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Daily Impressions: DanQ

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  • Daily Impressions: DanQ

    Dan Q's Day One

    • Customizable world types give you more control over how you want your planet to look, more possibilities!
    • When your Settler is active and are looking for a place to found a new city, the "what-will-be" city radius from the Settler's present position is helpful. Along the same line is pathing --- now you don't have to necessarily move every unit in your empire every turn and, as a result, getting from point A to B is never simpler!
    • The Build Queue in each of your cities is a handy feature that will no doubt save time handsomely as the game progresses and more micromanagement is required. You can even save your queues as templates to use later in that or other games in the future.
    • The battle view is refreshing, in the sense that you get to see the conflict up close.
    • Still getting used to it, but the fact that some units cannot travel across particular types of terrain (eg. Horsemen and Mountains don't mix) increases the realism of the gaming experience.
    • When you select an advance to research, it lets you know how many turns it will take to discover it. (Imagine if you could do that in real life!)
    • Interface is revolutionarly simplistic... everything you need to manage your civilizations is only a click away from an easily-accessible and/or viewable (by default) menu.
    • As you probably already know, it is easy to get lost in the diversity of the Wonders available to you -- 35 in all!
    • An alternative to pop-ups which you must go through to continue: messages! They alert you to important events during the course of the game. Boxes containing the messages drop down the left side on the screen. You can even save these messages for later reference (!), and the different pictures on the boxes help tell you what the message is about.
    • Now with three ways to colonize: land, water and space, potential growth of your culture is greater then ever!
    • The concept of Global and Local Settings is a pleasant though challenging aspect new to the Civilization series (in effect, the equivalent of water pipes from the original SimCity to SimCity 2000).
      For the former, the three things that impact most on your people's happiness is how much they work (workday), how much they eat (rations), and how much they are paid (wages). For the latter, Public Works (PW) is the biggie. Thy represent raw materials, resources, and labour necessary to construct title improvements. Haven't you wondered just WHERE these came from in previous titles?
    • Although I've only played around 500 years worth [to date], the different branches of science discovery are either coming into play or I can see the groundwork being laid for them already (physical, flight, construction, defensive, sea, aggressive, cultural, mechanical, electricity, medical, and economic). Add a full-colour tech poster to boot, you've got all the help you need in making informed decisions in this department!
    • OK, so this is a comment on the early version of the manual, but you've gotta love the Terminology explanations under the Screen Appendix section... that is, those interface features that are used throughout CTP.

    Right click on a city and you get a windows showing on which tiles your workers, well, work

    Building a production queue(which can be saved)

    Battle view screen

    The dutch diplomat responds

    Choosing a new advance to research
    Dan Q's Day Two

    • By placing a military unit on an enemy's trade route and ordering it to "pirate", it will break the trade route... a good way to hurt an enemy's money supply, especially if they're heavily trade oriented, to say the least.
    • To help better incorporate trade into the game, each of your cities can create a monopoly of goods. All you need to do is merely acquire a second good of a single type in a single city (max. # of goods to one city is 4). There are more than a dozen different markets to monopolize, which include: alligators, giant squids, grapes, poppies, and tobacco. Needless to say I only use this method every so often.
    • CTP has taken the classification's of citizen specialists found in CivII and doubled them. These new additions, along with your 'traditional' workers, scientists and entertainer, add immeasurably to the depth of the game. They are as follows.

      • Merchants, who add gold directly to your coiffeurs through manipulation of prices and opportunity;
      • Laborers can be hired and add production just as a merchant adds gold (once you reach the Modern age, that is);
      • Slaves labour intensely, fed just 1/2 of a worker's ration and have no income. Without careful guard, they just might revolt against you!

    • As in CivII, you must support your military units by paying an amount of production per unit per turn. Now, here's a concept: the cost of supporting those units increases depending upon military readiness. If you call your units to "stand down", the costs of supporting them is less than if you are at war. When enter a conflict, take my word for it: don't let this aspect slip your mind! [See link to image at left].
    • I don't know about you, but in CivII I hated discovering an advanced tribe a) if nearby terrain is poor and/or b) it's within the radius of another of my cities (or even worse... an opponent's!) So what's the solution? Slowly starve them to death and click mindlessly through those food production shortfall messages. No more! If your city has a population of three (that is, of course, number "3" not 3 individuals ) or under, you can disband that city. Not only will this not hurt your score, but you gain a settler in the process!
    • Before Columbus sailed the ocean blue, it was common belief that the Earth was flat. In your world, you can choose it to be that way OR not. An "Earth world" mimics the spherical planet shape we're used to, connecting the east and west edges of the map. In a "Doughnut World", the north and south edges are connected.
    • Would-be nukers take note! Tiles can be destroyed by pollution in CTP and appear as blackened, charred titles on the screen. This can be repaired with terraforming, but it's so gosh-darned hard on the pocketbook!

    This is the Power Graph, which gives you an up-to-turn account of each civilization's might

    Tobacco, poppies, pearls, oh my!

    Exchanging knowledge with the neighbourly Dutch

    Researching Ecotopia government type

    Checking up on my army
    Attached Files
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    • Daily Impressions: DanQ
      by DanQ
      Dan Q's Day One

      • Customizable world types give you more control over how you want your planet to look, more possibilities!
      • When your Settler is active and are looking for a place to found a new city, the "what-will-be" city radius from the Settler's present position is helpful. Along the same line is pathing --- now you don't have to necessarily move every unit in your empire every turn and, as a result, getting from point A to B is never simpler!
      • The Build Queue in each of your cities is a handy feature that will no doubt save time handsomely as the game progresses and more micromanagement is required. You can even save your queues as templates to use later in that or other games in the future.
      • The battle view is refreshing, in the sense that you get to see the conflict up close.
      • ...
        March 23, 2011, 15:29
      • Daily Impressions: MarkG
        by MarkG
        MarkG's Day One

        Imagine this: it's 9 in the morning and the door bell rings. "What the $#%@" you think as you open the door to see that your beta copy of C:CTP is finally here!

        Anyway, Day One Impressions:

        Well, I didn't have the time to play it much, and I'm not going to start writing my part of the preview right here, but generally I would like to say that the game looks wonderful. Stack combat seems to be the most important thing in the first stages.

        ...
        March 14, 2011, 07:54
      • First Impressions Of Modification
        by MarkG
        Welcome to Apolyton's CTP modification file!

        The documentation below has been compiled by Markos, to help you get "the most" out of your CTP-based creations.

        Up to 32 civilizations in a game

        It turned out to be a piece of cake. Userprofile.txt stores various game settings, like the resolution or the gameplay and sound options. And, of course, the number of civilizations that can be in one game! The very first line is "NumPlayers=8"! There are also two more settings, "DefaultCivIndex=16" and "CivIndex=16", which obviously have something to do...
        March 13, 2011, 15:50
      • Playing The Game, The Real Thing
        by MarkG

        Civilization:CtP Preview

        by Markos Giannopoulos

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        Introduction? You really need one? OK, here goes:


        Is this the Civ3 we've been asking for? Does it suck or is great? Is it a revolution, an evolution or just civ2 with 16bit graphics? Does it keep the Civ1/2 feeling or lawyers and televangelists destroy the great genre?

        ...
        March 13, 2011, 05:39
      • Manual Info
        by BureauBert
        Continuing our effort to bring you as much as info on C:CTP we can, we present some of the most interesting parts of the manual....
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