May 7, 2002, 22:04
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#31
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King
Local Time: 13:11
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Location: of Hamilton, New-Zealand.
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Quote:
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Originally posted by asleepathewheel
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Originally posted by Grrr!!
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Originally posted by asleepathewheel
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Originally posted by Grrr!!
I don't think a Maritime civ is a good idea particularly.
Lets say the Vikings (Maritime, Expansionist) start in the middle of the jungle. What's the point in Maritime abilities then.
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Well, what's the point of expansionist if you find yourself on an island? each has trade offs.
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An expansionist Civ on an island has still got advatages, while a landlocked civ that is maritime is useless.
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Unless you're playing on pangea, there will be water around. even on pangea, i usually end up near water. whereas if I am expansionist on an island, I get maybe 1 goody hut and have a scout. how great is that?
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You also get double speed terrain improvements, or am I thinking of the wrong thing.
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Grrr | Pieter Lootsma | Hamilton, NZ | grrr@orcon.net.nz
Waikato University, Hamilton.
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May 7, 2002, 22:07
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#32
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Local Time: 19:11
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Quote:
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Originally posted by Grrr
You also get double speed terrain improvements, or am I thinking of the wrong thing.
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That would be Industrious.
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May 7, 2002, 22:07
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#33
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Emperor
Local Time: 19:11
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Join Date: Mar 2002
Location: listening too long to one song
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Quote:
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Originally posted by Grrr
You also get double speed terrain improvements, or am I thinking of the wrong thing.
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I think you're thinking of industrious. Expansionist get the scout and guarenteed good goody huts, thats it.
but I digress
My point was that each characteristic has shortcomings. except for religious. hard to argue with 1 turn anarchy and cut rate temples.
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May 7, 2002, 22:27
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#34
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Emperor
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maybe they should be prone to idiocy / rejection of new ideas. get astronomy, but you kill copernicus before he builds the observatory.
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May 9, 2002, 09:50
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#35
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Emperor
Local Time: 02:11
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Posts: 8,117
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Quote:
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Originally posted by Grrr
I don't think a Maritime civ is a good idea particularly.
Lets say the Vikings (Maritime, Expansionist) start in the middle of the jungle. What's the point in Maritime abilities then.
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hi ,
well , maybe firaxis could build in the editor ; civ so and so must be near large body of water , in other words a placement tool , ...
have a nice day
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May 9, 2002, 17:29
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#36
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Warlord
Local Time: 18:11
Local Date: October 31, 2010
Join Date: Jul 2001
Location: Madison WI
Posts: 185
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Ideas for civ traits:
Sexist: one free happy face per city; captured workers can be converted into a 20-turn luxury.
Space: space ship parts require half as many shields; space ship can be built without any strategic resources. Cannot win by conquest.
Objectivist: free factory in each city (upon appropriate tech). "Emigration" disaster halts population growth.
Artilleristic: starts with a catapult; can build all land artillery units for free.
Eccentric: free Police Station in every city; starts out in Medieval age. But, other civs bully it.
Terrorist: All units double as cruise missiles. But, cannot negotiate with any civs.
i think that should do it
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May 9, 2002, 17:36
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#37
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Emperor
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hi ,
what about a civ that's , ....civilized , .....
topic ; a canal , more units , more civ's in total , more buildings ,
at least two more era's , and bigger era's , ......
oh yeah , total civ's in game , 32 and barbarians can take city's , ...
a big map , 512x512 would do , ....
as for the rest , i shall pay 49.95 for the above , ......
now all we got to do is ask , ..........Sid and firaxis , ....
have a nice day
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May 9, 2002, 18:35
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#38
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Warlord
Local Time: 18:11
Local Date: October 31, 2010
Join Date: Jul 2001
Location: Madison WI
Posts: 185
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Hi!
What about a civ that's "civilized"?
Topic: A canal, more units, more civs in total, more buildings, at least two more eras, and bigger eras.
Oh yeah. Total civs in game: 32, and barbarians can take cities.
A big map: 512x512 would do.
As for the rest, I shall pay $49.95 for the above.
Now all we've got to do is ask Sid and Firaxis.
Have a nice day.
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May 9, 2002, 18:40
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#39
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Local Time: 19:11
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Quote:
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Originally posted by Miznia
Hi!
What about a civ that's "civilized"?
Topic: A canal, more units, more civs in total, more buildings, at least two more eras, and bigger eras.
Oh yeah. Total civs in game: 32, and barbarians can take cities.
A big map: 512x512 would do.
As for the rest, I shall pay $49.95 for the above.
Now all we've got to do is ask Sid and Firaxis.
Have a nice day.
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What exactly was the point of this post?
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"I think Bigfoot is blurry, that's the problem. It's not the photographer's fault. Bigfoot is blurry, and that's extra scary to me. There's a large out of focus monster roaming the countryside. Look out, he's fuzzy, let's get out of here."
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May 10, 2002, 00:45
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#40
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King
Local Time: 13:11
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Join Date: Dec 2000
Location: of Hamilton, New-Zealand.
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I want a 1024 x 1024 map for my WWII scenario.
