December 11, 2002, 16:57
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#1
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Prince
Local Time: 12:27
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Pride Park,Derby
Posts: 393
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Rothy Calls for Specialists
This isnt really something that could be implemented into a patch, more a future game edition, but i'm dismayed with the Specialists in civ III, they dont DO anything apart from add a pathetic amount of gold/beakers.
I'd like to see it implemented a bit more like this
Entertainers - Same as they are now, 1 happy face is fine
Scientists - Add 1 beaker without research lab, but increase to 2 WITH it. Futher increase by 1gpt for each and any of SETI,Cure for Cancer & Longevity.
Comment : Any city/town will have scientists despite the age/time period of the civ. However, in the Modern age, Scientists will tend to locate to cities where the big science projects/research is/are undertaken, think NASA.
Taxman - Same as always, 1 gold , to be used before Capitalist.
Capitalist - you know, you're standard central london proffesionals. Needs Economics as pre-requisite. 2 with Marketplace and Bank, and 3 with Wall Street.
Comment : Many Big cities such as NY and London have literally Millions of proffesional Capitalists there. All the big companies tend to locate there, and hence the Traders,Big Lawyers,Bankers ect go there for work,especially the city with the Stock Exchange.
Students - Education as Pre-requisite. 2 Science & 1 gold with a University, 3&1 with Newtons University as well. Esentially, little difference from Scientists but both need different wonders to achieve the magic 3 contribution.
Comment : Many cities specialise in Education, in Derby for example, probably 1/10 of the populaton are students, and since a small (but still signifant) amount of people stay to live where they studied they help the economy there.
Tourist - Pre-Requsite is that City must have at least 3 wonders(great or small). limited to 1 per 10 population points. Adds 1 gold per Wonder, capped at 5.
Comment : Most major capital cities, and some other cities enjoy a large income from tousists, and in effect, make up a perminent percentage of thier population. There is probably more Tourists in Westminster at any one time than non-tourists. And they dont usually come short of change.
Atm, you have to limit your cities to size 21 as it no longer feasable to have them any bigger,but as yourself if any of the Major World Powers have Capitals with less population than 2.5m!?!?!. Not Really. It allows your big cities to have an IDENTITY , to have Character , and brings futher use to the builders who love Economies of Scale. I'd really like Firaxis to look into implenting some of the above.
Cheers
Matt
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December 11, 2002, 17:15
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#2
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King
Local Time: 08:27
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Philly
Posts: 2,961
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You should check some of the mod ideas in the Strategy forum. I've increased all specialists to provide two of whatever they produce.
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"Stuie has the right idea" - Japher
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December 11, 2002, 20:11
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#3
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Prince
Local Time: 12:27
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Pride Park,Derby
Posts: 393
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THis is not something a Mod could change, as i've suggested the amounts be variable on City improvements.
Basically, it should be brought more in line with Civ II, but nowhere near as unbalancing (ie a City with great surrondings,the collosus,marketplace,banks,adam smiths,wall street ect giving 20 gold per specialist ).
I would (and i imagine builders would too) really love to see the specialists implemented in a city-specific way as suggested.
Cheers
Matt
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December 11, 2002, 22:04
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#4
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Prince
Local Time: 04:27
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Call me KOTA
Posts: 365
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I like the ideas for scientists, taxmen, and capitalists. However, adding students and tourists would make the game specialist oriented, especially in late Ancient/early Middle age.
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December 13, 2002, 09:25
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#5
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Settler
Local Time: 12:27
Local Date: November 1, 2010
Join Date: Dec 2002
Posts: 2
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I reckon tourists should come of there own free will, you cant "make" them
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December 13, 2002, 09:44
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#6
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King
Local Time: 08:27
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Philly
Posts: 2,961
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Quote:
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Originally posted by Rothy
THis is not something a Mod could change, as i've suggested the amounts be variable on City improvements.
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Understood; but there are ways of modding under the current rules that make size 21+ cities worthwhile. Just thought I'd point that out...
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