Thread Tools
Old May 30, 2003, 12:04   #1
GodKing
Civilization III Democracy GamePtWDG RoleplayInterSite Democracy Game: Apolyton TeamPtWDG2 TabemonoC3C IDG: Apolyton TeamApolyton UniversityC3CDG The Lost BoysCiv4 SP Democracy GameC4DG SarantiumC4WDG CalysiumC4BtSDG Templars
Emperor
 
GodKing's Avatar
 
Local Time: 22:42
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Detroit
Posts: 4,551
Improving the expansionist trait
I have been thinking about ways to improve this trait. It is so limited - ok, you get scouts. Scouts can rock on a pangia map with lots of goodie huts. But what else do you get?

So I was thinking along two lines.

First, lets split the trait in two. England never had great scouts. They did however have a great sea exploration. So lets add another trait called Seafairing. Cheeper naval units, and cheeper harbors, etc. Get one extra sea movement point. Can build canoes/rafts at the start instead of scouts. They carry one unit, move 2 squares, and have a zero attack and defence. Also, they can be upgraded. You cannot start out the the canoe however (what if you start in a jungle?) so they should just be a little bit cheaper than scouts to make up for it.

This trait would be very usefull if in the next add on they add Great leaders for naval units also.

Second. For how it currently is, why not do two things. First, make some items cheaper to build. Graineries and factories are the two I would like. Better growth and production. Factories I am not sure about. Perhaps just focusing on food and population items. Graineries, aquaducts, etc. etc.

The scout is kinda useless after mapmaking. Sure, it is an ok pillaging unit. Sneak it in and cut off the enemies iron or something. But I like most other people usually just disband them or park them into some city and forget them. How about some sort of upgrade that makes sence. The explorer comes so late in teh game (except for the conquistador - those bad boys can do so much in the right circumstances) that they are worthless. Everybody has already map whored by that point and the only things that are not known are in the ocean. Thoughts, ideas, suggestions?
__________________
Try peace first. If that does not work, then killing them is often a good solution. :evil:

As long as I could figure a way to hump myself, I would be OK with that
--Con
GodKing is offline  
Old May 30, 2003, 12:28   #2
Kaos XIII
Warlord
 
Kaos XIII's Avatar
 
Local Time: 21:42
Local Date: November 1, 2010
Join Date: May 2003
Location: beautiful coastal city of... Que te Importa
Posts: 255
The seafaring trait is a good idea and most people have already said they would very much welcome it. I think expansion is rather useless in archipelage. In one game I made the galley available with pottery (I think), which is what the expansionist civs come with.
__________________
"The Pershing Gulf War began when Satan Husane invaided Kiwi and Sandy Arabia. This was an act of premedication."
Read the Story ofLa Grande Nation , Sieg oder Tod and others, in the Stories Forum
Kaos XIII is offline  
Old May 30, 2003, 13:07   #3
Azeem
Prince
 
Local Time: 02:42
Local Date: November 2, 2010
Join Date: Nov 2002
Posts: 310
The galley comes with "Mapmaking", not Pottery.
__________________
"When we begin to regulate, there is naming,
but when there has been naming
we should also know when to stop.
Only by knowing when to stop can we avoid danger." - Lao-zi, the "Dao-de-jing"
Azeem is offline  
Old May 30, 2003, 13:17   #4
Kaos XIII
Warlord
 
Kaos XIII's Avatar
 
Local Time: 21:42
Local Date: November 1, 2010
Join Date: May 2003
Location: beautiful coastal city of... Que te Importa
Posts: 255
Quote:
Originally posted by Azeem
The galley comes with "Mapmaking", not Pottery.
Yes, I know. I made the change on the Mod, since I always play Archipelago. However, I then decided to change it back.
__________________
"The Pershing Gulf War began when Satan Husane invaided Kiwi and Sandy Arabia. This was an act of premedication."
Read the Story ofLa Grande Nation , Sieg oder Tod and others, in the Stories Forum
Kaos XIII is offline  
Old May 30, 2003, 17:42   #5
bobbo008
Prince
 
bobbo008's Avatar
 
Local Time: 20:42
Local Date: November 1, 2010
Join Date: Dec 2002
Location: The Wisconsonian Empire
Posts: 635
here's my view:

the most important thing about expansionist nations is they can have scouts and get goodie huts, or that is at least what many people think. Aren't the expansionist civs in real life either technologically inferior to other nations, or became expansionist later on, when there would be no goodie huts since all the land would have been explored/taken?
__________________
I use Posturepedic mattresses for a lifetime of temporary relief.
bobbo008 is offline  
Old May 30, 2003, 18:00   #6
Willem
Emperor
 
