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ravagon
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Australia
Sep 1999 time: 13:18
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Case is working on a "Cruel Sea" type scenario specifically for MP.
Check the thread "would anybody be interested in this?" in the Sleague forum.
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-Jrabbit
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of the Electronic Egyptians
Feb 2002 time: 23:18
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Not MP specific, but another couple thoughts on caravans...
Historically, the notion of caravans is tied specifically to trade. There was significant risk that your caravan could be lost (high seas, barbs, starvation, whatever), and further risk that your goods would not bring a good price. So...
1. Why not randomize the caravan payoff schedule, or at least introduce a significant risk factor (maybe like when a trireme leaves the coast)? I also feel that when a caravan is parked in a city (waiting to build a WOW) that there should be an upkeep cost in the host city.
2. Instead of allowing a caravan loaded with, say silk or food, to opt for Wonder construction instead of trade, why not force a commitment to the WOW by requiring the player to load a dedicated resource ("raw materials" or maybe even "workers") on board? If the WOW is lost, these materials could be reallocated to other city improvements. This would eliminate the (ridiculous IMHO) notion that (for example) a caravan full of cloth could make a meaningful contribution toward building of the Pyramids.
3. Easier perhaps -- Instead of allowing use of caravans to contribute 100% toward a Wonder, why not just reduce that percentage?
Don't get me wrong, I love caravans. But their abilities are clearly way out of proportion to thier cost. I'm certain this has been discussed to death in the past, but that's the price you pay when a newbie takes an interest.
guess I'm up to 4 cents...
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Frank Johnson
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Houston, TX
Jan 1970 time: 23:18
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Hm well....let me ask this. Most people seem to think that diplos and caravans are too powerful. I tend to agree.
So if we were going to make an MP mod, how much would you hinder these units?
We can increase the cost of diplos, or reduce their movement, or both.
We can increase the cost of caravans, which does something for the trade equasion, but not wonder hording.
Also, if we go this far and address game play issues, do we want to address historical, or realistic concearns too? Or just add more flavor to the game with additon units where there are some whole? What units would you add, what techs?
Personally - I'd increase the cost of diplos to 60. This way, every diplo you sucicide trying to take out those walls could have been another attack unit (or 1.5!) Another option is to leave the cost and reduce movement to 1, or a combo.
I'd add a 0 attack costal trade vessal with map making and boost trireams attack power to show its war side. Some new ship could be added with seafaring. Magnetism should be altered to allow it to be introduced earlier so it is futher away from steam engine.
I'd make cannons appear with gunpowder, and switch metagulry to firearms and make that the requirement for muskteers. This will add a renianse war period where attack with the new cannons is possible. To counter it we could add a military unit with invention, like longbow man, which is 4/3/1 1/1 30......knights and crusaders wont tell the difference from pikemen, but these might do a bit better against cannons untill musketeers.
I'd take out apline troops. Infantry would be introduced with machine tools. Gives its a more WW1 feel. Infantry 6/5/1 2/1 50.
Marines would get apline instead (then maybe someone will build them)
Jet aviation should be added in between rocketry and space flight. By the values for stealth units would be bumped up a bit so the jet units can fit inbetween.
Late game.......suggestions? Howies rule the feild, however I guess thats the idea for late game. Maybe the structure can be worked out a bit better, labor union is too late in the tech tree, and a silly advance for mech infantry. Some form of mech inf should be available with Automobile, but maybe not at full strength since tanks havent even appeared yet. Maybe just a mobile infantry with def still at 5, but no third hit point. I don't know what labor union is going to be useful for. I maybe Women's Sufferage should be moved back to this advance....it might put it in the right era, instead of with industrialization.
Also the mech inf tend to make armor a weak player too early in the game, when it was the main force in alot of wars and arguably still is. I just think a modern armor unit like civ3 is just to generalized....modern armies are hard to represent because they never travel outside of their combined arms package. That reminds me, combined arms sucks paratroopers should come with advanced flight. Maybe combined arms can be given a better unit........
Basicly the mech infantry unit we have in the game now needs to come later, maybe laser, plastics, or miniturization...any way those are all more realistic advances than "labor union". if those are later....and maybe the howitzer solution can be solved, but I think its needed as an end game unit. Dont like it? Forest your city squares.
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ravagon
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Australia
Sep 1999 time: 13:18
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quote: Originally posted by Frank Johnson
Caravan cost can be increased, however this does nothing for the wonder hording.
We all know how the bonus system favors early trading. Why not really jack up the cost of early caravans? We could make them 100 with trade, then maybe 80 with banking, 60 with ecomonics, then freight would come with corp. That might be interesting twist on trade.
Everything else, are essientally game bugs or human work arounds we cant do anything about! |
Caravan cost could be increased to some odd number (120 maybe?) such that rushing a 300-shield wonder will waste 60 shields as well as requiring 3 cities to spend a lot of turns building them rather than a 6 or so cities building one each in much less time.
For preventing this in early wonders, trade could be moved up in the tech tree - post gunpowder maybe - it doesn't necessarily have to make sense.
That, or simply use a house rule that caravans cannot be disbanded to rush wonders.
How would you change a caravans cost? Obsolescency and the use of additional unit slots?
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ravagon
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Australia
Sep 1999 time: 13:18
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quote: Originally posted by -Jrabbit
Of course, if hoarding is the real problem, just eliminate the Help Build wonder function. Let people just build-and-disband at 50 percent like any other unit.
The other wonder-related problem I see is the near-auto destruction of a nearly-completed wonder by spies. could this be made more difficult (change success chance)?
Spies with nukes seems to be another incredibly cheap and powerful feature. IMHO this should be eliminated from all versions of Civ2. |
Your first point here doesn't work I'm afraid. Caravans/Freight render up their full shield cost when disbanding. Only way to prevent it is pretty much by house rule.
Sabotage of production queues (or the difficulty thereof) can't be altered by any means except via hacking. House rules might be applied of course for non AI's.
Lastly, the only way to remove the plant nuke option from a spy's special ability list is to remove that and everything else below it (I forget where that appears in the options).
Alternatively one could simply disable either nukes (Via manhatten wonder being unbuildable) or spies (remove unit).
Again though, house rules may simply be the best way around this for the non AI players.
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