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The Andy-Man
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Tory Party of 'Poly
Jul 2001 time: 05:18
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When Civ3 was first released, and the feature that you cannot rush by wonders, i though 'hey, good idea!'. Then it was annouynced Great Leaders could 'Well, OK' i thought to myself.
but after playing it, i realise that it sux. You only get a GL if you fight wars, i dont want to. There is no way to fight AI production bonuses, and with AI tech trading, u never get the tech first and thus never get the wonder. And having Great leaders Able to rush build only benefits warmongeres.
And another thing, with this silly corruption, you need the FP, you need it as far away from the Palace as poss if you are on a peninsular, to get the best benefit. Basically, you need it in a city that produces 1sheild per turn. that 200 turns, HALF THE GAME!! Unless, and here is the cunning bit, you have a great leader!!!
In Civ2, rush buying was done to beat the AI to a wonder, and to get the benefits quicker, this is some how exploiting the AI. But, dont you think credit should be given to the fact a player has built such a fine infastructure, he can AFFORD to buy it? Letting people rush buy would be a great insentive to make money, and not have a breaking even buget (0 gold per turn) just to maximise science output.
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Technoron
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quote: In Civ2, rush buying was done to beat the AI to a wonder, and to get the benefits quicker, this is some how exploiting the AI. But, dont you think credit should be given to the fact a player has built such a fine infastructure, he can AFFORD to buy it? Letting people rush buy would be a great insentive to make money, and not have a breaking even buget (0 gold per turn) just to maximise science output. |
mmmm. I'll buy into that. But only if the AI had enough understanding to rush a wonder too. Oh, if I could count the times I've robbed the AI with last-turn rushes.
I never understood why I could prevent the AI from building something on its turn just by artificially filling my production box on my turn. After all, I hadn't actually BUILT it yet.
*shrug*
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Blaupanzer
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Fairfax, VA
Oct 2000 time: 00:18
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Andy Man, we've already had this discussion once. The whole concept of racing to build Wonders is artificial as hell, so learn these rules and play the game. If you don't like getting beat, don't race. If you have a great leader, use him to get whatever's available. Don't try to use reason to "fix" a silly, unreasonable, and arbitrary set of rules.
Ditto about prior discussion related to the FP. Live with it; work your way around it; or ignore it. But sugesting it takes too long to build something with no corresponding RL fact, is utter drivel. Since no such thing ever existed on earth (the "real" FP is in Beijing, you'll note), how long it should take to build is up to the game designers. In other words, go out and kick butt to get a GL, take your 200 turns, or don't build it. But don't whine about it, we're all subject to the same rules. 
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:18
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quote: Originally posted by The Andy-Man
(which is silly, i can see why you should give the AI bonuses to make it harder, but production is very important, and the AI should have even do's with the human on this one - surly it isnt that hard to tell the AI which sqaures in the city radius are good to boost production ie. build a mine on the mountaun - its already there for the human govounour). |
Well, I think the default terrain improvement (like if you just hit shift+A and let your workers do their own thing) is bad. All they do is irrigate half the squares and mine the other half (plains/grassland, clearly they mine mts and hills). The problem here is that your cities will hit pop 12 and stop for a long time (until sanitation). I do a lot more mining than the AI, such that all my cities hit 12 with either zero or 1 surplus food. Maximum production. I then have to tweak things once railroads are build (they increase food output on irrigated squares) and then again once I start building hospitals (once to irrigate some squares and get the city to grow, and then one last time to change back to mines so it stops growing around size 17-18).
Basically, I maximize production in a way the AI is not programmed to. That's part of the reason I beat it to Wonders most of the time. So it does need some help. The fact is that the Civ III AI, despite improvements, is still pretty dumb. That's not a knock on Soren - an AI for a game as complex as Civ that lives up to the "I" is a long, long way off.
-Arrian
-Arrian
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Captain
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by Divine Right
May 2001 time: 00:18
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Is it possible to change all the large wonders into small wonders?
I've never understood why if one country builds something, another can't duplicate it? I admit that being the first to do so should have a big bonus (like a culture bump of 200 points or something), but why not being allowed to build it at all?
If they were all small wonders, then we wouldn't have to worry about humans exploiting AI stupidity. The AI wouldn't waste shields a la civ 2 style, and peaceful builders wouldn't be crippled a la civ 3 style. It doesn't remove any "strategic depth" while it does allow the AI to play better.
one more thing, since all wonders are now possible, the overall cultural victory isn't any easier since IIRC you have to have 2x the culture of your nearest rival to win.
