June 10, 2003, 00:55
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#1
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Prince
Local Time: 19:19
Local Date: November 1, 2010
Join Date: Jan 2002
Posts: 551
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Should units cost 1 pop?
I am thinking of modding the game to make units (maybe not air units) cost 1 pop. To make things balanced I'd lower their costs in shields. It's more realistic. When a military unit is created they don't make the people, they take people from the city and train them and make them into a unit.
Would this disrupt the balance of the game?
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"The first man who, having fenced off a plot of land, thought of saying, 'This is mine' and found people simple enough to believe him was the real founder of civil society. How many crimes, wars, murders, how many miseries and horrors might the human race had been spared by the one who, upon pulling up the stakes or filling in the ditch, had shouted to his fellow men: 'Beware of listening to this imposter; you are lost if you forget the fruits of the earth belong to all and that the earth belongs to no one." - Jean-Jacques Rousseau
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June 10, 2003, 01:23
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#2
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King
Local Time: 03:19
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Vancouver, Canada
Posts: 1,141
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Give it a try and let us know
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June 10, 2003, 02:46
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#3
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Emperor
Local Time: 04:19
Local Date: November 2, 2010
Join Date: Mar 1999
Location: voice of reason
Posts: 4,092
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I also think you need to increase growth rate.
Please tell us if you got any interesting results and how the AI handles the situation.
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June 10, 2003, 03:27
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#4
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Emperor
Local Time: 05:19
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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hi ,
some units yes , for example the ICBM , tactical nuke and nuclear sub , lets say due to the radiation , ......
and if they where to put a worker soldier , that one also , the rest seems fine , .....
have a nice day
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June 10, 2003, 06:41
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#5
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Deity
Local Time: 05:19
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
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It's been tried a couple of times and the AI can't handle it as far as I know
Try the creation forum for more info though
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#There’s a city in my mind
Come along and take that ride
And it’s all right, baby, it’s all right #
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June 10, 2003, 13:20
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#6
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Prince
Local Time: 19:19
Local Date: November 1, 2010
Join Date: Jan 2002
Posts: 551
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Yes, to balance the game I'd make settlers and workers cheaper. It'd make that more realistic also (it shouldn't take long at all to 'train' a worker or settler, they don't really need training).
The problem is, I'm a really crappy civ3 player. I think I'd be the worst to test it out. I guess I'll try it, but I'm kind of in the middle of an interesting game where I'm the Zulu.
BTW, something is wrong with my rep in that game. The most I could get for wines was 2 gold. I've invaded a neighbor once and that's it, and now I can't do business. And the computer has invaded neighbors but they don't seem to get hurt.
__________________
"The first man who, having fenced off a plot of land, thought of saying, 'This is mine' and found people simple enough to believe him was the real founder of civil society. How many crimes, wars, murders, how many miseries and horrors might the human race had been spared by the one who, upon pulling up the stakes or filling in the ditch, had shouted to his fellow men: 'Beware of listening to this imposter; you are lost if you forget the fruits of the earth belong to all and that the earth belongs to no one." - Jean-Jacques Rousseau
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June 10, 2003, 15:49
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#7
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Prince
Local Time: 21:19
Local Date: November 1, 2010
Join Date: Jan 2002
Location: reprocessing plutonium, Yongbyon, NK
Posts: 560
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Units costing one pop point seems quite disruptive to the game. Your high production military "factory" cities won't be able to maintain their production due to population loss. Also, I don't think it's realistic; one military unit (although it represents more than one man) doesn't represent the chunk of population 1 pop point represents.
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June 11, 2003, 09:34
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#8
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Emperor
Local Time: 05:19
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by johncmcleod
Yes, to balance the game I'd make settlers and workers cheaper. It'd make that more realistic also (it shouldn't take long at all to 'train' a worker or settler, they don't really need training).
The problem is, I'm a really crappy civ3 player. I think I'd be the worst to test it out. I guess I'll try it, but I'm kind of in the middle of an interesting game where I'm the Zulu.
BTW, something is wrong with my rep in that game. The most I could get for wines was 2 gold. I've invaded a neighbor once and that's it, and now I can't do business. And the computer has invaded neighbors but they don't seem to get hurt.
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hi ,
you might want to give it for free the next time , if they dont have money then they cant pay you , ......
it should go better depending on the amount of money they have , the amount of lux they can get , etc , .....
have a nice day
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June 11, 2003, 11:12
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#9
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Prince
Local Time: 22:19
Local Date: November 1, 2010
Join Date: Sep 2002
Location: Washington, DC
Posts: 682
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Maybe a unit could cost a certain number of food to build? 1 pop wouldn't work due the nature of civs combat system; it would lower the total number of units too much, making randomness to great a factor (we all know unpredictable a single combat or a few combats can be). Numbers control randomness, without numbers the combat system becomes too random.
OTOH, manpower has been a major factor in many long conflicts (ww1&2 being the modern examples). Maybe a unit could cost 2-6 food?
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June 11, 2003, 12:00
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#10
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Emperor
Local Time: 23:19
Local Date: November 1, 2010
Join Date: Jan 2002
Posts: 7,017
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How about making all land military units Cavalry onward cost one population point?
This keeps the early-game the same, but makes the late-game more interesting, as you could not just pop out any unit in under 2 turns. It would also force you to Irrigate more. I'm not sure if the AI could "deal with it", but it seems promising, given the AI's love of Hospitals, Irrigation and pop. Finally, I think it would make naval and air power a lot more important (again, which the AI prioritizes too much as is).
Dominae
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And her eyes have all the seeming of a demon's that is dreaming...
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June 11, 2003, 12:56
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#11
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Prince
Local Time: 19:19
Local Date: November 1, 2010
Join Date: Jan 2002
Posts: 551
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To take away randomness you can change the hitpoints. Conscript units could have 8 hp, regular could have 12, veteran could have 16, and elite could have 20. I've heard of people doing this to take away the number of upsets there were (ie archers beating tanks). It takes away the randomness.
This new system would also make barbs way more effective. Growth of your civ and military forces would be slower and the barbs would be very tough.
What do you guys think I should do? Have it cost food or population?
__________________
"The first man who, having fenced off a plot of land, thought of saying, 'This is mine' and found people simple enough to believe him was the real founder of civil society. How many crimes, wars, murders, how many miseries and horrors might the human race had been spared by the one who, upon pulling up the stakes or filling in the ditch, had shouted to his fellow men: 'Beware of listening to this imposter; you are lost if you forget the fruits of the earth belong to all and that the earth belongs to no one." - Jean-Jacques Rousseau
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