+ Reply to Thread
Page 1 of 11 1 2 3 4 ... LastLast
Results 1 to 30 of 322

Thread: Apolyton Civ4 PREVIEW (By Solver) - Part 2 online

  1. #1
    Apolyton CS Co-Founder MarkG's Avatar
    Join Date
    Aug 1998
    Location
    Macedonia, Greece
    Posts
    24,480

    Apolyton Civ4 PREVIEW (By Solver) - Part 2 online

    Co-Founder, Apolyton Civilization Site
    Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
    giannopoulos.info: my non-mobile non-photo news & articles blog

  2. #2
    WOHO!!

    EDIT: Now I have read the preview, looking good The "Info Screen" looks good!!
    Last edited by ml_4da3; October 17, 2005 at 14:28.

  3. #3
    King lockstep's Avatar
    Join Date
    Aug 2001
    Location
    Vienna, Austria
    Posts
    1,529
    Finally!
    "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

  4. #4
    Deity GeoModder's Avatar
    Join Date
    Jan 2004
    Location
    amongst equals.
    Posts
    12,956

    Better late then never.
    He who knows others is wise.
    He who knows himself is enlightened.
    -- Lao Tsu

    SMAC(X) Marsscenario

  5. #5
    A Cottage gives you some commerce, but if a city works it, then the Cottage will later grow to be a Hamlet, which will later turn into a Village, which finally turns into a Town
    Hmm, just wondering- if you start 'working' a cottage and it becomes a village, then you take those workers away to work a mine- will tht village start to degrade and may devolve back to a cottage?

    An interesting detail is that resources such as Stone or Marble can speed up the construction of some Wonders.
    Last edited by TheDarkside; October 17, 2005 at 14:18.

  6. #6
    Deity alva's Avatar
    Join Date
    Sep 2001
    Location
    Republic of Flanders
    Posts
    10,748
    and keep the amount of [b]shields[/b] the previous



    #There’s a city in my mind
    Come along and take that ride
    And it’s all right, baby, it’s all right #

  7. #7
    OMG! I'm so excited, woo-HOO!...

    Ahem. Sorry about that.
    And her eyes have all the seeming of a demon's that is dreaming...

  8. #8
    Deity conmcb25's Avatar
    Join Date
    Aug 2002
    Location
    Busy increasing the population of my country.
    Posts
    15,415
    Thanks MarkG and Solver
    *"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta

  9. #9
    Emperor
    Join Date
    Sep 2001
    Location
    Detached
    Posts
    6,995
    How are we going to react when we actually get the game?

  10. #10
    Originally posted by Lorizael
    How are we going to react when we actually get the game?
    I suggest having medical staff on standby...

  11. #11
    Emperor
    Join Date
    Sep 2001
    Location
    Detached
    Posts
    6,995
    Funny. It's always been my strategy to have a smaller number of well supported cities in Civ. Maybe that's why I never did too well. w00t.

  12. #12
    Deity conmcb25's Avatar
    Join Date
    Aug 2002
    Location
    Busy increasing the population of my country.
    Posts
    15,415
    Can someone copy and paste the article into an email or word document and email it to me?

    That side of Apoly is blocked at work

    conmcb25~TA~bluemarble~TOD~net

    I dont need the pictures just the text, thanks
    *"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta

  13. #13
    Hey that's interesting. On the first screen shot it shows solver has 16 theatres. So unless cottages/towns/villages can have improvements that means he has at least 16 cities... that's actually alot of cities ! I considered 16 cities a big empire in the early Civs...

  14. #14


    Poor you . OK, I'll email you Part 2 .
    Solver, WePlayCiv Co-Administrator
    Contact: solver-at-weplayciv-dot-com
    I can kill you whenever I please... but not today. - The Cigarette Smoking Man

  15. #15
    Deity alva's Avatar
    Join Date
    Sep 2001
    Location
    Republic of Flanders
    Posts
    10,748
    Originally posted by TheDarkside


    Hmm, just wondering- if you start 'working' a cottage and it becomes a village, then you take those workers away to work a mine- will tht village start to degrade and may devolve back to a cottage?



    I don't think he means workers as in those that build things like mines and pastures but the city workers, those that you can control inside the city.
    #There’s a city in my mind
    Come along and take that ride
    And it’s all right, baby, it’s all right #

  16. #16
    Originally posted by TheDarkside
    Hey that's interesting. On the first screen shot it shows solver has 16 theatres. So unless cottages/towns/villages can have improvements that means he has at least 16 cities... that's actually alot of cities ! I considered 16 cities a big empire in the early Civs...
    Yes, I had 16 or so cities there... but that was when I had totally conquered two civs! That's an average of 5 cities per the tree civs (two conquered and me).
    Solver, WePlayCiv Co-Administrator
    Contact: solver-at-weplayciv-dot-com
    I can kill you whenever I please... but not today. - The Cigarette Smoking Man

  17. #17
    Deity alva's Avatar
    Join Date
    Sep 2001
    Location
    Republic of Flanders
    Posts
    10,748
    So...?? When is part three going up? Should I start a request thread already?

