October 27, 2001, 15:01
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#31
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Warlord
Local Time: 10:17
Local Date: October 31, 2010
Join Date: May 2001
Location: Eastern US
Posts: 129
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Quote:
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Originally posted by Andrew1999
All Great and Small Wonders product culture, from 1 to 5 points per turn depending on how cultural it is (i.e. 1 for Military academy, 5 for Bach's Cathedral.)
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Do you get a one-time culture boost when the Wonders are built?
How about culture effects for other buildings?
__________________
Call me Frank.
To compel a man to subsidize with his taxes the propagation of ideas which he disbelieves and abhors is sinful and tyrannical. - Thomas Jefferson
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October 27, 2001, 15:05
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#32
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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Bonus resources: (food/resources/commerce)
Cattle 2/1/0
Fish 2/0/1
Game 1/0/0
Gold 0/0/4
Whales 1/1/2
Wheat 2/0/0
Luxuries:
Dyes: 0/0/1
Furs: 0/1/1
Gems 0/0/4
Incense 0/0/1
Ivory 0/0/2
Silks 0/0/3
Spices 0/0/2
Wine 1/0/1
Strategic:
Aluminum 0/2/0 -Rocketry
Coal 0/2/1 -Steam Power
Horses 0/0/1 -The Wheel
Iron 0/1/0 -Iron Working
Oil 0/1/2 -Refining
Rubber 0/0/2 -Replaceable Parts
Saltpeter 0/0/1 -Gunpowder
Uranium 0/2/3 -Fission
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October 27, 2001, 15:08
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#33
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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Each civ is assigned to a global culture, which determines some graphical things. There is a game effect though: members of the same culture get along better in negotiations, so the Americans can negotiate with the Iroquois more easily than the Zulus
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October 27, 2001, 15:09
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#34
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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Quote:
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Originally posted by Acemo
Do you get a one-time culture boost when the Wonders are built?
How about culture effects for other buildings?
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Doesn't look like there's a bonus for completing a Wonder. The cultural buildings are Cathedral(3), Colosseum(2), Library(3), Palace(1), Research Lab (2), Temple (2), University (4)
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October 27, 2001, 15:14
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#35
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King
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Feb 2000
Location: St Louis, MO
Posts: 1,905
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Great work Andrew!
Could you tell us which special resouces are required for which units. I think that we know that tanks require rubber and nuclear weapons require uranium but not the others.
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October 27, 2001, 15:16
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#36
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King
Local Time: 11:17
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Philly
Posts: 2,961
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Quote:
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Originally posted by Andrew1999
Bonus resources: (food/resources/commerce)
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Ah ha! So the luxury and strategic resources do provide city bonuses. That's cool!
How 'bout those unit stats? Too much typing....?
__________________
"Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
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October 27, 2001, 15:19
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#37
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Chieftain
Local Time: 15:17
Local Date: October 31, 2010
Join Date: Nov 2000
Location: New York,NY USA
Posts: 89
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Thanks for the info, could you tell us unit strengths? like how strong are infanty, mech infantry, riflemen, destroyers etc... we havnt seen any of these yet.
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October 27, 2001, 15:19
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#38
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King
Local Time: 11:17
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Philly
Posts: 2,961
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Quote:
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Originally posted by Andrew1999
Bonus resources: (food/resources/commerce)
Strategic:
Aluminum 0/2/0 -Rocketry
Coal 0/2/1 -Steam Power
Horses 0/0/1 -The Wheel
Iron 0/1/0 -Iron Working
Oil 0/1/2 -Refining
Rubber 0/0/2 -Replaceable Parts
Saltpeter 0/0/1 -Gunpowder
Uranium 0/2/3 -Fission
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So in the strategic sense, it looks like Iron is the only resource that you can purposely build cities near to increase production. The others come too late in the game (based on the screenshots I've seen) and will be more like winning the lottery. I guess that's where conflict enters the picture, eh?
