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hexagonian is offline hexagonian
King
Gnawing on your mind...
Jun 1999
time: 23:20
  Old Post 07-07-2002 07:35 Visit hexagonian's homepage!
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Venger,

Just curious - as one who was an outspoken critic of civ3, what brought you back now?

After looking at your modwork and what you are trying to accomplish, I would be interested in having a copy of it when it is done. I agree wholeheatedly that the tech whoring is out of whack, even in the few weeks that I have started playing.

It seems to pay to use the strategy to reduce science to next to nothing and simply buy all the tech you need, which seems somewhat counter-intuitive to the whole concept of building your civ through effort. After all, the AI will readily trade with itself, and if you don't, you will fall behind. I can buy a tech in a few turn of raising cash (so why bother researching... and I can also use the cash for other things like upgrading and RBing.)

BTW, has anyone ever increased the cost of all units to reduce the number of military units in the game and cut down on the tedium of warfare, especially in the industrial+ ages?

Seems this would make those units and the placement of those units more critical too. (though railroads tend to give new meaning to the word 'Mobile', and end up cheapening another strategy tactic.)

Last edited by hexagonian on 07-07-2002 at 08:01

Venger is offline Venger
King
Keeper of the Can-O'Whoopass
Jan 1970
time: 23:20
  Old Post 07-07-2002 10:58
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quote:
Originally posted by hexagonian
Venger,

Just curious - as one who was an outspoken critic of civ3, what brought you back now?


As they increase my ability to fix what they screwed up, my interest increases. When I couldn't fix corruption properly and culture flipping and reversion was out of control, I just quit. It's still bad, but getting better, or at least getting to where I can fix more of it.

quote:
It seems to pay to use the strategy to reduce science to next to nothing and simply buy all the tech you need, which seems somewhat counter-intuitive to the whole concept of building your civ through effort. After all, the AI will readily trade with itself, and if you don't, you will fall behind. I can buy a tech in a few turn of raising cash (so why bother researching... and I can also use the cash for other things like upgrading and RBing.)


Exactly - why bother researching, just buy it second hand. You're better off dropping research to zero and just buying your techs. And that, my friends, sucks goat ass.

quote:
BTW, has anyone ever increased the cost of all units to reduce the number of military units in the game and cut down on the tedium of warfare, especially in the industrial+ ages?


No, but then I've never tried to blitz my opponent in one turn either with 80 tanks - that's sorta lame in my book.

quote:
(though railroads tend to give new meaning to the word 'Mobile', and end up cheapening another strategy tactic.)


I almost consider this a bug - infinite movement should be replaced by triple movement on rail at most (Civ2 had this problem as well). No reason that I can circumnavigate the globe on rail in two turns but a boat will take me 20 turns.

Venger

Spiffor is offline Spiffor
Emperor
CPA - Evil Clone brigade
Nov 2001
time: 06:20
  Old Post 07-07-2002 12:48
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quote:
Originally posted by Venger


How did you eliminate contact trading until the middle ages? I don't see where that is in the editor...

Venger

Go in the "tech" tab of the editor, and select writing. Uncheck "enables communication trading". In my mod, I have radio enabling communication trading... I've never traded communications with this

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:20
  Old Post 07-07-2002 17:52
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NYE, I have galleons but so does the AI. They're all way ahead of me in tech still (no coal -no railroads for me, this game is a ***** for a "stay at home builder"). The AI continues to use galleys because it still has a lot of them and it doesnt upgrade its units. Given Sorens and other comments, I think this is either a mod-ed bic (that humans werent told about) or there is some weird effect of emperor level. We know the AI gets more benefits as the level increases, is it possible that this effect is an unexpected 'cheat'?

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:20
  Old Post 07-07-2002 17:53
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quote:
Originally posted by Spiffor

Go in the "tech" tab of the editor, and select writing. Uncheck "enables communication trading". In my mod, I have radio enabling communication trading... I've never traded communications with this


Interesting mod Spiffor. I'll bet it slows tech trading down a lot on 'watery-type' maps.

Soren Johnson Firaxis is offline Soren Johnson Firaxis
Firaxis Games
Hunt Valley, MD
May 2001
time: 00:20
  Old Post 07-07-2002 23:22 Visit Soren Johnson Firaxis's homepage!
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quote:
Originally posted by SpencerH
NYE, I have galleons but so does the AI. They're all way ahead of me in tech still (no coal -no railroads for me, this game is a ***** for a "stay at home builder"). The AI continues to use galleys because it still has a lot of them and it doesnt upgrade its units. Given Sorens and other comments, I think this is either a mod-ed bic (that humans werent told about) or there is some weird effect of emperor level. We know the AI gets more benefits as the level increases, is it possible that this effect is an unexpected 'cheat'?


If the AI has Galleons, then the AI has Magnetism. If the AI has Magnetism, then the AI can move ALL of its ships over water without worrying about them sinking. The same is true for the human. It's not a "cheat" because it is the way the rules work.

