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Andreiguy
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this sounds like an interesting idea, but i feel apprehensive abt the "egyptians on desert, spainards on plains thing" ... we're trying to rewrite history, not replay it, however this would be awesome if used in certain situations (scenarios, etc.)
Otherwise, the bonuses sound interesting, but everything needs to be carefully balanced so as to not disrupt the game, it would be hugely difficult to try to balance different terr. bonuses for each civ.
but then again, you could always make a mod!
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Dimorier Maximus
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of Apolyton
May 2001 time: 05:20
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quote: Originally posted by Andreiguy
this sounds like an interesting idea, but i feel apprehensive abt the "egyptians on desert, spainards on plains thing" ... we're trying to rewrite history, not replay it, however this would be awesome if used in certain situations (scenarios, etc.) | I don't see how these bonuses would be replaying history...especially on random maps? 
quote: Otherwise, the bonuses sound interesting, but everything needs to be carefully balanced so as to not disrupt the game, it would be hugely difficult to try to balance different terr. bonuses for each civ.
but then again, you could always make a mod! | I wouldn't mind making a mod...if I had the resources, but the current editor just doesn't allow for things like this. And like I said, if you don't like them, you would be able to turn them off like all the other civ specific things. And heck, it wouldn't be too hard to balance...what is the Hoplite compared to the American F-15? Do you call that balance?
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Andreiguy
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quote: I don't see how these bonuses would be replaying history...especially on random maps? |
This would basically be forcing you to start in a certain way if you choose a certain civ, and just for one feature that turns off, I think that Firaxis wouldn't do it.
quote: I wouldn't mind making a mod...if I had the resources, but the current editor just doesn't allow for things like this. And like I said, if you don't like them, you would be able to turn them off like all the other civ specific things. And heck, it wouldn't be too hard to balance...what is the Hoplite compared to the American F-15? Do you call that balance? |
You can't compare terrain bonuses to UU's. The Hoplite and the F-15 respectively give benefits in their respective eras, and they are balanced. But that's beside the point. I just don't think that this would be something included in a Civ game, because it forces you down a certain path, something that limits replayability.
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Dimorier Maximus
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of Apolyton
May 2001 time: 05:20
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quote: Originally posted by Andreiguy
This would basically be forcing you to start in a certain way if you choose a certain civ, and just for one feature that turns off, I think that Firaxis wouldn't do it. | Kinda like you're forced to get iron if you want to make swordsmen? To bad you can't turn that feature off. Of course, you could make all units require no resources. Civ specific terrain bonuses just make the game more strategic like the resources. Imagine a thriving Egyptian desert city....when you take it with the Vikings, it sucks, because it starves to death under your rule since you don't get +2 food on desert terrain. Or maybe a thriving Viking city up in the Tundra...well, if Egypt took it over, it would suck.
quote: You can't compare terrain bonuses to UU's. The Hoplite and the F-15 respectively give benefits in their respective eras, and they are balanced. But that's beside the point. I just don't think that this would be something included in a Civ game, because it forces you down a certain path, something that limits replayability. | It doesn't limit replayability more than anything else in the game. And you would want to try out all the civs because of their different bonuses. Plus, it would be unbalanced on certain maps...and that is kinda the whole point of it. If you are Egypt, for a challenge, choose wet. If you are Egypt, and you want it easier, choose arid. Get my point? You can sorta choose the difficulty you want if you customize. Or you can go full random and surprise yourself. This feature would be freaking easy for the programmers to add to the game as well.
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GeneralTacticus
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of Melbourne, Australia
Dec 2001 time: 15:20
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quote: You are right, desert is desert, mountains are mountains, hills are hills, but how many civilizations do you know of that farmed mountains? I can think of one off hand. The Incas. Not that we couldn't farm mountains today, but it was a unique skill back in the day. |
Well, no one else NEEDED to farm mountains, they had flat land to farm instead. Also, about the Egyptian desert idea, the Egyptians didn't ge their food from the desert. They got it from the the Flood Plains along the Nile.
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GeneralTacticus
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of Melbourne, Australia
Dec 2001 time: 15:20
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quote: So would the Incas start with this technology? That is actually a good idea, but I'm still liking the terrain bonuses.
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My point was that the bonus be available to anyone who really needs it, not just the Incas. After all, just about anyone who really had to could have done the same.
EDIT: btw, I'm not really against the idea of terrain bonuses, I just think that they should come with techs rather than being Civ-specific.
quote: They proved that their were other ways to be successful besides farming, which is another reason why I think their should be unique terrain bonuses. |
You are probably right, but it would be damn hard to represent the actual Mongol way of life in Civ, considering that it centers around cities and stuff. The Mongols didn't have cities.
Last edited by GeneralTacticus on 02-07-2002 at 05:17
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mwaf
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Helsinki, Finland
Jan 1970 time: 07:20
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I agree with Andreiguy. We're trying to rewrite history, not replay it. Civ-specific terrain bonuses wouldn't be such a good idea in a non-scenario game, i.e. random maps.
Who says the Egyptians has to start near desert and floodplains? What if they (on a random map) start in the middle of a mountain range? What use would they have of their floodplain skills?
However, I don't think the idea of specific skills, is bad, at all. I just don't think they should be hard coded to a specific civ. Instead, perhaps they should be starting-location dependet. For instance, if your starting location provides you with nothing more than mountains and hills, you would after a while master the skill of farming mountains (just as the Incas had to in order to survive).
So according to my suggestion civ specific skills would neither be specified before the map in generated nor be an advance (like GeneralTacticus suggested), instead, it would be a skill compared to farming and road making.
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