Willem's Avatar
 
Local Time: 19:42
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
Re: Improving the expansionist trait
Quote:
Originally posted by GodKing
Scouts can rock on a pangia map with lots of goodie huts. But what else do you get?
A very good head start going into the Middle Ages. Quite often that's enough to keep you ahead of all the other civs for the rest of the game.
Willem is offline  
Old May 30, 2003, 18:20   #7
OPD
Civilization III Democracy GameC3CDG Blood Oath HordePtWDG Gathering StormPtWDG2 Mohammed Al-SahafInterSite Democracy Game: Apolyton Team
King
 
OPD's Avatar
 
Local Time: 02:42
Local Date: November 2, 2010
Join Date: Jun 2002
Location: Birmingham UK
Posts: 2,633
I like the extra sea movement idea but I'd really like to see reduced granary cost. I mean the no anarchy for rel is huge but it still gets reduced temple costs.
__________________
Are we having fun yet?
OPD is offline  
Old May 30, 2003, 18:24   #8
PLATO
Apolyton Storywriters' GuildGalCiv Apolyton EmpireCivilization III PBEMC3C IDG: Apolyton TeamCivilization III Democracy GameCiv4 SP Democracy GameThe Courts of Candle'BreC4BtSDG Rabbits of CaerbannogC4DG The HordeC4WDG éirich tuireannC3CDG Blood Oath Horde
Emperor
 
PLATO's Avatar
 
Local Time: 21:42
Local Date: November 1, 2010
Join Date: Dec 2002
Location: The Occupied South
Posts: 4,729
Reduced granary cost for expansionist is a good idea. For seafairing I would like to see reduced harbor cost, the canoe, and sea square movement from the arrival of galleys. Russia is a great expansionist example and England would be a great seafairing example
__________________
Favorite Staff Quotes:
People are screeming for consistency, but it ain't gonna happen from me. -rah
God... I have to agree with Asher ;) -Ming - Asher gets it :b: -Ming
Troll on dope is like a moose on the loose - Grandpa Troll
PLATO is offline  
Old May 30, 2003, 19:37   #9
Kloreep
C3CDG Team BabylonPtWDG LegolandInterSite Democracy Game: Apolyton TeamPtWDG2 TabemonoC3C IDG: Apolyton TeamApolyton UniversityCivilization IV PBEMC4DG The Mercenary Team
Emperor
 
Kloreep's Avatar
 
Local Time: 21:42
Local Date: November 1, 2010
Join Date: Jun 2002
Location: The DoD
Posts: 8,619
Reduced Granary costs for expansionists might be a little unbalancing... they're great as it is, and if you could build them in the early game for the cost of a settler, expansionist would become THE trait; almost as bad as Industrious seems to be THE trait now (though I guess there's at least some disagreement on that, as I've seen quite a lot of non-Industrious civs mentioned as favorites). Reduced cost of Aqueducts and/or Hospitals might be a better choice; while they're a greater shield savings, they come later on, especially Hospitals, and Aqueducts aren't going to be built in every city because of terrain, unhappiness, or if it's on a river.

Also, you could give Expansionists a second UU; a 2-move Settler is one idea I've seen, and I think it's a pretty good one, though I don't know if the AI could handle the decision of whether to escort it or use full speed.
__________________
Member of the Mercenary Team in the Apolyton Civ4 Democracy Game and the Apolyton Team in the C3C Inter-Site Democracy Game
Schlock Mercenary: an awesome sci-fi comic
Kloreep is offline  
Old May 30, 2003, 19:48   #10
Willem
Emperor
 
Willem's Avatar
 
Local Time: 19:42
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
Quote:
Originally posted by Kloreep


Also, you could give Expansionists a second UU; a 2-move Settler is one idea I've seen, and I think it's a pretty good one, though I don't know if the AI could handle the decision of whether to escort it or use full speed.
I've quite often seen the AI escort a Settler with a fast unit. However, I think that ability in itself would be to unbalancing. An Expansionist civ could spread half way across a continent in no time. Aside from adding an early sea unit, like an Outrigger for instace, with no cargo space; I think the trait is powerful enough as it is.
Willem is offline  
Old May 30, 2003, 20:25   #11
dexters
Apolyton Storywriters' Guild
King
 
dexters's Avatar
 
Local Time: 02:42
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Vancouver, Canada
Posts: 1,141
I like the early sea unit idea.

It would esentially be a sea scout. no A/D capabilities.

