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Stables building solving the "gelded horse" problem

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  • #16
    THE FOLLOWING POST HAS BEEN REPEATED TO CORRECT FOR MY ORIGINAL MISTAKEN USE OF THE WORD "GELDING"."

    Originally posted by Optimizer
    In Civ 4 (as well as in Civ 3) certain units require horses. If you are not lucky enough to find horses in your own territory, you will need to buy someone else's surplus horses. If the deal ends, you will again be without horses.

    This is not just unrealistic, it also overpowers horse-owning players.

    The solution is simple. I have created a building called Stables, which requires horses as well as providing horses. It also provides a small commerce bonus, to simulate the civilian importance of horses. Horses are also slightly more unusual on the map.
    Sorry. You've not quite got it right. Though you are almost there.

    Horses in Civ ought to be handled quite differently than they are. At game start, there ought to be no more than one or two locations on the entire map in which the "horse" resource is present. However, each of these one or two horse resource locations should should have two or thee Stallions and two or three Mares.

    A Civ that controls these resources can sell the stallions and retain the mares. Civs that purchase the stallions can build cavalry but must continue to purchase new horses from the controling civilization.

    If the controlling civ opts to sell the mares, the recipient civ can then build new pastures -- if they have access to a resource such as wheat. Without the mares, you can't build new horses. You have to keep purchasing them.

    Obviously, the price of a mare would be much higher than the price of a stallion.

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