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Azeem
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This could possibly be unbalancing, but it might be interesting to include - Industries. The production and trade of certain goods were practically essential for the development of various civilizations. Since city improvements can be set to require certain resources (even luxuries), how about adding improvements and wonders that require certain luxuries to sort of simulate the usage and processing of luxury resources?
For example:
Silk Weaver : Requires Silk to be within radius; gives +50% Luxuries and +50% tax output
Jeweler : Requires Gems to be within radius; gives +50% Luxuries and +50% tax output
The Silk Road : Great Wonder; Requires Silk and at least 5 markets within your empire; gives +1 trade bonus to all trade-producing tiles and 2 advances (to simulate the exchange of ideas resulting from the Silk Road)
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KenderBane
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Oklahoma
Jun 2002 time: 05:31
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Instead having industries give bonus percentages, you find a way to make them specialists (like entertainers, taxmen, and scientists) and let them give a flat number of points.
Like
Silk-weaver : +2 gold per turn, +1 Luxury; requires Silk
Jeweler : +3 Gold per turn, Requires gemstones
And so Forth ...
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:31
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OK, based on what I've read of the 'Designer Diaries' for C3:C, I think there will be a lot more options available for luxuries both in Scenarios and the 'Epic Game'!
For instance: luxury, bonus and strategic resources, within a city's radius, can now be used to build improvements that build so-called 'treasure' units every X-turns. These can be sent to your capital for an influx of gold! In addition, you could also build improvements, dependant on luxuries, which directly increase happiness, commerce and/or production-as suggested by Azeem! Better yet, now that Imrpovements and Small Wonders can become Obsolete, you can have the same resources being vital for a different improvement/Wonder in each new age!!
So, as you can see, even if we don't get more than 8 luxuries having a direct happiness effect on our empire, there will be plenty of new opportunities for using them-so that they don't simply become 'fluff' !!!
Yours,
Aussie_Lurker.
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The Mad Monk
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of Ice Cream
Mar 2000 time: 23:31
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quote: Originally posted by The_Aussie_Lurker
OK, based on what I've read of the 'Designer Diaries' for C3:C, I think there will be a lot more options available for luxuries both in Scenarios and the 'Epic Game'!
For instance: luxury, bonus and strategic resources, within a city's radius, can now be used to build improvements that build so-called 'treasure' units every X-turns. These can be sent to your capital for an influx of gold! In addition, you could also build improvements, dependant on luxuries, which directly increase happiness, commerce and/or production-as suggested by Azeem! Better yet, now that Imrpovements and Small Wonders can become Obsolete, you can have the same resources being vital for a different improvement/Wonder in each new age!!
So, as you can see, even if we don't get more than 8 luxuries having a direct happiness effect on our empire, there will be plenty of new opportunities for using them-so that they don't simply become 'fluff' !!!
Yours,
Aussie_Lurker. |
So the game will now (er, then) recognize bonus resources for the purpose of building resource-dependent improvements?
Eeeeexcellent.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:31
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Uuhm, don't quote me on the bonus resource issue-'cause I'm not 100% certain of that one (though gems, gold and silver are 3 of the resources which can be used to build these 'treasure units' in Age of Discovery). What I AM certain of, though, is that improvements can now be given the 'must have resource in City Radius Flag' which, as you've said MM, is Eeexcelleeent!!!
Yours,
Aussie_Lurker.
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Willem
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Canada
Dec 2001 time: 00:31
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quote: Originally posted by The_Aussie_Lurker
Uuhm, don't quote me on the bonus resource issue-'cause I'm not 100% certain of that one (though gems, gold and silver are 3 of the resources which can be used to build these 'treasure units' in Age of Discovery). |
I doubt it very much. When Civ first came out, you could select a bonus resource as a requirement, but it never worked right, so they dropped it. I suspect that those you mentioned have been changed to strategic just for that particular scenario.
quote: What I AM certain of, though, is that improvements can now be given the 'must have resource in City Radius Flag' which, as you've said MM, is Eeexcelleeent!!! |
I'm very pleased to hear that, it's been on my wish list for a long time. I've brought it up on the forums a number of times now. Finally someone at Firaxis is listening to me! 
Now I'm only hoping that that the city screen has a scrolling resource window, so I don't end up with all those icons sprawling across the top. It looks like crap! 
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:31
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Actually, I plan to give all the improvements that produce units every X turns a production bonus as well-partly to ensure that the AI builds it, but also to reflect, in an abstract fashion, the contribution these improvements can make to the peacetime economy! Also, isn't 1 tank/3 turns a LITTLE excessive? more like every 10 TURNS!!!
Also, giving them an industrial/militaristic tag might also help influence which AI civs build them most often!!!
Yours,
The_Aussie_Lurker.
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