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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:29
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quote: Originally posted by Yahweh Sabaoth
Even if one or two of the traits is redone, I think Atari will probably not redo too many of them, because a. that might anger the fan base that has come to identify certain civs with certain traits, and, more importantly, b. it allows for further add-on packages (à la PTW)
As for America being agricultural and industrious... this makes a lot of sense... but despite America's overwhelming agricultural output, it should be noted that current agricultural practices may leave the American breadbasket no longer functioning come the late 21st century. This principally has to do with the abandonment of crop rotation and depletion of fresh water reserves. Still, A-I for America would make a lot of sense. Industrious seems indisputable to me... this is the country, after all, for which "The Protestant Ethic and the Spirit of Capitalism" was basically written. |
hi ,
conquests shall have everything from PTW , ......
lets hope the next xp shall have everything from conquests and some new stuff , .....
have a nice day
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:29
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quote: Originally posted by Dominae
Getting free Granaries in every city, even if they only cost 40 Shields, would still be one of the best Wonder abilities in the game. Still, you're right that Agricultural would get "shafted" with respect to one of the Wonders, and that would be a first. It would not bother me much, however.
* Dominae dreams of cheap Granaries and Industrious Workers.
Dominae |
hi ,
cheap graneries and aqua's , yes , industrious workers , , there is a trait for that , .....
have a nice day
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CerberusIV
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I started thinking about which Great Wonders would the new traits be attached to.
There is a new wonder, Statue of Zeus, which sounds militaristic and religious. Assuming no GW works for more than 3 traits (except the Internet) and that each trait is linked to 5 wonders plus the Internet I came up with these ideas.
Seafaring
Colossus - in place of religious which would go to Statue of Zeus
Great Lighthouse - obvious candidate
Great Library - the GL was possible because Alexandria was a great commercial port centre so it is plausible
Magellan - again an obvious choice
SETI - because the next voyages of exploration we make will be across space
An alternative would be Newton as accurate knowledge of the movement of the planets was important for 18th century navigation
Agricultural
Pyramids - obvious
Hanging Gardens - plausible choice
Copernicus - to reflect the ancient use of astronomical observations to govern planting times for crops
Hoover - dams are used for irrigation as much as for hydroelectric power
A fifth choice isn't easy. Possibilities are Universal Suffrage reflecting the need for labour or, perhaps a better choice, either Cure for Cancer or Longevity to reflect current efforts for agricultural improvement through GM technology
Unless of course there is to be more than one new GW in Conquests?
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Naokaukodem
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Seafaring civilizations could take benefit from any sea technology they would actually reshearching for, before having discovered it yet.
I think the + 1 ships movement would be ok, same as a bonus for ship construction.
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Tiberius

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Europe
Jan 2000 time: 06:29
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My guesses:
Agricultural:
- cheaper granaries - makes sense
- irrigate without fresh water - good when starting with lots of plains but no water, highly probable IMO
- food bonus to apply in despotism - hmm, not bad
- irrigate hills (maybe even mountains)
- bonus food in city center - highly probable, I think
- workers to irrigate faster - makes sense, but will then industr. workers lose that ability?
- more food from bad terrain (jungle, desert) - logical, but won't happen; desert tiles would become plains, civ-wise
- more food from special resources (wheat, cows) - could this be programmed ?
Seafaring:
- cheaper harbors
- cheaper ships
(the first 2 would make sense, to encourage seafaring nations to build ships)
- ships heal at sea
- faster ship promotion
- less chances for ships to sink when sailing in unknown waters (galleys on sea, caravels on ocean, etc)
(these 3 make sense, too; more powerful navies for seafaring nations is logical)
- a special ship type for seafaring nations (I don't really think this will happen)
- more troops to be transported in ships - I like it
- +1 movement for ships - too powerful;
- more food or commerce from sea tiles - too powerful; or not ?
Note: not all of them in the same time; would be overpowering.
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Naokaukodem
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quote: Originally posted by The Mad Monk
Interesting, but I don't think it would be good from a balance standpoint. |
Too powerfull or too weak?
quote: Originally posted by The Mad Monk besides, there's no way to identify a "sea technology" in a way the game would understand it, so I don't believe it's possible. |
The sea technologies would be of course pre determinated, it would be i guess Map Making, Astronomy, Navigation, Magnetism, Mass Production?... We could also modify the requiered technologies so that the features of sea ones could be enabled. Sea techs would be "available" but needed to be discovered or exchanged yet. For example Map Maping would be needed to search for Republic, Magnetism to reach the next era... only Navigation would be as if given for free.
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Asmodeus
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London
Nov 2001 time: 05:29
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Just had an idea for a bonus for the Seafarers....
During the age of sail, allow a % chance that the Seafarer ship will board and capture the enemy ship rather than sink it. If captured the new ship would be badly damaged but still afloat. This is particularly valid for privateers since they only got any money at all by plundering captured ships and would NEVER sink a merchant ship intentionally.
Most naval battles in the age of sail did not result in ships sinking. This only occured if the ship was holed many times below the waterline (very unlikely), caught fire, got hit in the magazine or hit a reef. A normal gunnery duel would wreck the rigging, gun decks and send the scuppers running with blood but would not sink the ship.
This might be too powerful for only the seafarers to be allowed so perhaps a general rule for all but the seafarers get a higher % chance of capture?
The only drawback with this is that it doesnt really work post age of sail. Modern naval weapons cause plently enough damage to cause explosions and sink enemy ships, they are also easy to scuttle to deny the enemy. So perhaps some other bonus could apply in the modern naval era - movement bonus springs to mind - it really shouldnt take ships capable of 35knots in any weather 10 years to cross the Atlantic.
Any thoughts?
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Mad Bomber
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Columbus, Ohio
Nov 2002 time: 00:29
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quote: Originally posted by Naokaukodem
The sea technologies would be of course pre determinated, it would be i guess Map Making, Astronomy, Navigation, Magnetism, Mass Production?... We could also modify the requiered technologies so that the features of sea ones could be enabled. Sea techs would be "available" but needed to be discovered or exchanged yet. For example Map Maping would be needed to search for Republic, Magnetism to reach the next era... only Navigation would be as if given for free. |
Mass Production??
Sea Techs: Map Making, Astronomy, Navigation, Magnetism, Miniturization, Amphibious Assault.
Perhaps Sea-faring will allow all foot units to make amphibious assaults?
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:29
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This thread should be moved to the new forum.
hope they will help out the privateers, let me have some fun with them.
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