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  • #16
    Originally posted by Philotas


    And I hope bridges actually mean something instead of just decoration.
    What else could bridges mean? Perhaps a defensive bonus when attacked across a bridge?
    THEY!!111 OMG WTF LOL LET DA NOMADS AND TEH S3D3NTARY PEOPLA BOTH MAEK BITER AXP3REINCES
    AND TEH GRAAT SINS OF THERE [DOCTRINAL] INOVATIONS BQU3ATH3D SMAL
    AND!!1!11!!! LOL JUST IN CAES A DISPUTANT CALS U 2 DISPUT3 ABOUT THEYRE CLAMES
    DO NOT THAN DISPUT3 ON THEM 3XCAPT BY WAY OF AN 3XTARNAL DISPUTA!!!!11!! WTF

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    • #17
      What else could bridges mean? Perhaps a defensive bonus when attacked across a bridge?
      Well, I guess what I was really thinking was that rivers and bridges are pretty meaningless in Civ3 once the entire map becomes covered in railroads. I would prefer that rails and roads across rivers would be either too time consuming or too expensive to have them everywhere.

      This would add a bit more to the strategy/tactics of the game. Could then get more use out of marines and paratroopers by dropping them at bridge "choke points" in a Market-Garden type operation.

      Comment


      • #18
        Originally posted by Aro
        ...And we have bridges!
        and can research Rock -n- Roll


        Tanks
        28 Strength
        2 movement
        9/10 experience

        I quess there is an upper limit on promotions

        can one go button up or exposed?

        Question

        influential +34

        what are your thoughts on that?


        Just ship it !

        codo's to the noob for the info

        welcom aboard
        Last edited by Addled Platypus; September 20, 2005, 02:39.
        anti steam and proud of it

        CDO ....its OCD in alpha order like it should be

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        • #19
          Tech quotes

          Research Fusion? Build The Space Elevator?
          SMAC/X FAQ | Chiron Archives
          The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

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          • #20
            Ha ha ha. That's what I thought when I saw it, SMACish. I think they are building the spaceship components.
            If you fail to plan, you plan to fail.
            Ailing Civilization Strategy
            How to win on Deity Builder style, step-by-step
            M2TW Guide to Guilds (including Assassins')

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            • #21
              Tanks
              28 Strength
              2 movement
              9/10 experience

              I quess there is an upper limit on promotions


              I think it means the Tank has 9 XP and will get its next promotion at 10. It would not be a goood balance if units got their promotions after every battle won.

              The city screen's exciting. Lots of stuff .
              Solver, WePlayCiv Co-Administrator
              Contact: solver-at-weplayciv-dot-com
              I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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              • #22
                Question

                influential +34


                Looks like culture might be renamed as influence

                Comment


                • #23
                  And looking at the upper left corner of the city screen, does it appear you can adjust the tax rate for each city?

                  Comment


                  • #24
                    That's good, as long as it's an empire wide tax option too.
                    Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
                    I praise you because I am fearfully and wonderfully made - Psalms 139.14a
                    Also active on WePlayCiv.

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                    • #25
                      Originally posted by Nikolai
                      That's good, as long as it's an empire wide tax option too.
                      Yin won't like it.
                      THEY!!111 OMG WTF LOL LET DA NOMADS AND TEH S3D3NTARY PEOPLA BOTH MAEK BITER AXP3REINCES
                      AND TEH GRAAT SINS OF THERE [DOCTRINAL] INOVATIONS BQU3ATH3D SMAL
                      AND!!1!11!!! LOL JUST IN CAES A DISPUTANT CALS U 2 DISPUT3 ABOUT THEYRE CLAMES
                      DO NOT THAN DISPUT3 ON THEM 3XCAPT BY WAY OF AN 3XTARNAL DISPUTA!!!!11!! WTF

                      Comment


                      • #26
                        No, he wants empire wide all the way. But I can't see why there would be bad to have the extra opportunities...
                        Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
                        I praise you because I am fearfully and wonderfully made - Psalms 139.14a
                        Also active on WePlayCiv.

                        Comment


                        • #27
                          I like juggling family members and tax rates in R:TW. Would like to see some of the same features for cIV.

                          Comment


                          • #28
                            Well, at the risk of sounding like a Yin Wannabe, I am a little bit disappointed regarding the way culture seems to be working-from that city management screen.
                            If you look at it, no income has been applied to culture/entertainment, yet the city is currently able to generate +34 culture per turn. Now, correct me if I am wrong, but wasn't your 'base culture' supposed to derive from your budget allocation, with improvements, wonders and civics settings merely 'multiplying' the base culture value? Thats how I remember the Firaxians describing it in interviews (the Barry Caudhill interview with IGN in particular). I certainly hope that the Firaxians will do their best to clarify this-because I was really looking forward to culture moving away from a city-by-city approach to one which was more centralised.
                            Now, for the positive stuff-I like the fact that it appears roads generate revenue for the city based on the cities they are connected to (top right hand corner). My big questions would be (a) is that income in the context of a trade deal with a seperate nation? (b) is it a flat 2gpt in all cases, or does it depend on the size of the cities involved? Hmmm, things are certainly getting interesting, thats for certain !

                            Yours,
                            Aussie_Lurker.

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                            • #29
                              I can't see why there couldn't be a system in place that produces on a city basis, but functions on an empire basis.
                              Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
                              I praise you because I am fearfully and wonderfully made - Psalms 139.14a
                              Also active on WePlayCiv.

                              Comment


                              • #30
                                Originally posted by The_Aussie_Lurker
                                I certainly hope that the Firaxians will do their best to clarify this-because I was really looking forward to culture moving away from a city-by-city approach to one which was more centralised.
                                why should it be centralized? with a city-by-city approach, you have build culture in all your cities in order to protect them from a high-culture neighbour. with a cerntralized setup a big money-producing capital would give enough "culture protection" to even the tiniest and farthest of cities
                                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

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