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Kloreep

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of the pillow
Jun 2002 time: 00:28
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quote: Originally posted by PLATO1003
quote: Originally posted by Louis XXIV
I like the cheaper aqueduct thing (anyone else think Commercial civs should have cheaper Marketplaces?) |
I like this idea as well. It should be possible to key a reduced cost for a particular building to a civ trait. Don't they already do this with barracks and militaristic? |
Yes, and Religious works the same way with Temples and Cathedrals: you get half-off normal shield cost. You can set these half-off prices in the editor, but Commercial is unfortunately the only trait that cannot be given cheaper buildings, as the flag that should indicate half-off is instead used to indicate what buildings are free with Adam Smith's.
Half-price markets would be unbalancing anyway, IMO. Commercial is already a decent trait after the 1.29 changes; if it did get cheaper buildings, I think it should be limited to Banks and Stock Exchanges, with markets still at full price.
quote: Originally posted by GodKing
I go away for a weekend.... well, lots of good ideas. Thanks. Please keep it up. I am thinking you may be right in that graineries might be unbalancing, but then so is the pyramid, which never expires. Oh well. Aquaducts appear to be good. Thanks again. |
Good point about the Pyramids... they're definitely a great wonder. But wonders at least require investment, and the Pyramids require a lot of investment considering how long, and how early, a city must be tied up with building them. Having half-cost granaries just because you pick a particular civ to start with seems even more unbalancing than the Pyramids to me.
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ffitzp
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I favour a 2 part fix. Philosophically, I lke to keep fixes limited. I don't want to re-write the game.
Scout gets an extra movement point. Thats a big advantage.
Exps start with map making. Hence, early harbours, triremes and map trading.
I give privaterr like stealth options to the US and GB SUs, also the Koreans.
I limit Ironclads: either slower, (3mp) or no Ocean.
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Merc
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Montana
Aug 2002 time: 22:28
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Expansionist is useless. Getting a few free techs from huts is useful, but the more you get, the more expenisve the next tech you have to reasearch is. While you're trying to reasearch a medieval tech in 40 turns the ai's are all reasearching and trading all the other techs and catch up easily.
A different settler units would be good. With 2 movement points or less cost would actually make sense. I don't know how scouting makes a civilization expansionist.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:28
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Hi there,
I also favour a 2-part fix
1) Settlers cost expansionist civs only 1 pop point.
2) All expanionist improvements (like granaries, aqueduct and the like) are half cost!
Yours,
The_Aussie_Lurker.
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