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Old April 12, 2003, 17:53   #31
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Quote:
Originally posted by Spiffor
Actually, unit trading wasn't in in the first place (after some debate among Firaxians) because they feared the feature would be abused by players dumping their old units to AI-civs, and let the AI pay big money in upkeep.
The AI cannot refuse gifts, even if they are poisoned, and it was tricky to code an evaluation of such gifts, so the idea got scrapped.

Today, I have thought of a very simple way to prevent this kind of abuse : make it impossible to give / trade units that are obsolete for the reciever. High-tech units are still welcome.
hi ,

, okay , but how is obsolete defined

imagine that all you have to spare for your friend during a war is a couple swordsman , ...... they are still great to save a turn or two for a building , .....


one thing that should also be included is "leasing" units , like a transport , a battleship , etc , ......

have a nice day
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Old April 12, 2003, 17:59   #32
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Quote:
Originally posted by panag
okay , but how is obsolete defined
Obsolete is defined in the rules, when the unit's "upgrade to" field is filled. For example, a spearman upgrades to pikeman. If the reciever is able to build pikemen, it should be impossible to trade him spearmen.
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Old April 12, 2003, 18:02   #33
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Quote:
Originally posted by Spiffor

Obsolete is defined in the rules, when the unit's "upgrade to" field is filled. For example, a spearman upgrades to pikeman. If the reciever is able to build pikemen, it should be impossible to trade him spearmen.
hi ,

, that does not sound like a good solution neither , ..... imagine he has no units but needs them , you have loads of spearman but you can build pikeman yet , ......

have a nice day
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Old April 12, 2003, 18:09   #34
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Quote:
Originally posted by Tiberius
Dark Ages

When a civ reaches high levels of corruption and unhappiness, has a chronical lack of culture and ... well, in other words has a high level of decay, it would enter in the opposite of its Golden Ages, the Dark Ages. In its Dark Ages every civ would produce less commerce, culture and production, its cities would be more likely to revolt and join other civs, no great leaders and some other negative effetcs that would last for 20 turns.
They actually had this in Civ 3, but removed it because unlike a Golden Age, all a "Dark Age" did was take the fun out of the game.
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Old April 14, 2003, 04:11   #35
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Try this on for size...

An any Era unit of nominal expense moves one space /turn. Disables,slows(limits)healing,causes happiness and/or unhappiness(depends on application),slows other units movements.
What could this be...whisky
A lil bottle icon would be sharp.
send one or two of these towards the approaching Iroquois MW,sit back and wath them fall off there horses(not literally) and enjoy.
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Old April 14, 2003, 05:47   #36
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Quote:
Originally posted by Trip

They actually had this in Civ 3, but removed it because unlike a Golden Age, all a "Dark Age" did was take the fun out of the game.
But it'd happen only if you don't build infrastructure. It is the same as CF: you don't build culture, you lose cities. You build nothing, you enter Dark Ages. They could lower the corruption levels and make the current levels part of the Dark Ages.
The idea is that the advantages of being a warmonger (as opposed to build infrastructure) are still too big in civ3.
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Old April 14, 2003, 06:15   #37
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Quote:
Originally posted by Tiberius

But it'd happen only if you don't build infrastructure. It is the same as CF: you don't build culture, you lose cities. You build nothing, you enter Dark Ages. They could lower the corruption levels and make the current levels part of the Dark Ages.
The idea is that the advantages of being a warmonger (as opposed to build infrastructure) are still too big in civ3.
How about adding a new rule to the game?

Less Culture/Capita = More corruption.
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Old April 14, 2003, 06:47   #38
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One more: Civil (Civilian?) Great Leaders., born in cities (civs) with high level of science, culture and/or commerce. They'd be able to rush "civil" wonders, while the mil. GL would be able to rush only combat related wonders (in addition to building armies, of course).
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Old April 14, 2003, 10:30   #39
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IMO, though plenty of good ideas are listed above, I think the real defining addition that Civ is missing is an INTERNAL STRUGGLE FOR POWER. This happens in every government form:

In despotism, military figures attempt to oust each other all the time.

In monarchy, the royal family often has wonderful intrigues and often open battles...

In a republic or democracy there are elections, for God's sake...

Communism is a bit more monolithic, true.

The class system which exists in every society in the history of man is also not well represented by civ. What if you COULDN'T build a temple in Detroit, because your hardliners, more popular after the advent of Nationalism, were demanding you build a barracks first?

If this could be worked out, it would be a dream come true, and make Civ the deepest and richest world strategy game ever.
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Old April 14, 2003, 14:03   #40
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1. for culture flipping, instead of removing all troops for a flip, have some damaged each turn or population decreased, in revolts or massacres,

2. have an option to have corruption tied to cultural influence

3. make unit disbanding animations so we dont have to see ourselves kill units
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Old April 14, 2003, 16:22   #41
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Quote:
Originally posted by Tiberius
One more: Civil (Civilian?) Great Leaders., born in cities (civs) with high level of science, culture and/or commerce. They'd be able to rush "civil" wonders, while the mil. GL would be able to rush only combat related wonders (in addition to building armies, of course).

hi ,

, would be intresting for scenarios


but how do we prevent to many of them being "born" , ....

have a nice day
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Old April 14, 2003, 16:25   #42
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Quote:
Originally posted by brianshapiro
1. for culture flipping, instead of removing all troops for a flip, have some damaged each turn or population decreased, in revolts or massacres,

2. have an option to have corruption tied to cultural influence

3. make unit disbanding animations so we dont have to see ourselves kill units

hi ,

, "culture flip" , .... we should have an option to keep borders , needed for scenario's , .... (!)


"corruption" , we should have a federal police station or so , to fight corruption in cities without a police station or so , .....

we need state courts , they could be palaces for every 5 - 10 cities , with a max of 5 or so , .....

have a nice day
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