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Adagio

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quote: Originally posted by UberKruX
i dont like it for one reason, it would make soem civs too powerful.
the way i see it, certain civs are given units to counterbalance their traits.
examples:
egypt:
Religious and Industrious is nothing to sneeze at...
BUT
their unit is worthless if your near a jungle, mountain range, etc.
babylon:
Religious and Scientific
BUT
their unit is 2-2-1 (Archer) i never liked this unit, some people do, whatever.
i have no idea what they did to england...
anyway, my point is that certain attributes have better long term effects for the game, and units help to compensate. |
Can't seem to follow you here? What has the UU's with Civ specific abilities?
Even if it unbalances the game, it would make the game more interesting (Unless it's unbalanced to your favor), you might end up having a much tougher AI 
And if it really unbalances the game (Because of the UU's), then you also have the ability to turn those off...
And btw, if you don't like it, then just switch it OFF...
All I'm saying here, is I'm tired of playing against the same Civs, with the same specific abilities, in every game...And I don't want to go into the editor every time I want to start a new game...
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Free Enterprise
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S.C., U.S.
Jul 2002 time: 00:20
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Apprently he(?) means a new attribute known as "Maritime". It would apprenatly have something to do with with sea faring.... This sounds excessivly specific though....
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Serb
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Siberia, Communist party of Apolyton
Nov 2001 time: 11:20
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Why not to let a player decide his civ traits during game?
1) No traits at the beggining, every civ are equal.
2) During game depends on player strategy award him with perks.
Example:
I like to be a scientific/commercial. (Scientific- bonus to research points or access to specific, uniqe units, Commercial- bonus to income or access to uniqe commercial buildings (better markets or smt like this))
I should build more markets or liberies. Every such structure gives me one point. When needed amount of points (depends on map's size and difficulty) gained, then I gain perk scientific or commercial.
The same for militaristic-(better units or reduce upkeep)- build more barracks, units, victories in battles.
Expansionist- (less corruption)- build more settlers, naval units, roads.
Industrious-(more production) build workers, factories, etc.
Religious (more happines, loyality or uu such as crusaders)- build more temples, cathidral etc.
Every perk could have disadvantages, f.e if I'm building markets all the time and gain a commercial perk, it means that I create a civ of traders without strong military traditions-> my military units become weaker.
I'm building many military units and gain a Militaristic perk-> I'm creating civ of warriors, with strong military traditions-> to be a trader in my civ is a shame, markets brings less money or require more time to construct. etc.
Also there could be restrictions about number of perks per age, to make game more balanced.
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:20
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hi ,
with at least 8 new civ's on the way , and a total of 31 , their should be at least 4 , maybe 6 new "civ specific abilities" , .....
this combination would allow one to make the civ' more intresting , and we could even give a civ 3 or even 4 "abilities" , ....
have a nice day
Last edited by panag on 12-08-2002 at 01:07
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