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It does? Was there some info on the number of turns I missed?
The number of turns is now 400 vs. the previous 540, but there is an option to play "fast" games (shorter) and "epic" games (longer). How much longer or shorter is uncertain.
Off the top of my head I'd suggest gold for the Civics change cost. The amount could increase over time, so it might cost 40 gold in the stone age and 400 in the Industrial age. Get around the problem in SMAC where you have to save up for your first switch and after that the cost is just a token.
But... having the secession risk might be enough by itself.... If only they'd do it!
The number of turns is now 400 vs. the previous 540, but there is an option to play "fast" games (shorter) and "epic" games (longer). How much longer or shorter is uncertain.
kinda off topic but I wonder if in short games, tech will research faster too, and longer research times for epic? I hope so.
kinda off topic but I wonder if in short games, tech will research faster too, and longer research times for epic? I hope so.
I'm about 99% certain that will be the case. I suspect that all the "fast" & "epic" settings do, is multiply a few set variables (such as research cost, shield costs, movement - maybe, etc.) by a certain amount. So the "fast" games might be 75% or 400*.75=300 turns long, with items costing 100 shields only costing 75, etc. The "epic" games would then do the opposite, bringing costs to 125% or so, of normal. The game would then be 25% longer or 400*1.25=500 turns, with costs adjusted approriately.
The figures above (75% and 25%) are undoubtedly wrong, since Soren, I believe, has already stated that the epic game will be somewhat longer than Civ3 games.
Deductive reasoning based on mostly what Ninot already mentioned. I'm assuming the game is feature-locked now. Hope I'm wrong though.
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Originally posted by Kuciwalker
Paying money to switch SE never made much sense to me.
Who do you think pays the bill when a government changes laws and such? It would be more 'correct' if in some cases for a civic change the player needs to pay for this change, AND on top of that part of the population causes unrest for that.
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The game speeds ARE different variables for building speeds, research speeds, etc. Soren has explicitly said that you can even customize your own speeds. For instance, you can have a game where tech researches twice slower, but everything stays the same, or a game where unit production costs are halved.
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Originally posted by GeoModder
Then you have to have at least 6 turns of anarchy, one for every single change in civic and state religion. Probably even more for those times a player 'upgrades' to a better civic. My, in earlier civ versions the typical game would have had less then 6 anarchy turns, and civ IV has less turns available...
That would be way too many. There hasn't been that much of anarchy in history, too.
A Civil War can be considered a period of anarchy.
"And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
"Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
2004 Presidential Candidate
2008 Presidential Candidate (for what its worth)
Well, the north and south had their own version of order but the U.S. as a whole was in disorder.
"And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
"Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
2004 Presidential Candidate
2008 Presidential Candidate (for what its worth)
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