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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:30
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The "cartographic monopoly" will chiefly be useful to determine whom to attack and when, don't you think? Will it really be helpful to a pacifist? And how helpful will it be period, as the AI constantly demands that troops be withdrawn?
I'm not sure I like this improvement. What's going to happen to mapmaking? That is one of the most important techs of the ancient era... with that greatly diminished, the whole ancient era strategy (for a lot of folks, and the AI) will have to change.
As for Printing Press allowing communication... well, it's not very realistic, but I like it. It will make ancient era wars all the more vigorous, as you won't be able to ask for alliances. This most likely means that more civs will live on into the medival and industrial eras. Very interesting!
I still think the most revolutionary change will simply be the change in traits, for all the civs. I'm a huge map fan, and I can't stand all the expanionists... the tendency of the various expanionists to find new techs first, and trade them amongst each other, often leaves the player behind in the ancient era... and I like having a tech lead! I greatly look forward to a reduced expanionist presence, although it will change the game greatly, won't it?
I think these changes are good. They are certainly revolutionary, or at least, major changes... I think we will see more civs survive to see the industrial age this way.
Hopefully seafaring will make actual overseas colonization possible... could be!
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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:30
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quote: Originally posted by alexman
For anyone wanting to get a head start in developing new C3C strategies, the two diplomacy changes can be made even now in PTW with the editor. |
Aha, very perceptive! Alexman is always a source of fine ideas and useful facts.
Yes, the more I think about it, the more I'm looking forward to this... It will give the "natural builders" more leeway to build, not to mention attain a tech lead or at least keep up in tech without trading every turn, and it will give the "natural early warmongers" - Celts, Aztecs, Persians, etc. - more time to conquer nearby civs before their UU is made kaput!
Very desirable all around... when I think about it, perhaps I should retract my earlier comment that civs will tend to last longer... the early warmongers might very well be able to wipe out quite a few civs before feudalism rolls around!
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David Murray
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I gasped with shock when I read the first post - then I realized that this is exactly what the game needs. How many times have I thought to myself: "What, Leonardo's workshop is being built in 250BC?! Cavalry by 400AD?!!" Imagine the tech race progressing much more slowly (like it did in the real world until the spread of mass communication), allowing the player to fully appreciate all the different kinds of units and not be overwhelmed with improvements to build. This could well be the coolest thing ever
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Catt
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California - SF Bay Area
May 2002 time: 21:30
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If this is true, it will be a huge (okay, a pretty darn big) change, and will definitely increase the value of expansionists.
Even though the AI asks you to leave its territory frequently, with a scout (or other unit without A/D) you can say "Sure, I'll leave . . " and stay in the AI's territory for a long time. Without an early "No A/D unit," civs run the risk of not being able to make contact directly nor trade for contact with any number of other civs that are "blocked" by neutral / enemy territory. Sounds like it will demand a modest increase in early-game diplomacy skills for some players -- ROPs may be required to make / acquire contact before mapmaking.
In addition to alexman's notes, the expansionists will have a great headstart on long-range planning.
On the downside, I hope it doesn't (1) materially increase the frequency of AI units roaming through one's territory, (2) materially increase the number of nuisance "leave or declare war" wars in the first few thousand years, or (3) reward any further the tactic of selling world maps every turn (I don't have a guess as to how valuable a world map would be at Navigation without the opportunity to trade maps prior to such time).
Catt 
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Catt
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California - SF Bay Area
May 2002 time: 21:30
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quote: Originally posted by Yahweh Sabaoth
Ah!
So, actually, tech trading won't be utterly drastically alterted then. There'll be a few less middlemen, perhaps; both player and AIs will either end up lucky enough to learn many techs, or may get a short end of the stick.
Very interesting. |
No - tech trading, on certain maps, will be drastically altered. Even with an embassy and an ROP, you still actually have to go and contact a civ directly, rather than trade for contact, until Printing Press. If there are any landbridge blocking opportunities (one or two tile isthamus, for example), contact with a civ on the other side of the block will come only via sea and galleys (think: you're not commercial and have to research on your own through mapmaking without benefit of contact with 3 civs on the other side of your neighbor's isthamus city ) . And until you have contact with that civ, the very opportunity to trade techs with that civ is gone. Also don't forget that the trade cost of techs depends on how many civs that you have contact with know the tech in question.
As it is today, communications trading comes with Writing -- it has not been at all uncommon for me to buy / trade for communications before actually contacting a civ, even on Pangaea maps. Won't happen anymore.
Putting aside the comm trading and taking up map trading -- if I determine to go to war relatively early (not so early as an archer rush), both the then-present strength of a potential foe and the natural potential strength of a potential foe are considered. Trading maps in the ancient age allows me to determine which of the 4 neighbors has much fertile land within reach -- i.e. which neighbor needs to be hit early and hard. Think of having a bunch of neigbors on what appears to be a pangaea -- how long will it take to adequately explore all potnetial targets?
The change will at minimum force more player attention on individual exploration. But again, the land-bridge blocking (even coastal blocking) might be easily exploitable by the human.
Catt 
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sabrewolf

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turicum, helvetistan
Jun 2002 time: 06:30
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quite a long time ago i started a thread, how to slow down the tech race. i always found it irritating, that you needed a tech (writing) to exchange contacts, but complicated stuff like technologies went without any starting tech.
unfortunatly it's hardcoded that tech trading is always possible.
i guess they (firaxis) didn't want to disable this because it would make those civs which get to that tech earlier (e.g. if tech trading required writing, commercial civs would have that ability after 40 turns) even more powerful (as having writing first means you can trade it for half of the ancient age techs.
on topic,
i never really had problem getting contacts because i send out loads of scouts or warriors in all direction asap. and by the time you've got magnetism to travel the oceans to meet the civs on the other continent, there's no big difference, because someone surely has printing press (which btw makes democracy less waste of researching).
all in all, for peaceniks like me this change will give a bigger advantage.
and now hopefully the AI civs won't always go directly for map making (after writing), but challenge the human to literature ergo great library... a human exploit
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