The only question now is, can the AI handle it?
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if you want to prevent everyone from building all the wonders, just have the benefits split amongst the number of identical wonders in the world. It would hurt the existing civ's who built it already, but once there's three already built and receiving 1/3 bonus, would you really want to build another for 1/4 of the benefits? (see, the decrease to existing civs benefits slows down .5, .33, .25, .167, .14, .125 whereas the incentive for building them decreases rapidly.) First civ to build it would still have the one-time bonus for being the first.
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nato
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West Unite
Aug 2001 time: 00:18
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quote: And another thing, with this silly corruption, you need the FP, you need it as far away from the Palace as poss if you are on a peninsular, to get the best benefit. Basically, you need it in a city that produces 1sheild per turn. that 200 turns, HALF THE GAME!! Unless, and here is the cunning bit, you have a great leader!!!
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That is the exact reason I like my idea to reduce FP cost to around 30 shields.
It can only be built once, so it can't be abused like the Palace. It lets builders set up their empire without forcing them to go to war for a leader.
I know it is radical, and seems like it is making the game too easy, but I think it is actually good for the game.
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Willem
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Canada
Dec 2001 time: 00:18
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quote: Originally posted by The Andy-Man
but willem, for some reason that would feel like cheating, i may aswell have every unit unmarked, and just play like that..... |
If you do it right, it actually makes the game more interesting. It at least gives me something to do with my troops when peace breaks out. The key is to find a good balance for those units in the game. You want them to be less damaging and more expensive than your regular forces so they don't become all powerful. And there is a price to pay diplomatically as well. The minute you use them against a civ, they become hostile.
I've been playing with some in my game for quite awhile now, and I can't say they've given me that much of an advantage over the AI. I can wipe out the odd border town, and capture stray workers, but for the most part they get their ass wiped whenever they come across a decent unit, who always attack immediately. This is especially true when I'm up against the Samurai. They can wipe out a stack of them in no time, and it usually takes three of my "rebels" to take out one of them.
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Bane Star
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Adelaide, Australia
Sep 2000 time: 14:48
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I'm allways on the lookout for Ideas for My Modding, thankyou to everyone heres, cause it sparked this Idea: The following Ideas:
Wonders: Ok True making the wonder first should Give the bonuses, but also why cant another race make a duplicate for similar benefits.... Well heres the easy, I'm making a 'smaller' wonder for each of the Major wonders that gain the same benefit, but cost slightly more, or at the same cost but a slight reduction in its bonus (to allow the first one to be authentic/special for the player who built it)
FP: the problem I found (and many others have had thier winge) is the corruption based on distance... Well I'll be adding a series of FP's each based on a reduction of corruption, things like major temples, centres of religeon, FBI, TV, Internet (since allot of corruption and waste (for distance reasons) is based on the transfer of information from one city to the next on changing laws, rules and who's who.
Leaders: A culture based leader, theres is a check box for the small wonder that gives a leader, So by 'adding' a few cultural small wonders that would enable/give a leader, based on the person themselves... I.E. thomas edison maybe??
One small point I have to make (I'm sure you've heard it all before) Is that until the last 50 years for western society, Most of civilisations in Real Life have been war-based, war-mongering. So to try and build a culture that is totally peaceful and yet remain at the forefront Is unrealistic at best.
Even the Swiss have the Swiss Army Knife
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Willem
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Canada
Dec 2001 time: 00:18
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quote: Originally posted by Bane Star
Wonders: Ok True making the wonder first should Give the bonuses, but also why cant another race make a duplicate for similar benefits.... Well heres the easy, I'm making a 'smaller' wonder for each of the Major wonders that gain the same benefit, but cost slightly more, or at the same cost but a slight reduction in its bonus (to allow the first one to be authentic/special for the player who built it
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A couple of things about your ideas:
First off, I may be misunderstanding you here, but you can't have a Small Wonder that has the same effects that a Great Wonder has. The two areas can't be combined, it's one or the other.
quote:
FP: the problem I found (and many others have had thier winge) is the corruption based on distance... Well I'll be adding a series of FP's each based on a reduction of corruption, things like major temples, centres of religeon, FBI, TV, Internet (since allot of corruption and waste (for distance reasons) is based on the transfer of information from one city to the next on changing laws, rules and who's who.
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You're definitely heading into overkill here. I now have 5 versions of the FP in my game, and I find that's more than I need to maintain a rather large empire.
quote:
Leaders: A culture based leader, theres is a check box for the small wonder that gives a leader, So by 'adding' a few cultural small wonders that would enable/give a leader, based on the person themselves... I.E. thomas edison maybe??
