
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I think a fair bit of reassessment is going to be required after the patch. I know I personally need to play with it for a while before I can determine how much it changes my strategy.
Some things are only vaguely described by the patch notes. Only experimentation will tell us about ....
- a die roll for fast unit retreat
OK, how likely is it? 90%? 30%? Depends on terrain? What? Without knowing this, it's hard to give an impact on strategy.
- pop-rush eliminated for despotic
How, exactly? Does it just mean an extra MP in each city I poprush? The explanations given just don't make much sense to me.
Can I still poprush ad infinitum and then disband the city?
- enough military prevents culture flips
What is "enough"? Is it one per pop unit? Two per pop unit? One for every two pop? What? This was actually true before, it's just that "enough" was probably in the 200 range, since military was such a small factor.
- elimination of size six strategy
How, exactly? Does it still work if I have 20 extra food? Do I have no food after a worker build? Is it half the size 6 food box? Is pop growth checking before builds now?
- fixed AI bug with giving value to worthless tech
What is "worthless tech"? Free Artistry after Shakespeare's has been built? Sure. Is Physics "worthless", though? How will this affect the "pope" strategy of tech brokering?
Are there other changes hidden in some of the words? Quite possibly (and probably unintentionally. I'd hate to make a real quick list of all the changes in a set of code).
I expect to see a review of a lot of strategies once the patch has been played with for a few days to get a better evaluation.
My $.02,
Arathorn
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Aeson
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orangesoda
Nov 2001 time: 22:17
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When you upgrade your elites they become veterans right?
quote: Originally posted by Soren Johnson Firaxis
I just wanted to clarify a few issues.
First, pop rushing has not been eliminated. A few change, however, have been made. You can not sacrifice over half the population of you city anymore. Also, city unhappiness can "go negative," which means if your city has 1 citizen and 4 have been sacrificed recently, you will need 4 happiness points (from temples, luxuries, military units, whatever...) to keep that 1 citizen from being unhappy. In previous versions, just having a spearman in the city was enough to keep that 1 citizen content, even if you had sacrificed an infinite number of citizens.
Second, the AI will no longer trade techs during your turn. |
I haven't applied the patch yet, as I wanted to finish my current game first, so forgive me if these are mute points.
Has anyone tried pop rushing using a city with 1 entertainer and adding workers right before applying the rush? It would seem that a size 2 to 1 rush is still possible (50%), and that your size 1 city could just make its only citizen an entertainer to deal with happiness problems. This would allow for pop rushing to be self sustaining even with the patch. Razing cities for captured workers would become even more of a priority. Also in some instances (+5 food, +5 shield cities) a two turn worker factory could still be set up, to pair with an 'entertainer' military camp. This would result in 4 turn military camps (2 turns x 2 cities), which is on par with the average rate a pop rushing city could sustain prepatch.
The tech trading part should make it much easier to catch up to the AI. Soren later went on to say that the AI no longer trades anything during the players turn (maps, resources, or tech), but just trades more aggressively on its own turn.
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Ironwood
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Fresno, CA
Oct 2001 time: 21:17
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You know, I've seen a lot of posts talking about the new advantage for religeous civilizations, but I've also read both the readme for the patch and the announcement over at CivFanatics. What is this new advantage for religeous civs everyone's talking about?
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Worthingtons
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Pride Park,Derby
Jan 2002 time: 05:17
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Iron, Religious Civ's only have one Turn of Anarchy, and since Switching Govt's earlier is so important now, it makes them better.
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