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Jer8m8
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Long Island, NY, America
Nov 2000 time: 00:12
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People have discussed starting as nomadic tribes. I suggest starting as a "nomads" unit. As you forage around, you occasionally will gain techs like "fire," "clubs" and "basic tools". Also, tribes will have pop numbers and will split after 10(tentative). After 4000 BC, if you have the right techs, you will be allowed to turn one or all of your nomad units into villages, from which you would have to research roads, irrigation and mining. Also, settlers shouldn't be able to farm-they should just build cities. Maybe "workers" would irrigate and build roads
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QW1020
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The nomadic idea is good, but here are some modifications.
You should start with 1 nomads unit. It should move automaticaly to show that it is following the supply of food. When you reach a good site, a message will appear saying that the people have found a good place to settle. All of your nomads would form a single village. Also, while the nomads are wandering you should be able to aquire more nomads at random. Nomadic techs would all be survival based such as fire or spears.
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Diablo, Bro. of Mephisto
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Salt Lake City, USA
Oct 2000 time: 05:12
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THis is an interesting idea, Ribb is right though, without agriculture, a village would not survive.
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Deity Dude
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Westland, Michigan
Aug 2000 time: 00:12
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Ribb - I love your tech tree good job. i like the nomda concept. what year would your civ start - probably around 10,000bc.
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Tical_2000
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This is an enlightened idea that has produced a good discussion but here's THE QUESTION: How does this idea make the game more fun? I'm assuming you would be 'nomadding' around for only a few turns then you would eventually want to settle to play the actual game. And what's the difference between this and what civ has now? You begin with a settler, you found a city, and within a few turns you have units for exploration. Everything seems good here. My point you ask? My point is WHY FIX SOMETHING THAT ISN'T BROKEN???
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