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I think you misunderstand here. That check box doesn't mean the building gives you a Leader, it only improves your chances of getting one in battle.
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aahz_capone
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The Hague
Feb 2002 time: 06:18
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Coincidentaly the Swiss finaly decided to join the UN yesterday by referendum (Now if ONLY the UN wonder was more like in SMAC etc etc see many other threads).
But BACK to the point, I totally agree with the annoyingness of warmongers only getting leaders and a system or mod that could create leaders on basis of culture I'd love, as I actually DO like the idea of leaders existing in a game like civ (for armies and for production).
On the FP subject, coudln't the problem be fixed by just making all small wonders rushable? It would keep the Big wonders unique, and even though I find Captain's idea about all wonders being small as well thought out, I think it kills some of the game in that every civ should be as unique as possible. It also makes sence that small wonders are rushable: no one can pay enough to build the pyramids in one turn, but honestly how hard is it to build a military academy?
Also, I have a problem/revelation/conundrum about the placing of the FP, that maybe y'all could help me with (there's probably no answer though). I too put the forbidden palace as far as possible fro the capital, but in recent games I find that wwhen I build it it is a waste as I have such a young and thusly small civ. Only by the time I'm building infantry and cavalry and I turn from a mild mannered builder and culture buff into a raving warmongering megalomaniac do I find it useful to have a FP as my civ then spands continents. You see what I'm getting too? By then the FP is relatively close to the Palace and corruption stays strife in the far off places. I often end up using a leader to build it by around 1950 far off in the boonies, but recently leades have been few and far between (1.17f?). So my problem is this: do you have any other strategies to deal with the FP being in the wrong place at the wrong time? It's not like I can sell the old one and build it someplace new every 400 years... (idea?)
Oh, and I also miss the camals and other wonder helping units in old civ games and smac.
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Spatzimaus
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The problem with the Forbidden Palace, I think, is that it's just too important. You only get one, and if placed far from your capital, effectively doubles the industrial, economic, and scientific abilities of your empire.
But, as your empire expands and you switch to less corrupt governments, the distance starts becoming too small. Under Despotism the distance might have been enough to give total corruption, but under Democracy that distance might only be 50%. This penalizes large empires, which is fine, but a small "builder" empire should be able to use buildings like the FP to practically guarantee full production in the entire empire.
There are just too few corruption-reducing buildings/wonders, just like there are too few buildings that raise/lower pollution. It becomes an all-or-nothing thing. They changed the Police Station to reduce corruption, and that helped, but it doesn't change the basic problem. How many times have you captured an enemy capital (or the rare city that can make the Iron Works), but it's too far from your capital to ever be productive?
Not that it's a complete solution, but like some other people here I've added some FP-type Small Wonders, one for each era. I just picked random things from history, use whatever you want, but it helps if the later ones have some sort of building prerequisite (trust me).
FP: cost 300, at Philosophy, Industrious
Taj Mahal: cost 400, at Theology, Religious, requires a Cathedral
Statue of Liberty: cost 500, at Industrialization, Expansionist, requires a Harbor
Arc d'Triumph: cost 600, at Motorized Transportation, Militaristic, requires two victorious armies.
I wouldn't go much more than this. Now, the exact placing of the FP isn't as important, because as time goes on you'll have more options. They're still really expensive, so it still benefits the attacking players with their Leaders, but it's actually cheap enough that the later ones can be built normally. If you want to favor nonaggressive people, cut the prices down.
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The Thinker
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quote: Originally posted by Chronus
Well, not exactly.
Your city will grow which will produce more shields. The nature of corruption on the far flung cities limits this to one shield. To combat this, build a courthouse by rush buying or rush popping. |
Hmm, yes I could buy a temple, a cathedral, a coliseum, an aquaduct, a hospital, a factory, a courthouse and a Police station, irrigate, railroad then ship in workers to build up the size of the city, I might get two shields.
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DrFell
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I fight wars nearly constantly until I carve out a nice big empire for myself AND get myself a forbidden palace GL (and hopefully a couple more leaders). It seems silly having to start a war over a GL but it's neccessary, it's not worth waiting for the palace to be completed, especially on deity level where the game is over pretty quickly. 200 shields with no way of rushing is just too much. I think that at the least they should bring back BUYING wonders with cash, because it's a shame I have to play this 100% aggressive way until the game gives me what I want.
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