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Apolyton CIVILIZATION IV PREVIEW (by MarkG)

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  • #16
    Originally posted by H Tower
    good news all around in the feature, was there anything bad at all in the game?
    i was going to have a negative comment about being bored to deal with unit promotions but then Soren added the "auto unit promotions" option
    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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    • #17
      Originally posted by The_Aussie_Lurker
      I was afraid that there was only the two border states ! Hope this changes in a mod or XP. It makes more sense to have THREE!!!
      what would be the difference between normal and closed? the open borders deal is basically about units being able to pass through your area or not. that's two options, what would be the third?

      How about Unit Trading, Mark-is it available this time around? You know I just HAVE to know !
      no unit trading, there is unit "donation"
      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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      • #18
        Donation. Can you define donate? Can you recieve anything in return, such as resources, techs or money-and what are the maintainance issues for such units-if any? Can you give more detail.

        The difference in border states-for me-was about WHAT units could get through. IMO, a normal border should keep out normal military and non-military units out-but still allow units like spies and missionaries across. A closed border would shut out ALL units, wheras an open border would let ALL units across! At least, that is how I would have preferred it.

        Oh, also, can you give any details regarding city maintainance? Are there still seperate maintainance costs for city improvements, or is it all subsumed into the city maintainance cost?
        Sorry to bug you with all these questions, but I am just soooo excited about this game, that I simply cannot get enough info on it !

        Yours,
        Aussie_Lurker.

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        • #19
          Huh, then what would be the use of a spy if it can't enter closef borders???


          Having three kinds of borders would kill the strategic element imo, now there's is a downside and upside to both of them...your choice to choose what's in your best interests. :
          Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
          Then why call him God? - Epicurus

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          • #20
            Originally posted by The_Aussie_Lurker
            The difference in border states-for me-was about WHAT units could get through. IMO, a normal border should keep out normal military and non-military units out-but still allow units like spies and missionaries across. A closed border would shut out ALL units, wheras an open border would let ALL units across! At least, that is how I would have preferred it.
            Then there wouldn't be much of a choice: you'd never open your borders unless YOU need to cross through an opponent's territory to get to an enemy. Now you have a tough choice to make: allow the AI to send whoever he wants your way (including missionaries, settlers, etc you might now want), or not allow anyone in but not be able to spread your own religion or have trade routes to foreign cities either.
            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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            • #21
              ^^He explains it better but it does slow him down.
              Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
              Then why call him God? - Epicurus

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              • #22
                Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                • #23
                  so what about nukes?

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                  • #24
                    i think i'd better take requests/questions and do a feature next week as a supplement

                    so let's see.... nukes, unit trading....
                    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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                    • #25
                      markg and solver, g'day ; I was wondering about the multiplay game you played together were you able to save progress in direct ip games?? Also did you take any video footage in Hires xvid?

                      cheers
                      bt_oz

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                      • #26
                        one more thing to add to your supplemental...
                        Describe how air units work please.

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                        • #27
                          Thanks for that Mark. Whilst you're working on the supplement, could you include any info regarding maintainance costs for cities and their associated improvements-if any-as well as costs for units and civics choices? Be great if you could !

                          Yours,
                          Aussie_Lurker.

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                          • #28
                            To your list Mark:

                            - How did you find the role of naval units in the game?

                            - how is the new concept of non-infinite railroads worked in practice?

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                            • #29
                              I thought of something else Mark, could you tell us how health works. Like did they remove the foodbox and replace it with health or what exactly?

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                              • #30
                                health of units?
                                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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