    Good work Solver.
    #There’s a city in my mind
    Come along and take that ride
    And it’s all right, baby, it’s all right #

  18. #18
    Emperor korn469's Avatar
    Join Date
    Apr 1999
    Location
    In the army
    Posts
    3,376
    In total, there are six types of specialists: Scientists, Priests, Engineers, Merchants, Artists and Citizens.
    So Civ4 doesn't have entertainers? Also let me see if i have this right...

    Scientist -> Science beakers
    Preist -> happiness? converts a city?
    Engineers -> Shields/Hammers
    Merchants -> Trade/Gold
    Artists -> Culture
    Citizens -> a bit of everything?

    EDIT: also can you give us a few more details of specialist limits?

  19. #19
    These specialists are somewhat like Civ3 specialists, each produces their thing, plus those Great Person points.

    Scienist -> Breakers.
    Priest -> Shield and coin, IIRC. But little of that.
    Engineers -> Shields.
    Merchants -> Gold
    Artists -> Culture
    Citizens -> 1 shield.

    Citizens are usually best avoided. Also, some of the other specialists produce something else in addition to their main thing. IIRC, an Artist also gives one breaker, or something like that. I honestly don't remember those specialist yields.
    Solver, WePlayCiv Co-Administrator
    Contact: solver-at-weplayciv-dot-com
    I can kill you whenever I please... but not today. - The Cigarette Smoking Man

  20. #20
    Cottages only produce commerce? I thot they also produced a hammer (2 hammers, in a town with Universal Sufferage).

    And they need to be built by workers, right?

    edit: no specialist produces happiness?

  21. #21
    16 cities a lot?? no way, > 100 cities would be a lot

  22. #22
    Limits? Well, in the beggining, you can only use Citizens, no other specialists. If you build a Temple, you can assign 1 Priest. If you build a Library, you can assign 2 Scientists.
    Solver, WePlayCiv Co-Administrator
    Contact: solver-at-weplayciv-dot-com
    I can kill you whenever I please... but not today. - The Cigarette Smoking Man

  23. #23
    Emperor korn469's Avatar
    Join Date
    Apr 1999
    Location
    In the army
    Posts
    3,376
    thanks for the info solver!

  24. #24
    Xmudder - cottages are commerce only, although the highest evolution of them (Towns) do give a hammer under Universal Suffrage. Yes, they're (Cottages) built by Workers as any terrain improvement.
    Solver, WePlayCiv Co-Administrator
    Contact: solver-at-weplayciv-dot-com
    I can kill you whenever I please... but not today. - The Cigarette Smoking Man

  25. #25
    Wow, I REALLY like what they did with specialists! I would think that it would be the killer of the old gripe I have with the civ series where every city is a carbon copy of the next but then I remembered that buildings don't have maintenance costs. So what I initially thought would be a bad idea to build many varying types of specialist buildings in one city since you will be dilluting your pool of available specialists while paying major maintenance costs for all these things is actually not bad at all, since buildings are free... still sounds really cool though

    edit: but then again, some wonders improve the effectiveness of certain specialists so in those cities you'll want to maximize their output by having as many of them as possible - hence a specialized city- Nice

  26. #26
    Considering I almost completely ignored specialists in Civ3, I think that's going to be the change that causes me the most re-thinking of how to play Civ.

    Sounds like fun! Bring it on!!
    "Stuie has the right idea" - Japher
    "I trust Stuie and all involved." - SlowwHand
    "Stuie is right...." - Guynemer

  27. #27
    Emperor
    Join Date
    Sep 2001
    Location
    Detached
    Posts
    6,995
    Priests. Hm. It seems as if the only reason one would have Priests is to produce Great Prophets?

  28. #28

    Only 4 golden ages?

    Originally posted by Solver
    Xmudder - cottages are commerce only, although the highest evolution of them (Towns) do give a hammer under Universal Suffrage. Yes, they're (Cottages) built by Workers as any terrain improvement.
    Can you explain why so many screenshots have tiles with cottages producing hammers? Older builds?

    If it takes 2 or more great people of different types to start a golden age, then the game is capped at 4 golden ages (one of each specialist). Is this right?

  29. #29
    Sooo, solver, when will we see part 3? It would be really nice to know a date

  30. #30
    Ahh, Great People. These guys are really interesting and significant. The basics are simple: each of your cities has a Great People meter with points accumulating as time goes on. When enough points are in the meter, it drops back to zero and gives you a Great Person. The amount of points required for the next Great Person goes up each time you get one
    Can you tell us if that scale for great people goes up in a regular interval ? Like let's say a great artist costs 50 great artist points in your city. So once you get to 50 and produce a great artist and your number of great artist pts drop back to 0, do you need another 50 pts for the next one or is the number higher? I ask because if the number gets higher then that might be bad news in terms of specialized cities. It would be more cost effective to switch over to a new city and make a great artist there since it requires less great artist pts, right? Then this city which produced an artist switches over to another great person type it did not build yet...

    Edit: Unless...

    The second action is settling in a city. That essentially gives the city a "super specialist" who has the effect of several normal specialists and is thus a considerable boost to that city.
    Does that "super specialist" also produce extra "great people points" for his field as well? Then it would make sense that the pts required for next great person increases by an increasing amount

+ Reply to Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts