Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Creation > Flawed tech tree = bad game flow
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

bottom of page
   - CIV3 CONQUESTS $29.99 - CIV3 from $9.99
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
MrFun is offline MrFun
King
of Iowa
Nov 2000
time: 23:21
  Old Post 22-08-2002 06:25 Visit MrFun's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Flawed tech tree = bad game flow Put an end to popups!

Why did Firaxis programmers create research rates with technology that allowed for new units that become obsolete before you can implement strategies with new types of units??

A few units that come to mind that become obsolete too quickly with a discovery that provides for a new unit:



Frigate (Ironclad becomes available too quickly)

Pikeman (Musketman becomes available too quickly)

Musketman (Rifleman becomes available too quickly)

I have to play test this yet to see how it will work, but with the following technologies, I am going to increase their research cost for human and computer players:

Gunpowder originally at 44; changed to 54

Steam Power originally at 120; changed to 130

Nationalism originally at 100; changed to 110

Increasing the research cost by only ten points does not sound much, but I think it might be a significant enough increase, given the 10 multiplier factor for the human player, and whatever multiplier factor is set for computer players.

In addition, I have made Industrialism the required advance for the Ironclad unit. Makes since, since even late 18th century early Ironclads were invented only after the Industrial Revolution began in Great Britain.
Plus, this gives the Frigate unit a longer life of utilization.

I also have made Industrialism the required advance for the Rifleman, which gives this particular technology a powerful incentive more than ever, to research.
So I increased Industrialization's research cost from 88 to 98.

What are opinions on this? If you think there might be a flaw somewhere in this logic, let me know, as my playtesting will take a bit of time before I reach these advances to find out how game flow is affected.

thanks

WarpStorm is offline WarpStorm
King
Right down the road
Nov 2001
time: 00:21
  Old Post 22-08-2002 17:02
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Browse Apolyton AD-FREE

First off, the +10 won't make much difference at all, a few turns.

Second, there are some flaws in the tech tree (the Age of Sail/Exploration is too short and the ironclad can come right after magnetism, especially for a scientific tribe), but these sound like you always going down the same path rather than an actual flaw in the tree. I usually explore the upper part of this tree (the optional branch that has Democracy) after getting Fuedalism, so gunpowder comes much later than Pikemen for me.

Optimizer is offline Optimizer
Prince
Stockholm
Feb 2001
time: 06:21
  Old Post 22-08-2002 18:29
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Get a bigger avatar today!

About ships:

Magnetism shouldn't play the role it has had since Civ 1. Magnetic minerals were known and used as compasses already before the great voyages of exploration, though he physical nature of magnetism wasn't understood until mid-19th century.

Other inventions, like improved carpentry techniques, clocks and telescopes were more important for developing the ships that made Europeans rulers of the world.

Ironclads hould be moved to a later tech. A steam engine isn't good enough to build an advanced warship like the Monitor.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:21
  Old Post 23-08-2002 08:19
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Re: Flawed tech tree = bad game flow Support Apolyton, pre-order Civilization IV

quote:
Originally posted by MrFun

Frigate (Ironclad becomes available too quickly)


There's one thing you can do to make Frigates more useful when Ironclads come on the scene. Increase movement rates for water squares in the editor, 1 for Coast, 2 for Sea, 3 for Ocean. Then give Frigates, and all other ocean going vessels, the "All Terrain as Roads" flag. This will mean the Ironclad will only be useful for local use, you'll still need Frigates for long hauls until the modern units comes along. Remember to adjust the movement rates, since one move will then equal 3 squares.

Optimizer is offline Optimizer
Prince
Stockholm
Feb 2001
time: 06:21
  Old Post 23-08-2002 11:15
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Get a bigger avatar today!

You can also make the Ironclad sink in Oceans.

It would make moree sense to have greater movement cost for coastal squares, because coastal waters are harder to navigate.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:21
  Old Post 23-08-2002 20:46
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Remove this text

quote:
Originally posted by Optimizer
You can also make the Ironclad sink in Oceans.


But that doesn't make any difference once you have Navigation, it can cross the ocean just like a Frigate. That's why I suggest the idea I gave. It works quite well at limiting the Ironclads, though it's still not fool proof. At least it will stick to the coast lines unless it can't find a path that way. Then it will take three times as long to cross the ocean as a Frigate.

MrFun is offline MrFun
King
of Iowa
Nov 2000
time: 23:21
  Old Post 25-08-2002 08:29 Visit MrFun's homepage!
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Increase Your PM Length

Thanks for your suggestions, guys.

As you have already found out, I prefer a historically accurate game flow -- within reason -- without ruining the fun factor with LITERAL, or strict accuracy.

MrFun is offline MrFun
King
of Iowa
Nov 2000
time: 23:21
  Old Post 25-08-2002 08:32 Visit MrFun's homepage!
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

quote:
Originally posted by WarpStorm
First off, the +10 won't make much difference at all, a few turns.

Second, there are some flaws in the tech tree (the Age of Sail/Exploration is too short and the ironclad can come right after magnetism, especially for a scientific tribe), but these sound like you always going down the same path rather than an actual flaw in the tree. I usually explore the upper part of this tree (the optional branch that has Democracy) after getting Fuedalism, so gunpowder comes much later than Pikemen for me.


But there is one problem with your research route; computer opponents will have dozens of Musketmen while you try to maximize the utility of Pikemen.

With my idea, (at least, I hope), the change made will be made more equal for the human player, and the computer players by making the research cost and prerequesites applicable to all players involved.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:21.
Apolyton Time is 00:21.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0373 seconds (85.64% PHP - 14.36% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net