Also, make the scouts turn into outposts for players to use them as such once exploration is done.
dexters is offline  
Old May 30, 2003, 20:38   #12
Willem
Emperor
 
Willem's Avatar
 
Local Time: 19:42
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
Quote:
Originally posted by dexters


It would esentially be a sea scout. no A/D capabilities.
I've done that in my mod, using a Canoe graphic I found, and it works out fine. It has the same movement rate as a Scout, no cargo capacity, and no A/D. So they're toast with the first Barbarian sea unit they come across. It's a bit more of an advantage for Expansionist civs, but not game breaking.
Willem is offline  
Old May 30, 2003, 20:53   #13
Catt
PtWDG Gathering StormApolyton University
King
 
Catt's Avatar
 
Local Time: 19:42
Local Date: November 1, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
The expansionist trait is, IMHO, the most "variable value" of the possible traits - it can be phenomenal or almost completely wasted. On an archipelago, it doesn't often do a whole lot. On Pangaeas, it does a lot. On Pangaeas with lots of goody huts, it does wonders. Even absent a lot of goody huts though, it still enables early contact, which, when played well, can translate into a powerful early game of trading techs before their value devalues with widespread dispersion among civs. I don't think it needs strengthening any more than several of the other traits.

Catt
Catt is offline  
Old May 31, 2003, 09:02   #14
Spiffor
Civilization III Democracy GamePtWDG LegolandApolytoners Hall of Fame
 
Spiffor's Avatar
 
Local Time: 04:42
Local Date: November 2, 2010
Join Date: Nov 2001
Location: jihadding against Danish Feta
Posts: 6,182
In my mod, map trading comes with navigation, and communication trading comes with radio.
Expansionist becomes really good with those two tweaks

I like the Seafaring attribute, and I think the Firaxians hoped to include it in PtW before noticing the huge amount of recoding that would mean (new traits, especially maritime, were on the wishlist)
__________________
"I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
"I never had the need to have a boner." -- Dissident
"I have never cut off my penis when I was upset over a girl." -- Dis
Spiffor is offline  
Old May 31, 2003, 09:17   #15
Panag
MacCivilization II Democracy Game: ExodusC4BtSDG Rabbits of Caerbannog
Emperor
 
Panag's Avatar
 
Local Time: 04:42
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
hi ,

, ....

a settler with two move space , .....

yes and no , on a 300X300 map it might be good , but smaller , no , that could unbalance the game and civs with this option would rule the world before the year zero in the game , ......

as for the british , valid point , lets add one movement to the british UU and let it hold one unit or so , ....

maybe the expansionist trait should generate an extra culture point for each 5 or ten that are generated from each city for lets say the first 200 turns or so , .....

have a nice day
Panag is offline  
Old May 31, 2003, 14:23   #16
pedrojedi
Prince
 
pedrojedi's Avatar
 
Local Time: 23:42
Local Date: November 1, 2010
Join Date: Nov 2002
Location: Porto Alegre, RS
Posts: 532
maybe a 2-move worker?
pedrojedi is offline  
Old May 31, 2003, 14:29   #17
Panag
MacCivilization II Democracy Game: ExodusC4BtSDG Rabbits of Caerbannog
Emperor
 
Panag's Avatar
 
Local Time: 04:42
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
Quote:
Originally posted by pedrojedi
maybe a 2-move worker?
hi ,

, its too strong , it could unbalance the game

have a nice day
Panag is offline  
Old May 31, 2003, 20:04   #18
bobbo008
Prince
 
bobbo008's Avatar
 
Local Time: 20:42
Local Date: November 1, 2010
Join Date: Dec 2002
Location: The Wisconsonian Empire
Posts: 635
a 1.25 move worker?
__________________
I use Posturepedic mattresses for a lifetime of temporary relief.
bobbo008 is offline  
Old May 31, 2003, 20:15   #19
dexters
Apolyton Storywriters' Guild
King
 
dexters's Avatar
 
Local Time: 02:42
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Vancouver, Canada
Posts: 1,141
I personally prefer workers who have a special ability

"entertain"

Hit the button and they will dance for you.
dexters is offline  
Old June 2, 2003, 08:20   #20
Daz
Prince
 
Daz's Avatar
 
Local Time: 02:42
Local Date: November 2, 2010
Join Date: Jan 2003
Location: Deaf forever
Posts: 599


How about make the scouts "convert" the villages they run into.... thus getting a city (and disbanding the scout)?

