June 2, 2003, 18:04
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#31
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Emperor
Local Time: 22:42
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Detroit
Posts: 4,551
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I go away for a weekend.... well, lots of good ideas. Thanks. Please keep it up. I am thinking you may be right in that graineries might be unbalancing, but then so is the pyramid, which never expires. Oh well. Aquaducts appear to be good. Thanks again.
GK
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June 2, 2003, 21:37
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#32
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Emperor
Local Time: 21:42
Local Date: November 1, 2010
Join Date: Jun 2002
Location: The DoD
Posts: 8,619
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Quote:
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Originally posted by PLATO1003
Quote:
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Originally posted by Louis XXIV
I like the cheaper aqueduct thing (anyone else think Commercial civs should have cheaper Marketplaces?)
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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?
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Yes, and Religious works the same way with Temples and Cathedrals: you get half-off normal shield cost. You can set these half-off prices in the editor, but Commercial is unfortunately the only trait that cannot be given cheaper buildings, as the flag that should indicate half-off is instead used to indicate what buildings are free with Adam Smith's.
Half-price markets would be unbalancing anyway, IMO. Commercial is already a decent trait after the 1.29 changes; if it did get cheaper buildings, I think it should be limited to Banks and Stock Exchanges, with markets still at full price.
Quote:
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Originally posted by GodKing
I go away for a weekend.... well, lots of good ideas. Thanks. Please keep it up. I am thinking you may be right in that graineries might be unbalancing, but then so is the pyramid, which never expires. Oh well. Aquaducts appear to be good. Thanks again.
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Good point about the Pyramids... they're definitely a great wonder. But wonders at least require investment, and the Pyramids require a lot of investment considering how long, and how early, a city must be tied up with building them. Having half-cost granaries just because you pick a particular civ to start with seems even more unbalancing than the Pyramids to me.
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June 2, 2003, 23:14
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#33
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Prince
Local Time: 20:42
Local Date: November 1, 2010
Join Date: Jan 2002
Location: reprocessing plutonium, Yongbyon, NK
Posts: 560
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A two or three move settler for expansionist civs is a great idea, but not from the begining of the game (that would be crazy). Expansionist civs should get to build an "advanced settler" with a prerequisite tech coming in the idustrial era. Of course the map is almost entirely claimed by then but the speedy settlers would help out greatly after a war with possible razing of cities and/or reduced cultural borders.
As an alternative, the advanced settlers could maintain one movement point but found cities with one free culture improvement, a temple perhaps. Thus, when founding far flung, corrupt cities you wouldn't have to worry about rushing an improvement to expand your borders.
I think one or the other would be a good improvement.
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June 2, 2003, 23:15
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#34
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King
Local Time: 21:42
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Wichita
Posts: 1,352
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I have to admit that I am one of those who really like expansionist as it is. But that said, a small tweak here and there probably wouldn't hurt.
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June 3, 2003, 08:50
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#35
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Emperor
Local Time: 21:42
Local Date: November 1, 2010
Join Date: Dec 2002
Location: The Occupied South
Posts: 4,729
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Quote:
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Originally posted by Carver
A two or three move settler for expansionist civs is a great idea, but not from the begining of the game (that would be crazy). Expansionist civs should get to build an "advanced settler" with a prerequisite tech coming in the idustrial era. Of course the map is almost entirely claimed by then but the speedy settlers would help out greatly after a war with possible razing of cities and/or reduced cultural borders.
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I like this better than a two move settler from the start. Perhaps a "Pioneer"?
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June 3, 2003, 11:43
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#36
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Settler
Local Time: 02:42
Local Date: November 2, 2010
Join Date: Dec 2002
Posts: 10
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I favour a 2 part fix. Philosophically, I lke to keep fixes limited. I don't want to re-write the game.
Scout gets an extra movement point. Thats a big advantage.
Exps start with map making. Hence, early harbours, triremes and map trading.
I give privaterr like stealth options to the US and GB SUs, also the Koreans.
I limit Ironclads: either slower, (3mp) or no Ocean.
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June 3, 2003, 20:34
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#37
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Settler
Local Time: 19:42
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Montana
Posts: 11
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Expansionist is useless. Getting a few free techs from huts is useful, but the more you get, the more expenisve the next tech you have to reasearch is. While you're trying to reasearch a medieval tech in 40 turns the ai's are all reasearching and trading all the other techs and catch up easily.
A different settler units would be good. With 2 movement points or less cost would actually make sense. I don't know how scouting makes a civilization expansionist.
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June 3, 2003, 22:50
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#38
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Prince
Local Time: 21:42
Local Date: November 1, 2010
Join Date: Mar 2003
Location: The First State
Posts: 446
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Sell them all your techs, and they won't have anything to trade
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June 4, 2003, 03:02
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#39
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King
Local Time: 02:42
Local Date: November 2, 2010
Join Date: May 2001
Location: Adelaide, South Australia, Australia
Posts: 1,451
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Hi there,
I also favour a 2-part fix
1) Settlers cost expansionist civs only 1 pop point.
2) All expanionist improvements (like granaries, aqueduct and the like) are half cost!
Yours,
The_Aussie_Lurker.
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