Ribannah is offline Ribannah
Queen
The Netherlands, Embassy of the Iroquois Confederacy
Aug 2000
time: 06:20
  Old Post 08-07-2002 01:18 Visit Ribannah's homepage!
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Soren, that is not what the Civilopedia says.
There it reads: "New Ability Caravels can safely traverse ocean squares."

Caravels, not Galleys.

I'd say that the Civilopedia makes sense. Even with a compass or longitude/latitude calculations (Navigation has the same text), I don't think Galleys would be safe on the ocean. I certainly wouldn't try to sail/row the ocean in one!

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:20
Question  Old Post 08-07-2002 01:32 Visit panag's homepage!
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hi ,

Soren any way to have the option "sinks in ocean" on , even if you would have certain techs or wonders , ...

maybe something like "sinks always in ocean or sea" , ...
this would be great for mods also , ...

have a nice day

ricardojahns is offline ricardojahns
Settler

Nov 2001
time: 01:20
  Old Post 08-07-2002 01:34
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See my post on this. It worked for me...

http://apolyton.net/forums/showthre...&threadid=55082

Rebel Rick

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:20
  Old Post 08-07-2002 02:51
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Soren,

It looks like either the civilopedia needs revising or, better yet, a game revision that doesnt allow galleys to cross oceans ever.

Soren Johnson Firaxis is offline Soren Johnson Firaxis
Firaxis Games
Hunt Valley, MD
May 2001
time: 00:20
  Old Post 08-07-2002 03:39 Visit Soren Johnson Firaxis's homepage!
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quote:
Originally posted by Ribannah
Soren, that is not what the Civilopedia says.
There it reads: "New Ability Caravels can safely traverse ocean squares."

Caravels, not Galleys.

I'd say that the Civilopedia makes sense. Even with a compass or longitude/latitude calculations (Navigation has the same text), I don't think Galleys would be safe on the ocean. I certainly wouldn't try to sail/row the ocean in one!


ahhh, so that is where the misunderstanding comes from. That would be an error in the Civilopedia...

star mouse is offline star mouse
Prince
of the Barbarians
Aug 2001
time: 16:20
  Old Post 08-07-2002 06:22
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In my mod, I halved the advantage for each level. 110% became 105%, 140% became 120%, etc. I found this works okay, although I still find myself behind in tech sometimes.

To stop yourself being behind in tech, you also must trade for tech aggressively. Setting science to 10% and buying techs works well, particularly at higher levels. Even better is to be the first to research any tech. Being the first to a useful tech can easily be worth 3 or 4 techs in return. If you're aggressive, you can trade your way out of backwardness and into a tech lead.

The AI has a tendency to research techs in the top of the tech tree. Also, if any AI is a Scientific civ, they will trade around that free tech at the start of the age, so watch for this. They also tend to research evenly. If you drill down into the tech tree, or research techs in the bottom half, such as making a beeline for Refining, you may secure that unique tech that will get you back in the tech race. Correctly guessing what the AI is researching is worth a lot in your quest to catch up.

Ribannah is offline Ribannah
Queen
The Netherlands, Embassy of the Iroquois Confederacy
Aug 2000
time: 06:20
  Old Post 08-07-2002 15:37 Visit Ribannah's homepage!
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What I do is putting science on hold until I see which branches were researched by the AI. Then I max science to get the remaining option in 3-4 turns, trade for the other techs and repeat.

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:20
  Old Post 08-07-2002 18:04
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quote:
Originally posted by Soren Johnson Firaxis


ahhh, so that is where the misunderstanding comes from. That would be an error in the Civilopedia...


It would be better to not allow galleys access to ocean squares. Galleys were not designed for ocean travel.

Jaybe is offline Jaybe

King
Las Vegas, NV USA
Sep 2001
time: 21:20
  Old Post 08-07-2002 22:54
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quote:
Originally posted by SpencerH
It would be better to not allow galleys access to ocean squares. Galleys were not designed for ocean travel.

Sorry, but that is like saying Spearmen cannot damage Tanks. Hey, the galleys just become small, slow transports that are ocean-capable. Completely legit (except for the graphic).

ColdFever is offline ColdFever
Chieftain
Luebeck, Germany
Sep 2001
time: 06:20
  Old Post 08-07-2002 23:00
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quote:
Originally posted by SpencerH
It would be better to not allow galleys access to ocean squares. Galleys were not designed for ocean travel.

There are exceptions: for example the Vikings probably were the first to travel to the New World - in a kind of galley.

In fact this was my wish for the Viking special unit: a galley that safely can cross oceans (this would make up for the bad Viking starting position in the tundra environment).

SpencerH is offline SpencerH
King
Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002
time: 23:20
  Old Post 09-07-2002 00:46
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The viking ships were sailing ships not galleys (although they had oars). More importantly in the context of this discussion, they didnt travel to North America directly across the ocean. Instead they travelled from island to island across the North Atlantic (with the benefit of a compass).

 
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