Kinda like a settler....
Daz is offline  
Old June 2, 2003, 09:29   #21
MrWhereItsAt
Alpha Centauri Democracy GameCivilization II Democracy GamePtWDG RoleplayAlpha Centauri PBEMSpanish CiversCall to Power Democracy GameCivilization II Democracy Game: Red FrontPtWDG2 Latin LoversACDG The Cybernetic ConsciousnessCivilization III PBEMC3C IDG: Apolyton TeamACDG Planet University of TechnologyACDG3 GaiansC3CDG The Lost BoysCivilization III Democracy GameInterSite Democracy Game: Apolyton Team
Deity
 
MrWhereItsAt's Avatar
 
Local Time: 14:42
Local Date: November 2, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
I remember a post back in history (an earlier version, of course, and pre-PtW) where someone reported a GL from a naval battle. It was American, I believe, and they may have posted a screenshot.
__________________
Consul.

Back to the ROOTS of addiction. My first missed poll!
MrWhereItsAt is offline  
Old June 2, 2003, 09:48   #22
Louis XXIV
C4WDG Stratega
Prince
 
Louis XXIV's Avatar
 
Local Time: 21:42
Local Date: November 1, 2010
Join Date: Mar 2003
Location: The First State
Posts: 446
My only wish is that Scouts had one movement, treating all squares as roads
__________________
Viva la Spam
Louis XXIV is offline  
Old June 2, 2003, 09:59   #23
MrWhereItsAt
Alpha Centauri Democracy GameCivilization II Democracy GamePtWDG RoleplayAlpha Centauri PBEMSpanish CiversCall to Power Democracy GameCivilization II Democracy Game: Red FrontPtWDG2 Latin LoversACDG The Cybernetic ConsciousnessCivilization III PBEMC3C IDG: Apolyton TeamACDG Planet University of TechnologyACDG3 GaiansC3CDG The Lost BoysCivilization III Democracy GameInterSite Democracy Game: Apolyton Team
Deity
 
MrWhereItsAt's Avatar
 
Local Time: 14:42
Local Date: November 2, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
If only the Archives had search ability. I just spent the time since my last post manually looking for the thread. I gave up when I got back to Jan '02.

We could rename Expansionistic to Imperialistic and have leaders generated by Barb camps (eg Caesar emerged from fighting the Gauls, many Roman Emperors emerged from the Barbarian fighting ranks).

Of course for that you just need to go back and use patch v1.16f of Civ3.
__________________
Consul.

Back to the ROOTS of addiction. My first missed poll!
MrWhereItsAt is offline  
Old June 2, 2003, 11:09   #24
PLATO
Apolyton Storywriters' GuildGalCiv Apolyton EmpireCivilization III PBEMC3C IDG: Apolyton TeamCivilization III Democracy GameCiv4 SP Democracy GameThe Courts of Candle'BreC4BtSDG Rabbits of CaerbannogC4DG The HordeC4WDG éirich tuireannC3CDG Blood Oath Horde
Emperor
 
PLATO's Avatar
 
Local Time: 21:42
Local Date: November 1, 2010
Join Date: Dec 2002
Location: The Occupied South
Posts: 4,729
Quote:
Originally posted by Kloreep
Reduced Granary costs for expansionists might be a little unbalancing... they're great as it is, and if you could build them in the early game for the cost of a settler, expansionist would become THE trait; almost as bad as Industrious seems to be THE trait now (though I guess there's at least some disagreement on that, as I've seen quite a lot of non-Industrious civs mentioned as favorites). Reduced cost of Aqueducts and/or Hospitals might be a better choice; while they're a greater shield savings, they come later on, especially Hospitals, and Aqueducts aren't going to be built in every city because of terrain, unhappiness, or if it's on a river.

Also, you could give Expansionists a second UU; a 2-move Settler is one idea I've seen, and I think it's a pretty good one, though I don't know if the AI could handle the decision of whether to escort it or use full speed.
After thinking it over and looking at shield cost, I think you are probably correct on the grainary. The aqueduct shield reduction does seem like a better fit. With it coming early in the game it seems a better fit for expansionist than the Hospital.

