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Dominae
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As you may have noticed in the GameSpot Conquests review, there will be an overhaul of the Civ traits in Conquests, including two brand new traits: Agricultural and Seafaring.
This will remove some of the awkwardness from some civs, like England, who were not "Expansionist" in the Civ3 sense (free Scout that roams the land looking for riches), but rather in the naval "Seafaring" sense. The Agricultural trait also fits perfectly with some of the new civs, like the Sumerians and the Incans, and may be given to exisiting Civs as well (the Japanese?).
Now, any guesses on what abilities these new traits will confer on their respective Civs? Here are some ideas to get the discussion going:
Agricultural
1. Half-price Granaries; too strong.
2. Irrigation provides +1 Food; could break the "Mine everything" reflex.
3. Irrigation does not require fresh water; boring.
4. City centers produce +1 Food at sizes 1-6, +2 Food at sizes 7-12 and +3 Food at sizes 13+; interesting.
5. 2/3-price Granaries; still very strong.
6. Units travel through Irrigation as Roads; weird.
7. Food Box size reduced; needs to be carefully balanced.
The problem with most of these is that they have to do with Food, which makes sense, but Food is so critical to the early-game that any ability that affects it has the tendency to be overpowered.
Seafaring
1. +1 Move to naval units per Age (for example, +3 Move in the Industrial Age); undermines the Great Lighthouse.
2. Naval trade does not require Harbors; not that good.
3. Naval trade restrictions reduced (trade via Coast and Sea tiles at Map Making, via Ocean at Astronomy); putting 2 and 3 together makes sense.
4. Ships heal at sea (no need to return to a Harbor); again, not powerful enough.
5. Half-cost ships; sounds overpowered, but I like it.
6. Coastal cities get a Harbor for free; not sure what to think about this one...
7. Ships do not require upkeep; not going to happen, but I'm running out of ideas.
Pretty tough to come up with abilities here, as they have to be powerful enough to make the trait worth considering, and yet naval endeavours are not a big part of Civ3.
Any of these sound good to you? Other ideas?
Dominae
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Dominae
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quote: Originally posted by Yahweh Sabaoth
I think those are all good suggestions Dom, although I would disagree that 1/2 price granaries would be too powerful (but then, what do I know. I haven't mastered the art of early-game citizen-slaughtering, myself).
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Half-price Granaries would rival for Industrious for sheer power, IMO. Agricultural/Industrious would be the best combination, hands down. I hope they do not create something this unbalancing. The other problem is that they would have to teach the AI to use Granaries effectively, or this traits would be lost on it.
quote:
What I really want to know is, are some civs going to get re-assigned traits? Now would be an ideal time... (for example, Militaristic and Seafaring Vikings...)
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From the preview, this seems to be the case.
Dominae
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History Guy
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Reads too many books...
Oct 2001 time: 23:29
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Agricultural would definitely suggest irrigation bonuses, I think. As for irrigating most everything, I suspect that this is only for the Mesoamerica scenario, which includes Terrace Farming.
The Sumerians appear to be a useless civ, as might have been suspected. They are, for instance, the same bunch as the Babylonians. They appear to be...horror of horrors...expansionist! Yes, in that screenie in which they appear, they have not just Enkidu Warriors (2/2/1? Bowmen?! Maybe there is something redeeming, but I can't see it...), but Scouts! Hopefully, this is only for that scenario. Otherwise, the word "innovative" used in their regard suggests that they are scientific. Perhaps they are religious, as they are building 'Burial Mounds' early on, which appears to be from Ceremonial Burial. I suspect, though, that the Sumerians and the Babylonians, in every way, will have very little difference. They are useless!
Seafaring? The English, the Vikings, the Carthaginians...
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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:29
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quote: Originally posted by Dominae
But, let's not threadjack, and stick to the traits here...
Dominae |
You're right. I quite apologize.
Anyone want to take bets on who's agricultural and who's seafaring?
As I still have no clue who's in and who's not, I'd like to suggesting the following revisions... not gonna happen most likely, but who knows?
Persia - Agricultural, Religious
Reason: birthplace of Mazdaism, one of the first (and still going) monotheistic faiths. Once sustained a MASSIVE population (largest in the world before the Mongol invasion), still substantial today despite the arid landscape.
China - Agricultural, Industrious
Reason: I'd love to see Scientific in there too, but only 2 traits per civ.
Carthage - Seafaring, Commercial
Reason: Industrious? This has always bothered me. What did the Carthaginians do that qualifies them to be industrious? Maybe I'm just an ignorant noob.
English - Seafaring, Commercial
Reason: The sun never sets on the British empire. Expansionist is appropriate, of course. But I'd love to see those Men O'War be more relevant.
Vikings - Seafaring, Militaristic
Reason: C'mon!
Korea - Agricultural OR Seafaring, Commercial
Reason: Gameplay balance. Why is Korea always so damn strong, in terms of tech, culture and trade? Korea throughout history never had this sort of power... not that I've got anything against Korea per se...
Celts - Expanionist, Militaritic
Reason: Ok, I know this seems insane. But I think religious gives these guys too much of an edge. I'm a history nut, and I always get chagrined when the Celts have made it to the modern age, with an impressive empire and gigantic history...
India - Agricultural, religious
Reason: India's current traits are perfectly fine, but I think this might be even better (accuracy wise).
Ottomans - Militaristic, Commercial
Reason: Seems out of left field? Well, I don't know of the Scientific achievements of the Ottomans off-hand, but I do know of their ability to sustain a large, ethnically diverse empire for a long time, and of their impressive military history. Of course, perhaps an even better trait combo would be Militaritic and Industrious, in place of China.
I can't think of more I'd like to speculate about. I doubt serious revisions will be made to the game, so perhaps this post is a bit lame. Just thinking out loud.
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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:29
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Another interesting option for Seafaring is a sort of naval scout unit. The "canoe" perhaps? Of course, seafaring civs would have to start near the sea... which would be most appropriate, don't you think?
The "vessel" would be 0/0/2, or maybe 0/0/3, with no cargo capacity, or at the most 1 cargo capacity. It's an intriguing concept, in my opinion, and would accurately represent the earliest encounters of mankind... the Pelagasians setting sea to Crete, the Phoenicians spreading commerce, the early Polynesian settlement of New Guinea, etc.
In fact, this is something I'd like to design for a mod if they don't include it.
If this sounds too absurd, remember that humans had reached Australia and the outlying islands of the South Pacific 20,000 years ago, without the help of land bridges of any kind.
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Dominae
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My hunch is that Seafaring will have to do with naval power, most probably making ships better (reduced cost, extra movement, etc.). This area is sorely lacking in the game so far, and is a therefore a prime area for improvement.
To me, giving bonuses to Coast tiles (Food or Commerce) does not fit the "Seafaring" description. It would make more sense to encourage the Vikings and the English to build boats instead of simply making their coastal cities better.
Dominae
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Dominae
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Half cost Harbors are very important part of the Militaristic trait for me. 40 extra Shields is a long time to wait for all your coastal cities to actually beging paying off. Militaristic/Religious is my favorite trait combination these days (again), simply because it halves the cost on all the most important improvements (save Granaries, but those are typically not built in large numbers).
On another note, would half cost Granaries really be that powerful? You get a really really nice early boost, but in the entire game you would only save on about 100 or so Shields? Or would they be cheap enough to build in all cities?
Dominae
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