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statusperfect
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Sweden
May 2002 time: 06:31
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Gobi> Scientific Leaders may arise when your civilization becomes the first to research a technology
Gobi> Scientific civs are more likely to gain them
Gobi> But we do have some new effects ... such as an increased chance of cultural conversion by a people whose capital has just fallen
Gobi> The main game has seen extensive rework throughout all of the ages
Gobi> We tried to add new elements in all periods of history, without compromising the units, wonders, and improvements everyone has come to depend on
Last edited by statusperfect on 24-09-2003 at 03:16
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statusperfect
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Sweden
May 2002 time: 06:31
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Firaxis-Ed> My favorite change to modern era is the addition of TOW Infantry . Allows for a defensive unit that can stand up to tanks, when you have no strategic rescourses.
Firaxis-Ed> Agricultural recieves a bonus food in its City square.
Firaxis-Ed> Seafaring ships increase movement by 1
Firaxis-Ed> Korn- Unit support cost is can be adjusted. With new changes to repulic unit costs are actually now 2
Last edited by statusperfect on 24-09-2003 at 03:05
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Pyrkaige
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You can find a copy of the chat over at CivFanatics. There's a lot of great new info that hasn't been listed in any of the previews so far... good stuff!
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Merepatra
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quote: Originally posted by Tiberius
There is more:
" Agricultural recieves a bonus food in its City square.
and Agr gets extra food on irrigated desert
agricultural also gets cheaper aqueducts, recycling plants and solar plants.
And if the Agr city tile is next to water the despotism penalty doesn't apply to its food"
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Just to make it clearer, if an Agricultural city tile is next to water the despotism penalty doesn't apply to food in the city tile only. Other tiles in the city still have the despotism penalty applied.
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