A two move settler would make the expansionist able to dominate the game and would IMHO unbalance things.
__________________
Favorite Staff Quotes:
People are screeming for consistency, but it ain't gonna happen from me. -rah
God... I have to agree with Asher ;) -Ming - Asher gets it :b: -Ming
Troll on dope is like a moose on the loose - Grandpa Troll
PLATO is offline  
Old June 2, 2003, 12:51   #25
Louis XXIV
C4WDG Stratega
Prince
 
Louis XXIV's Avatar
 
Local Time: 21:42
Local Date: November 1, 2010
Join Date: Mar 2003
Location: The First State
Posts: 446
I like the cheaper aqueduct thing (anyone else think Commercial civs should have cheaper Marketplaces?)
__________________
Viva la Spam
Louis XXIV is offline  
Old June 2, 2003, 13:23   #26
PLATO
Apolyton Storywriters' GuildGalCiv Apolyton EmpireCivilization III PBEMC3C IDG: Apolyton TeamCivilization III Democracy GameCiv4 SP Democracy GameThe Courts of Candle'BreC4BtSDG Rabbits of CaerbannogC4DG The HordeC4WDG éirich tuireannC3CDG Blood Oath Horde
Emperor
 
PLATO's Avatar
 
Local Time: 21:42
Local Date: November 1, 2010
Join Date: Dec 2002
Location: The Occupied South
Posts: 4,729
Quote:
Originally posted by Louis XXIV
I like the cheaper aqueduct thing (anyone else think Commercial civs should have cheaper Marketplaces?)
I like this idea as well. It should be possible to key a reduced cost for a particular building to a civ trait. Don't they already do this with barracks and militaristic?

Also, what building for which trait do you think should have the reduction? If every Civ had a particular building would the game maintain its balance?
__________________
Favorite Staff Quotes:
People are screeming for consistency, but it ain't gonna happen from me. -rah
God... I have to agree with Asher ;) -Ming - Asher gets it :b: -Ming
Troll on dope is like a moose on the loose - Grandpa Troll
PLATO is offline  
Old June 2, 2003, 14:06   #27
Panag
MacCivilization II Democracy Game: ExodusC4BtSDG Rabbits of Caerbannog
Emperor
 
Panag's Avatar
 
Local Time: 04:42
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
Quote:
Originally posted by Daz


How about make the scouts "convert" the villages they run into.... thus getting a city (and disbanding the scout)?

Kinda like a settler....

hi ,

it does happen , ......

seen it a couple times in the early days ( it got down with some patch ) when your city expanded the village became a new city , ....... often a size two or three , ...

have a nice day
Panag is offline  
Old June 2, 2003, 14:07   #28
Panag
MacCivilization II Democracy Game: ExodusC4BtSDG Rabbits of Caerbannog
Emperor
 
Panag's Avatar
 
Local Time: 04:42
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
Quote:
Originally posted by Louis XXIV
I like the cheaper aqueduct thing (anyone else think Commercial civs should have cheaper Marketplaces?)
hi ,

, what a bout a new trait , "builders" or so , they would get reduction for most buildings , not wonders or certain key buildings later on , .....

have a nice day
Panag is offline  
Old June 2, 2003, 14:13   #29
PLATO
Apolyton Storywriters' GuildGalCiv Apolyton EmpireCivilization III PBEMC3C IDG: Apolyton TeamCivilization III Democracy GameCiv4 SP Democracy GameThe Courts of Candle'BreC4BtSDG Rabbits of CaerbannogC4DG The HordeC4WDG éirich tuireannC3CDG Blood Oath Horde
Emperor
 
PLATO's Avatar
 
Local Time: 21:42
Local Date: November 1, 2010
Join Date: Dec 2002
Location: The Occupied South
Posts: 4,729
I don't know if a new trait is needed. I would rather see more emphasis put on the ability of a particular civ to build a civ related building quicker.

The trait of "Builder" would seem to indicate that the civ had no cultural objective other than massive city sprawl. (Which, come to think of it might be pretty realistic after all )
__________________
Favorite Staff Quotes:
People are screeming for consistency, but it ain't gonna happen from me. -rah
God... I have to agree with Asher ;) -Ming - Asher gets it :b: -Ming
Troll on dope is like a moose on the loose - Grandpa Troll
PLATO is offline  
Old June 2, 2003, 16:23   #30
Panag
MacCivilization II Democracy Game: ExodusC4BtSDG Rabbits of Caerbannog
Emperor
 
Panag's Avatar
 
Local Time: 04:42
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
Quote:
Originally posted by PLATO1003
I don't know if a new trait is needed. I would rather see more emphasis put on the ability of a particular civ to build a civ related building quicker.

The trait of "Builder" would seem to indicate that the civ had no cultural objective other than massive city sprawl. (Which, come to think of it might be pretty realistic after all )
hi ,

with 24 civs and eight more around the corner and lets hope an other 32 behind that , ....

well new traits might be welcome , at least two of them

have a nice day
Panag is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 22:42.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team