January 11, 2001, 21:00
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#1
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Warlord
Local Time: 19:40
Local Date: October 30, 2010
Join Date: Nov 2000
Location: Long Island, NY, America
Posts: 203
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Misc. Ideas
1. The importance of trade-if you don't have any or have very few trade routes/corporations, after a while, your citizens will run out of money to pay you in taxes. I think this is important because it makes people have to trade.
2. Fleeing. If you move a unit into enemy territory and then you see a strong enemy unit, you might flee. Here's how. You get into the above scenario. If that unit's attack is more than double your defense, there is a 50% chance your unit will flee. Units can only flee once a turn (if you discover another unit, tough) and are reduced to half health after fleeing.
3. I just read that AC (the actual star) can only be seen from Miami or south. So when you choose your launch site (see below) It has to be at Miami or further south in order to have the quickest trip to Ac
4. As mentioned above, when you begin building a spacecraft, you need to choose an assembly and launch site. One tile will take up your spacecraft, which will have low defense and a health bar, like a unit. When you think it is done, you will click "done", and then your space craft will be given one movement on railroads. This means you need to build one from the assembly to the launch site. You can only launch your craft when it is on the launch tile. One other note: Cities can serve as assembly spots but not launch spots.
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January 12, 2001, 20:45
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#2
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Local Time: 00:40
Local Date: October 31, 2010
Join Date: Jul 2000
Location: Deity of Lists
Posts: 11,873
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#3 is good.
The hemispheres should play a role in space flight time.
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January 12, 2001, 21:00
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#3
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Prince
Local Time: 16:40
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Seattle, WA
Posts: 610
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#1 on your list is tricky. Really tricky. One way to do this may be to increase the "maintenance" costs of late-game city improvements, while leaving early-game improvements the same. We don't want to cripple early empires, merely encourage late-game trade. Even diplomatic, peaceful gamers like me won't have a lot of opportunity for trade until the late Ancient stage.
But as much as I would like to encourage peaceful gameplay and extensive trade... I wouldn't want to force warmongers to play the game my way, any more than I want them dictating to me how I should play. And the system works okay in Civ II right now. In order to keep up with rising costs, you have to start building banks, stock exchanges, superhighways, roads in every square, etc. Otherwise, you can't afford to bribe cities.
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January 13, 2001, 00:14
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#4
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Prince
Local Time: 19:40
Local Date: October 30, 2010
Join Date: Jan 2001
Posts: 577
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Small quibble with #3: wouldn't the AC ship be built in orbit? if so, the hemisphere your civilisation was in wouldn't make any difference.
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January 13, 2001, 16:26
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#5
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Local Time: 00:40
Local Date: October 31, 2010
Join Date: Jul 2000
Location: Deity of Lists
Posts: 11,873
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I believe #3 would still work because if it was built in orbit it would be orbiting the earth, however it could not work well because it may run into enemy spacecraft, so I believe it must be built on the ground.
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January 13, 2001, 16:54
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#6
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Warlord
Local Time: 00:40
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Laval,Quebec,Canada
Posts: 128
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quote:
Originally posted by DarkCloud on 01-13-2001 03:26 PM
it may run into enemy spacecraft
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Launching it >first< is the objective!
Knowing that a civ's capital falls under enemy control, then that's where the ground based site is located... already.
Building a spaceyard (sounds like the ISS) in orbit is more "challenging" than step through the construction of spaceship's parts. Defending it, too.
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