__________________
"Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
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October 27, 2001, 15:20
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#39
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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Cannon: Saltpeter, Iron
Cavalry: Horses, Saltpeter
Chariot: Horses
Horseman: Horses
Knight: Horses, Iron
Marine: Rubber
Mech. Inf: Oil, Rubber
Modern Armor: Oil, Rubber, Aluminum
Musketman: Saltpeter
Paratrooper: Oil, rubber
Pikeman: Iron
Radar Artillery: Aluminum
Swordsman: Iron
Tank: Oil, Rubber
AEGIS Cruiser: Akuminum, Uranium
Battleship: Oil
Carrier: Oil
Destroyer: Oil
Frigate: Iron, Saltpeter
Ironclad: Iron, Coal
Nuclear Sub: Uranium
Privateer: Iron, Saltpeter
Submarine: OIl
Transport: Oil
Bomber: Oil
Cruise Missile: Aluminum
Fighter: Oil
Helicopter: Oil, rubber
ICBM: Aluminum, Uranium
Jet Fighter: Oil
Stealth Bomber: Oil, Aluminum
Stealth Fighter: Oil, Uranium
Tac Nuke: Aluminum, Uranium
many early units require no resources...
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October 27, 2001, 15:23
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#40
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King
Local Time: 16:17
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Vienna, Austria
Posts: 1,529
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Quote:
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Originally posted by Andrew1999
Bonus resources: (food/resources/commerce)
Cattle 2/1/0
Fish 2/0/1
Game 1/0/0
Gold 0/0/4
Whales 1/1/2
Wheat 2/0/0
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I guess these are additional food/resources(shields)/commerce numbers.
__________________
"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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October 27, 2001, 15:24
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#41
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King
Local Time: 11:17
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Philly
Posts: 2,961
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Attack.Defense.Move??? Please??
__________________
"Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
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October 27, 2001, 15:27
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#42
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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Quote:
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Originally posted by VetteroX
Thanks for the info, could you tell us unit strengths? like how strong are infanty, mech infantry, riflemen, destroyers etc... we havnt seen any of these yet.
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Some late-game stats:
Modern Armor: 24/16/3
Radar Artillery: 0/0/1 16/2/4
Mech Inf: 12/20/3
Battleship 24/20/4 8/2/4
Stealth Bomber 0/2/0 8/0(8)/4
The second set of stats is for bombardment--it's power/range/Rate of fire
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October 27, 2001, 15:29
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#43
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Emperor
Local Time: 10:17
Local Date: October 31, 2010
Join Date: Jul 2000
Location: The Glorious Land of Canada
Posts: 3,234
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How about the entire section on scenarios and editing? Or segments thereof?
__________________
*grumbles about work*
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October 27, 2001, 15:31
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#44
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King
Local Time: 11:17
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Philly
Posts: 2,961
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Quote:
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Originally posted by Andrew1999
Battleship 24/20/4 8/2/4
The second set of stats is for bombardment--it's power/range/Rate of fire
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Arrgh! That's out-of-date!! The battleship in the final game is 18(8).12.? and can only fire once per turn. I guess you can save your fingers the trouble and answer non-unit stat questions. Sorry!
__________________
"Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
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October 27, 2001, 15:33
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#45
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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Quote:
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Originally posted by Stuie
Arrgh! That's out-of-date!! The battleship in the final game is 18(8).12.? and can only fire once per turn. I guess you can save your fingers the trouble and answer non-unit stat questions. Sorry!
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I was afraid of that...
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October 27, 2001, 15:36
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#46
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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Somebody was asking was "Worker Rate" was on the government screen. Workers in anarchy work slower (1/2 speed) and workers in Democracy work 50% fater.
