October 2, 2003, 04:23
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#31
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Emperor
Local Time: 10:36
Local Date: November 2, 2010
Join Date: Mar 2000
Posts: 8,491
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1. Unit Workshop
2. Social Engineering, coupled with EU's DP sliders.
I think before we cry for MORE DIPLOMACY 111!!11! we should try and get better domestics first.
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October 2, 2003, 04:32
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#32
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Prince
Local Time: 17:36
Local Date: November 2, 2010
Join Date: Mar 2001
Location: at the beach
Posts: 40,904
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well said
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October 2, 2003, 04:35
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#33
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Emperor
Local Time: 10:36
Local Date: November 2, 2010
Join Date: Mar 2000
Posts: 8,491
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do you agree or are you being sarcastic?
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October 2, 2003, 04:39
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#34
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Prince
Local Time: 17:36
Local Date: November 2, 2010
Join Date: Mar 2001
Location: at the beach
Posts: 40,904
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I agree with your comment.
I know that I can be sarcastic about such things... but I see your point.
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October 2, 2003, 05:02
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#35
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Emperor
Local Time: 10:36
Local Date: November 2, 2010
Join Date: Mar 2000
Posts: 8,491
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I've raised it for many many times. Nobody ever paid attention.
People are so focused on massively multiplayer and 3d graphics...
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October 2, 2003, 05:09
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#36
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Prince
Local Time: 17:36
Local Date: November 2, 2010
Join Date: Mar 2001
Location: at the beach
Posts: 40,904
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ahh well
these things are just minor details to some in the community.
Imagine if we all only focused on one or four aspects of this game....
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October 2, 2003, 05:11
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#37
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Emperor
Local Time: 10:36
Local Date: November 2, 2010
Join Date: Mar 2000
Posts: 8,491
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yeah.
have you had specific thoughts about the Social Engineering yet? I think it's sort of hard to summarize all the fields and specific movements in human social history.
1. let's make it euro-centered
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October 2, 2003, 05:15
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#38
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Prince
Local Time: 17:36
Local Date: November 2, 2010
Join Date: Mar 2001
Location: at the beach
Posts: 40,904
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I am heading out to work in 10 mins.
I would like to follow this conversation up soon.
Euro - centered... interesting...
Do you want to elaborate on your idea on this and I will respond when I get home.
Cheers, have a great day/night
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October 2, 2003, 05:25
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#39
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Emperor
Local Time: 10:36
Local Date: November 2, 2010
Join Date: Mar 2000
Posts: 8,491
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cheers.
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October 2, 2003, 17:12
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#40
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Prince
Local Time: 17:36
Local Date: November 2, 2010
Join Date: Mar 2001
Location: at the beach
Posts: 40,904
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ahhh no further points on your Euro-centered statement....?
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October 4, 2003, 20:59
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#41
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Deity
Local Time: 10:36
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
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Bad idea, very bad, go away ksjjjjsst
__________________
#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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October 5, 2003, 07:25
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#42
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Prince
Local Time: 18:36
Local Date: November 2, 2010
Join Date: Apr 2002
Location: Melbourne
Posts: 999
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My suggestion:
Suppose you build a semi-coastal city; ie. one that is near the sea, but does not have a direct link to it. Perhaps provide the option to build ports on ground within your city borders. These ports would allow for sea trade and also let the city gain an additional food unit as a harbor would, for the squares that is has within its city radius. The disadvantages here would be: A port would require a lot of work to create (6 turns for a normal worker?) and would cost upkeep (perhaps more than a harbor would?).
__________________
I'm working on it. Must find some witty
quote or ironic remark or somesuch.
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