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Topic: Improvement Workshop |  |
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DarkCloud King of Clouds Jul 2000
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posted December 28, 2000 17:21
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The way I see this being implemented is:You pick: 1. Spheres of Improvements - Conquer - Build - Growth - Explore 2. Sub-Spheres * Conquer - Air War - Ground War - Sea War - General War * Build - Happy Structures - Needed Structures * Growth - ? * Explore - ? 3. Components for each age * Conquer - General War ANCIENT- +20% morale (barracks), +5% skill, etc RENAISSANCE- +20% morale (barracks), +5% skill, +10% defense (defensive arts training), etc MODERN- +20% morale (training facility), +10% offense (war industries), +5% skill, +10% defense, etc
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hHydro Chieftain Vancouver, Canada, Nov 2000
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posted December 28, 2000 17:46
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Heh. Thanks for taking the time to elaborate on this idea from your previous thread. I thought you might.  It's interesting. I myself loved the unit workshop. It allowed for a great amount of mobile flexibility in the battlefield. The only problem though is it becomes hard to add flavor and style to generic units and I imagine the same would hold true for generic improvements. I think it might be a better idea to keep the improvements static, but I'm just one voice; if there's a way to make things flexible while still keeping the flavor of the whole 'building your city from the ground-up' part of Civ, then I'm all for it. |
Ralf Prince Sweden Mar 2000
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posted December 28, 2000 18:01
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If this is something one suppose to choose within the actual game, i dont like it. Some people even complain about the clicking the city-area view is too much micro-management (i dont agree, of course). However, this idea and unit-workshop and social engineering all put together - well, it all adds up in terms of increased city-screen micro-management, doesnt it? Dont forget that some people here play around with 50+ city-empires. Also, One thing that i liked about Civ-2, was that i always had an exact notion of what each city-improvement actually added to the overal end-result of that city. Clear and simple 50-100-200% benefits. These clear and intuitive connections stands the risk of disappearing if this idea is implemented. The third problem is about AI-mayors. Why complicate things? |
Evil Capitalist King The man with the Golden Gnu. Jul 2000
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posted December 29, 2000 04:43
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That would be a very useful tool from a scenario building perspective, but in a normal game I'm not sure. |
Sirotnikov Prince Israel Feb 2000
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posted December 29, 2000 15:39
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Yep, it would really ruin the magic if it will be a part of the game. Imagine your advisor saying: We need to build a reinessance knwoldge increasing building mil. advisor: No, we should build ancient building providing +30 defence and +10 attack while having a -10 happiness effect!Or simply the too general: We need knwoledge! However, for designing mod's and scen's it's a great Idea.
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DarkCloud King of Clouds Jul 2000
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posted December 29, 2000 18:55
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Yes, my idea is good for scenario-building and perhaps it should only be included in the Scenario editor for it would confuse everyone too much and add too much time to the game if it was a regular feature. |