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Topic: Civ Differences |  |
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DarkCloud Prince of Posts Jul 2000
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posted August 24, 2000 21:07
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I know that Imran and others have posted this topic but here I will express my ideas on the tech tree differences between civs.Say civ 1, the Egyptians are working on the tech tree They discover: a: Pottery and receive Hanging Gardens -If they build this they will receive a special *Bonus* tech, say Advanced Farming where you would get a special city improvement; the collective city farm where every thing is meticuously planned so you harvest more than you did before in each square. P.S. I realize that others have discussed wonder-specific technological trees but I believe my post is different from theirs. (Is it so UltraSonix?) If not I will post more if requested. |
UltraSonix Prince Melbourne, Australia May 2000
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posted August 25, 2000 08:34
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Your post is good - having techs that can only be enabled for wonders is a good way to make the "lesser" wonders more, well, wonderful.(I think it's pretty obvious that this idea is different to the issue of giving different civs their own techs/wonders.) ------------------ No, in Australia we don't live with kangaroos and koalas in our backyards... |
DarkCloud Prince of Posts Jul 2000
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posted September 03, 2000 19:23
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*BUMP*Quote Lines: ------------------------------ --So you want to be a hero... --Something wicked this way comes... --Farenheit 451... Whew that's hot! --Settler- From NONE, Chieftan- of Peril, Warlord- of the Ring, Prince- of Persia, Emperor- of Evil, Deity- of too much time on ones hands.
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DarkCloud Prince of Posts Jul 2000
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posted September 13, 2000 21:33
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*BUMP!* (This is where 10% of my posts come from- ressurecting dead threads) |
UltraSonix Prince Melbourne, Australia May 2000
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posted September 14, 2000 01:26
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As well as wonder specific techs, like I've said in another thread, there should be techs which follow a common theme, and it would allow a civ to choose to go down a specific tech path.But for this to work, there should techs which have "OR" prerequsite requirements. eg. In the Green tech sub-tree there could be a tech Human Rights which would require Labour Union. But in the Militaristic tech tree, Human Rights might require Organised Labour (because Labour Union isn't available in the tech "branch"). (The techs/tree names are only used to illustrate the idea.) This might sound a bit confusing, so give a yell if that's the case and I'll try to clarify my idea. ------------------ No, in Australia we don't live with kangaroos and koalas in our backyards... |
rremus Chieftain Romania Jan 2000
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posted September 15, 2000 05:39
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There should be a clear difference in playing different civ's, not only the name! Even terrain types should give different resources for different types of civ's. Maybe a militant type should get an extra shield from mountains, a pacifist farmer type should get an extra food from plains, the expansionist may get extra shield from sea and extra movement for naval units. Also extra trade and extra science for some type of civs. Of course, some specific units and advances. And the game should start on an area specific to the type of civ yous choose, near mountains for ones that receive extra shields, on great plains for those with extra food or on islands for those with extra naval movements. I'm quite conviced Firaxis will introduce such concepts, because we saw them already in SMAC.
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UltraSonix Prince Melbourne, Australia May 2000
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posted September 16, 2000 00:34
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I agree with rremus that civs should be different, but of course, some people here feel that they should be the ones to mould the character of a vciv, not having it already pre-determined.Anyway, this idea was discussed in The Creation of Differences between Civs,, and very strongly in More on Civs... More Specifity ------------------ No, in Australia we don't live with kangaroos and koalas in our backyards... [This message has been edited by UltraSonix (edited September 16, 2000).] | |