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Topic:   Improvement Workshop Format for Better Printing
DarkCloud
King
of Clouds
Jul 2000
posted December 28, 2000 17:21   Click Here to See the Profile for DarkCloudClick Here to Email DarkCloud  send a private message to DarkCloud Visit DarkCloud's Homepage!
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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


hHydro
Chieftain
Vancouver, Canada,
Nov 2000
posted December 28, 2000 17:46   Click Here to See the Profile for hHydro   send a private message to hHydro
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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
posted December 28, 2000 18:01   Click Here to See the Profile for Ralf   send a private message to Ralf
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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
posted December 29, 2000 04:43   Click Here to See the Profile for Evil CapitalistClick Here to Email Evil Capitalist  send a private message to Evil CapitalistSend a Message to UIN: 82420241
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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
posted December 29, 2000 15:39   Click Here to See the Profile for SirotnikovClick Here to Email Sirotnikov  send a private message to SirotnikovSend a Message to UIN: 18345800
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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.

DarkCloud
King
of Clouds
Jul 2000
posted December 29, 2000 18:55   Click Here to See the Profile for DarkCloudClick Here to Email DarkCloud  send a private message to DarkCloud Visit DarkCloud's Homepage!
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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.
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