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Darkworld Ark
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of the Capitalists
May 2002 time: 05:19
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quote: Originally posted by alexman
This is my guess on Maritime civs:
Vikings (+militaristic)
Spain (+religious)
Korea (+industrious)
Carthage (+commercial)
Maybe change it to expantionist
Greece (+scientific)
Keep it as is
England (+expansionist)
I'd go with Commercial & Maritime
The new scientific + commercial civ instead of Greece would be the Arabs.
I wouldn't say that the Arabs were that scientificaly advanced, although I don't know much about the Arabs
The new expansionist + commercial civ instead of England would be the Inkas.
Commercial maybe, expantionist, no. (I'd go with industrious, that's how they made their system of roads though the Andees.
In addition:
Celts: Religious + ?
Mongols: Militaristic + expansionist
Sounds about right
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dunk
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Philadelphia, PA
Mar 2002 time: 00:19
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quote: Originally posted by UberKruX
logically, there should be more traits, and ideally, we'd be able to add our own traits, but this is FIRAXIS we're talking about... |
Ideally, sure.
Please tell us how that could be done.
Let's say I want to create Maritime as a new trait. I want these civs to have 1 extra move for their ships, an extra trade on coastal tiles, and half price harbors. I know you're one of the "Civ III is Poop" people, but how in the world are they going to anticipate what we want as civ traits? How could they code that in?
Let's say I would like to make Agricultural. Hmm.. One extra food on grassland tiles, 1 extra food in cities over size 6, and 2x speed irrigation. How do they make it so I can do that?
I would like to see new civ traits to reduce the trait copies.
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Inverse Icarus
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flying too low to the ground
May 2001 time: 00:19
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quote: Originally posted by Spiffor
I'm thinking, and I don't see how such a thing is possible. I agree with Stuie : an editable trait would be very limited, as the ability to edit buildings is very limited : you have a set of options, and you mix & match them. If you want to have something else than a simple mix&match, it's a matter of programming, or Firaxis must have an infinite imagination (and development time) to satisfy the infinite imagination of the fans. Some developers who barely have time to think about this cannot match the imagination of thousands of fans, in which there are people who think whole days about what a new trait could be. |
you could make it rather simple, for example you have a bunch of dropdown menus, for example + [variable] trade, or + [variable] production.
i'm fairly sure the structures are split into categories already (religious, scientific etc) so i'm sure they could tack on several "types" per each structure, ie a harbor being both maritime and commercial.
another useful thing would be a way to start a civ with a unit (ie expansionists with explorers).
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Jethro83
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Newcastle, Australia
Mar 2002 time: 15:19
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Maritime, Agricultural and Urban. Those are traits I'd want to see if possible. But I don't think that there will be any new traits added.
And being able to create traits would be a great idea, as there needs to be more options to this game. More options, means more replayability. How else do you think Half-Life is still huge after all these years?
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KaiserIsak
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of Isakistan Empire
Oct 2000 time: 05:19
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The incas cant be commecrial, in te inca empire there were nothing like trade. People owned everything togheter and the state gave them what they needed. No trade were needed.
They should maybe be reigious instead, or militaristic.
btw i can understand why the americas are not religious and militaristic.
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