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October 27, 2001, 15:44
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#47
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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Buildings that require resources:
Coal Plant: Coal
Coastal Fortress: Iron, Saltpeter
Factory: Iron
Mass Transit: Rubber
Nuclear Plant: Uranium
SAM Battery: Aluminum
Apollo Program: Aluminum
Iron Works: Coal and Iron in city radius
Manhattan Project: Uranium
All spaceship parts require Aluminum except for SS Fuel Cells, which require Uranium. Exterior Casing requires both Aluminum and Rubber
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October 27, 2001, 15:53
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#48
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King
Local Time: 15:17
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Fascist party of apolyton.
Posts: 1,405
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Andrew please tell us how trade works
Is it 1 good= 1 city....
Or is it 1 good= all the cities connected to that good
thanks partner
Saddam,
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October 27, 2001, 15:57
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#49
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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One strategic or luxury resource is enough for your entire civlization--the rest can be traded away.
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October 27, 2001, 15:59
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#50
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King
Local Time: 15:17
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Fascist party of apolyton.
Posts: 1,405
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Are the goods farely abundant? Or is there just barely enough for each vic on the map.
Or does it go by geophrapy regions?
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October 27, 2001, 16:04
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#51
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Emperor
Local Time: 11:17
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Detached
Posts: 6,995
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So, does it say anything about the AI? Hmmm?? I wanna know about the AI!
And units stats if you could.
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October 27, 2001, 16:05
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#52
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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I don't know, but looking at the screnshots they seem plentiful. I do know that resources are only found in certain terrain types. You can only find Rubber in forests and jungles, for example.
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October 27, 2001, 16:06
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#53
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King
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Feb 2000
Location: St Louis, MO
Posts: 1,905
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Thanks for the resource requirements list.
I hadn't realized that the special resources would be required for so many things. It will be practically be a game within a game and a damn interesting one at that.
I would imagine that the resources are somewhat scarce otherwise it becomes pointless. We will likely be able to adjust resource availability as well.
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October 27, 2001, 16:14
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#54
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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Quote:
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Originally posted by Kautilya
I would imagine that the resources are somewhat scarce otherwise it becomes pointless. We will likely be able to adjust resource availability as well.
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There's a space in the editor where you can adjust how many resources there are in the game. It's done on a per-civ basis, so if you are playing a 16-civ game there would be more of each resource than on a 3-civ map, even if the map is the same size. I think the default is one of each resource per civ but it doesn't say specifically.
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October 27, 2001, 16:29
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#55
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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City walls only provide a defense bonus of 50%, and disappear once your city reaches size 7. Size 7-12 cities have an inherent defense bonus of 50%, and cities larger than 12 have an inherent bonus of 100%.
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October 27, 2001, 16:35
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#56
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King
Local Time: 16:17
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Vienna, Austria
Posts: 1,529
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You´re the man, Andrew!
BTW, how do the UN council and UN victory work exactly?
__________________
"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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October 27, 2001, 16:42
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#57
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Emperor
Local Time: 11:17
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Detached
Posts: 6,995
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Quote:
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Originally posted by Andrew1999
City walls only provide a defense bonus of 50%, and disappear once your city reaches size 7. Size 7-12 cities have an inherent defense bonus of 50%, and cities larger than 12 have an inherent bonus of 100%.
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So after size 6 you can't build anymore city walls? Or do you just have to build new ones after that because the city is too large?
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October 27, 2001, 16:43
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#58
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Chieftain
Local Time: 15:17
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Auckland, NZ
Posts: 57
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Quote:
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City walls only provide a defense bonus of 50%, and disappear once your city reaches size 7. Size 7-12 cities have an inherent defense bonus of 50%, and cities larger than 12 have an inherent bonus of 100%.
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This sounds much more realistic, I never liked the idea of an ultra modern 21st Century city with City Walls.
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October 27, 2001, 16:46
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#59
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King
Local Time: 10:17
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Hartford, CT, USA
Posts: 1,501
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Do city walls give a culture bonus? (They could still be useful then for big cities)
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October 27, 2001, 16:53
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#60
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Chieftain
Local Time: 15:17
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Illinois
Posts: 96
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Strategy guide
What exectly do nukes do to cities?
Is there MAD?
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