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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:28
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One thing I've found very annoying in Civ 3 is that it can be next to impossible to get good palace and forbidden palace placement through peaceful means. Warmongers can usually get their palace and FP where they want them with leaders, but players desiring peace tend to be stuck either building their FP uncomfortably close to their palace or taking half of forever to build it. To me, that situation seems more than a little ridiculous; why should warlike civilizations be so much better at such things than peaceful ones?
The situation is made worse by the inability to rush palaces and forbidden palaces and the inability to assist them with forest chops. I can understand disallowing those speed-up techniques for building wonders, and since wonders can be built in core cities, it's not that big a deal. But the best places for palace moves and forbidden palace builds are often very highly corrupt, and that can make the inability to speed up their production through anything but leaders crippling for players who do a good job REXing and don't want to fight (or don't want to fight yet).
Do other players agree with me that it would be better if it were easier to build forbidden palaces and move palaces through peaceful means? Or am I unusual in that regard?
Last edited by nbarclay on 25-05-2003 at 16:14
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:28
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If you bail out for a wonder, you have to start the palace move all over again, so that's hardly a factor in making palace relocation more practical. And the cost issue is as much a matter of time as it is of raw shields: the high shield cost, coupled with the fact that a palace move to a city without significant corruption accomplishes little, tends to make palace moves take a long time. That's especially painful for players who set a fast research pace, for whom the same number of turns is a significantly higher fraction of an era.
The fact is that a palace move that would take two hops, a hundred turns, and a thousand shields for a player who is not fighting (or who is unlucky trying to get leaders) can be done instantly with a leader. That is a disparity of truly gargantuan proportions, and rewards warmongers on a scale far beyond what seems reasonable to me. Consider not just the thousand shields total (give or take) for the two palace moves themselves, but also all the extra commerce and shields generated during the hundred extra turns with the palace relocated, and the extra gold and science generated even beyond that time because cities in the new core have had a lot longer to build improvements.
Nathan
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JPGray
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what if there was a chance for leader production when a wonder is built that matches a civ-specific trait? In the high levels, wonders are mostly captured by human players, not built, and leaders are hard to come by in any case.
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Tiberius

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Europe
Jan 2000 time: 06:28
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The most elegant solution (one that probably we won't see) would be the introduction of peaceful leaders.
A peaceful player should be rewarded for his skillful leadership in his own specialty: building and development. I can imagine a bunch of possible conditions: his civ is no. 1 in culture, science or economy, has built a great wonder, has the literacy rate over xx %, whatever; it shouldn't be too difficult to find some well balanced prerequisites for a peaceful leader.
The resulted leader could rush any building (including the palace and the FP), but could not build an army.
Reducing the cost of Palaces could be also a solution. Unfortunately the disadvantage of this solution is that it'd make culture-bombing too easy. Culture-bomb a city, move the capital, culture bomb again, move again, etc. I have however an idea how could this be avoided: make the cost of the palace dependent on the distance from the frontier. The closer to the border a city is, the more expensive building a palace there would be (which is also realistic; moving all those resources to the far end of an empire is difficult, expensive and time consuming).
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:28
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quote: Originally posted by Tiberius
The most elegant solution (one that probably we won't see) would be the introduction of peaceful leaders.
A peaceful player should be rewarded for his skillful leadership in his own specialty: building and development. I can imagine a bunch of possible conditions: his civ is no. 1 in culture, science or economy, has built a great wonder, has the literacy rate over xx %, whatever; it shouldn't be too difficult to find some well balanced prerequisites for a peaceful leader.
The resulted leader could rush any building (including the palace and the FP), but could not build an army.
Reducing the cost of Palaces could be also a solution. Unfortunately the disadvantage of this solution is that it'd make culture-bombing too easy. Culture-bomb a city, move the capital, culture bomb again, move again, etc. I have however an idea how could this be avoided: make the cost of the palace dependent on the distance from the frontier. The closer to the border a city is, the more expensive building a palace there would be (which is also realistic; moving all those resources to the far end of an empire is difficult, expensive and time consuming). |
hi ,
, why not just let the reputation of the peacefull one go up , ....
have a nice day
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:28
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I regard "free" palace jumps far more as part of the problem than as a solution. The idea that a capital can be moved for "free" if it is deliberately destroyed by its owners, but not otherwise, makes absolutely no sense. And the logistics of getting the palace to jump to the right place are far more complex (and undocumented) than can possibly be justified for a legitimate, intended feature of the game.
I've had a couple ideas for possible changes that wouldn't upset the game design too much.
Idea 1: Have the production for palaces and forbidden palaces come from the capital instead of from the target city, or perhaps come jointly from both the capital and the target city (i.e. both cities are set to build the palace or FP). That would keep the number of shields a civ has to sacrifice the same, but would make the target city's production capacity (and, hence, corruption level) either less of an issue or not an issue at all in how quickly the palace/FP can be built. The rationale behind such a mechanism would be that the logistical groundwork for shifting the seat of government (or setting up a second one) is a significantly bigger consideration than the buildings themselves, and such logistical costs center around the existing capital more than they do the new one.
Idea 2: Add a provision through which a city where a palace or forbidden palace is being built has its waste greatly reduced, but keep track of the production difference so that the extra shields will be lost if the city changes its production away from a palace or forbidden palace. That could dramatically reduce the number of shields a civ has to give up for a palace move or FP build, since the majority of the shields used would often be shields that would not exist otherwise, but it would keep time as a fairly significant issue.
Neither of those changes would be particularly difficult to code, and neither would have much effect on overall game balance beyond giving players without great leaders essentially the same flexibility in palace/FP location that players with great leaders have. Great leaders would remain valuable for their ability to speed up the process, but it would no longer be the case that great leaders make it trivial to build palaces and forbidden palaces in places that would be ridiculously impractical if not outright impossible (e.g. taking 500 turns to build a palace when only 300 turns are left in the game) without them.
Nathan
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