February 4, 2001, 23:09
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#1
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Warlord
Local Time: 00:45
Local Date: October 31, 2010
Join Date: Nov 1999
Location: Hong Kong
Posts: 141
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Starting units
The original civ2 allows for starting with 1/2 settlers. We can extend the concept to create more varieties on starting units:
1.)2 settlers(as in civ2)
2.)1 settler +1 horseman
3.)1 settler +1 warrior
4.)1 settler +1 archer
This way, everyone can do some early scouting without the burden of supporting the unit, also narrows the advantages of someone starting with double settlers.
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February 5, 2001, 04:12
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#2
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Emperor
Local Time: 17:45
Local Date: October 30, 2010
Join Date: Dec 1969
Location: LF & SG(2)... still here in our hearts
Posts: 6,230
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I don't think I ever saw this suggestion before… something actually new!
It's a good idea, too.
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February 5, 2001, 04:36
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#3
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Warlord
Local Time: 02:45
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Turkey
Posts: 166
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recently, this came to my mind also, and I believe at least a warrior with a settler would be fine.
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February 5, 2001, 04:41
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#4
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Prince
Local Time: 01:45
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Colombo
Posts: 310
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Yes, like this .. I remember back to the CIV 1 days ... that extra settler was wonderful, and in many games lasted right to the end .. 2000AD  .. Although I doubt that a warrior or Archer would be so beneficial at 2000AD .. it does add a early exploration/defence possibility.
Actually, my only reservation is that it could be used to wipe civ's out before they have even built the first unit ..maybe there should be some rules governing instances of settler+unit .. so nobody starting close together gets a unit (min of 10 moves away from closest civ, including river journey).
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"Wherever wood floats, you will find the British" . Napoleon
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February 5, 2001, 12:22
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#5
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Prince
Local Time: 01:45
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Lausanne
Posts: 466
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Yes, but this unit must be a defensive Unit.....
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February 5, 2001, 12:24
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#6
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Emperor
Local Time: 01:45
Local Date: October 31, 2010
Join Date: Dec 2000
Location: The European Union, Sweden, Lund
Posts: 3,682
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In freeciv it is possible to start out whit a bonus explorer.
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February 5, 2001, 16:47
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#7
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Prince
Local Time: 16:45
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Seattle, WA
Posts: 610
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An idea that occurred to me a few weeks ago is the idea of fertile land appearing in the tribes' starting locations. CTP had the foresight of starting every tribe on a river (unfortunately, it was usually a river in the forest, but that's neither here nor there). I was thinking maybe every tribe would start on a river, and there would be two tiles of a special terrain type, called Fertile Land or something (which would essentially be like Grassland except it produces an extra food and extra production) along your starting river, within view of your first Settler. Fertile Land would only occur in starting locations: it appears nowhere else, and you cannot terraform any terrain into Fertile Land.
I just think it would be nice to give every civ's capital city a slight boost in the early game.
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February 6, 2001, 02:08
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#8
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Warlord
Local Time: 00:45
Local Date: October 31, 2010
Join Date: Nov 1999
Location: Hong Kong
Posts: 141
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February 6, 2001, 05:09
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#9
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Prince
Local Time: 01:45
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Colombo
Posts: 310
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Colossus,
Very much my experience also .. and thats why I think its important not to let a person start with a military unit when your close by to other civs.. at least you had to move to the hut to get your unit.. which I think should not of happened .. Gold or science maybe ..
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"Wherever wood floats, you will find the British" . Napoleon
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February 6, 2001, 07:28
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#10
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Emperor
Local Time: 01:45
Local Date: October 31, 2010
Join Date: Mar 2000
Location: London, UK
Posts: 3,732
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I'm all in favour of a faster start with slightly less luck involved. If simply founding a city gave you a 1-1-0 no support unit that would limit the instant kill possibilities (to steal someone else's militia idea -WesW?)
Starting with 1 settler, 1 horseman, 1 improvement unit/second settler and a radius of 3 tiles discovered would be my preference. That allows a chance to pick a good close spot for settling and begin exploration immediately. Otherwise the time taken to build your first defensive unit, exploration unit and next settler is too dependant on how good your original starting location was. Being lucky enough to start on a river near a couple of good specials guaranteed you much better expansion than someone starting on a featureless plain.
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February 7, 2001, 17:46
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#11
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Deity
Local Time: 20:45
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Dance Dance for the Revolution!
Posts: 15,132
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This is a good idea. But if a second settler is to be sacrificed for a combat unit it should be a good one; i.e. an archer or a horseman/chariot.
I disagree about the "fertile land" concept. I roam too often with my early units looking for a great starting location anyway, so it's no use to me.
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February 7, 2001, 19:53
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#12
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Prince
Local Time: 16:45
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Seattle, WA
Posts: 610
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I also like the idea of starting with a Settler and another unit, hopefully one with a 2 movement rate. I'd probably just reload until I got either two Settlers, or a Settler and a Horseman/Chariot. I'd feel a bit cheated with just a Settler and an Archer, though.
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February 10, 2001, 15:02
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#13
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Local Time: 00:45
Local Date: October 31, 2010
Join Date: Jul 2000
Location: Deity of Lists
Posts: 11,873
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Start with 2 warriors period. And an already founded city.
Or 1 warrior, 1 horseman, and an already founded city.
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February 10, 2001, 15:24
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#14
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Guest
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How about a settler and Explorer and then you don't have to worry about defeating another civilization. Send this suggestion to Firaxis, they might just like it.
Henrik you are right. I just went back and looked. Sorry. However they should still send this to Firaxis.
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[This message has been edited by joseph1944 (edited February 10, 2001).]
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February 10, 2001, 17:10
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#15
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Emperor
Local Time: 01:45
Local Date: October 31, 2010
Join Date: Dec 2000
Location: The European Union, Sweden, Lund
Posts: 3,682
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You know i allready sugested that.
I don't mind though since evryone else has been ignoring my post.
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February 11, 2001, 10:43
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#16
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Deity
Local Time: 08:45
Local Date: October 31, 2010
Join Date: May 1999
Location: The City State of Noosphere, CPA special envoy
Posts: 14,606
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An alternative is, when you start your first city, you automatically receive a powerful defensive unit named Palace Guard. That way, you can't be killed right off the bat.
The Palace Guard unit can't be bought. You get one when you are (re-)building your capital for free.
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February 11, 2001, 11:30
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#17
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Emperor
Local Time: 01:45
Local Date: October 31, 2010
Join Date: Dec 2000
Location: The European Union, Sweden, Lund
Posts: 3,682
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What if you change capital? If you get a new palace guard everytime you change capital you could end up whit lots of these guys.
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