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Grrr | Pieter Lootsma | Hamilton, NZ | grrr@orcon.net.nz
Waikato University, Hamilton.
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May 10, 2002, 10:41
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#41
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Emperor
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Quote:
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Originally posted by Grrr
I want a 1024 x 1024 map for my WWII scenario.
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hi ,
if it where only true , ...........
topic ; what about a good zoom , both in editor and both on the map that one play's , ...........
more help file's , some people have problems to undertstand them and not all Q are in there , why ,well , most people dont have english as there native language , ....
say Grrr where ya from , ......
have a nice day all of you
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May 10, 2002, 17:00
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#42
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King
Local Time: 13:11
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Join Date: Dec 2000
Location: of Hamilton, New-Zealand.
Posts: 1,160
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Where am I from Wellington, New Zealand.
A zoom is a definate necessity.
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Grrr | Pieter Lootsma | Hamilton, NZ | grrr@orcon.net.nz
Waikato University, Hamilton.
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May 10, 2002, 19:00
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#43
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Prince
Local Time: 18:11
Local Date: October 31, 2010
Join Date: Jan 2002
Location: reprocessing plutonium, Yongbyon, NK
Posts: 560
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Quote:
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Originally posted by Miznia
Hi!
What about a civ that's "civilized"?
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Living in low-tech peace with the other members of your community is very civilized. Fighting wars for years and killing hundreds of thousands, colonizing other lands and brutally subjugating the local population is not. I find many of the prospective new civs quite civilized.
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May 10, 2002, 19:31
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#44
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Emperor
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Quote:
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Originally posted by Grrr
Where am I from Wellington, New Zealand.
A zoom is a definate necessity.
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hi ,
and a world map with NZ on it also , .....
topic , a forest is harvested , reforested , harvested again , and so on , and every time , ya get , .....10 shields , now , is this the kind of "new abilities" , ....grrrrrrrr (nothing to do with Grrr)
have a nice day
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May 11, 2002, 01:34
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#45
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Settler
Local Time: 19:11
Local Date: October 31, 2010
Join Date: Jan 2002
Location: Bytown
Posts: 14
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Quote:
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Originally posted by Spiffor
Like many others here, I'm for agricultural and maritime
Now maritime :
The second advantage is not that clear : free harbours is too powerful, half-priced harbours is too weak.
Maritime
- Faster ships (rather proportional to their normal speed)
- Harbours / coastal fortresses / offshore platforsms twice cheaper
- Starting with alphabet
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I should have been clearer in my original suggestion:
Maritime:
1 - All this civ's boats have 1/3 the movement cost when travelling through sea and ocean squares (NOT coast squares - historically, I'm thinking of Portugal, British Empire, or the Dutch East India company here)
2 - For each harbour that you have built, one of your ships has a maintenance cost of Zero (0). I agree big-time that free harbours is insane, and didn't intend it to be read that way.
3 - (new addition) Increased chance of starting the game on a shore.
As such, Maritime is for long sea journeys. For those dreaming of Viking applications, let me suggest:
Raider:
1-Land units disembarking from a boat to a land square only expend 1/3 movement to do so.
2-Wooden ships have +1 attack for each foot soldier unit on board.
Any further Viking advantage would be dealt with by making a "Longship" special unit cool.
-GentleRiser.
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May 11, 2002, 02:19
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#46
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Deity
Local Time: 18:11
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Quote:
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Originally posted by UberKruX
maybe they should be prone to idiocy / rejection of new ideas. get astronomy, but you kill copernicus before he builds the observatory.
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That's too funny to go without note. Cheers big ears.
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May 11, 2002, 04:28
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#47
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Local Time: 02:11
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Location: jihadding against Danish Feta
Posts: 6,182
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Quote:
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Originally posted by gentleriser
I should have been clearer in my original suggestion:
Maritime:
1 - All this civ's boats have 1/3 the movement cost when travelling through sea and ocean squares (NOT coast squares - historically, I'm thinking of Portugal, British Empire, or the Dutch East India company here)
2 - For each harbour that you have built, one of your ships has a maintenance cost of Zero (0). I agree big-time that free harbours is insane, and didn't intend it to be read that way.
3 - (new addition) Increased chance of starting the game on a shore.
As such, Maritime is for long sea journeys. For those dreaming of Viking applications, let me suggest:
Raider:
1-Land units disembarking from a boat to a land square only expend 1/3 movement to do so.
2-Wooden ships have +1 attack for each foot soldier unit on board.
Any further Viking advantage would be dealt with by making a "Longship" special unit cool.
-GentleRiser.
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Those are good ideas, but I think they're very different in the spirit than other Civ traits. My perspective was to imagine maritime and agricultural traits in a comparable way with other Civs. But 1/3 movement on oceans sounds really cool to me, much better than a mere extra movement point anywhere.
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May 11, 2002, 06:40
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#48
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Emperor
Local Time: 02:11
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Join Date: Oct 2000
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hi ,
well if there is a going to be a martime-civ , fine but with a port , to build ships and to repair them , harbor only for fishing , ..
of course we dont need to worry that that civ starts in the jungle , the can walk ( ) to the sea-side , .....
have a nice day
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