Announcement

Collapse
No announcement yet.

Super IGN preview

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #61
    Originally posted by Simplicity


    I doubt this would be the case. Horses ARE underused, and requiring a building to create them would just aggravate the problem. My guess is that the stable adds +2 XP to mounted XP CUMULATIVE with the Barracks.

    As to whether the building provides the horse resource itself... That's possible, I suppose. Could be kind of cool.
    The author of the IGN article just posted in the CivFantatics forum. And I called it. Woohoo! What do I win?!?!?

    Comment


    • #62
      Originally posted by Common Sensei


      The Russian Research Institute is even later (Computers) and is not in the same class as the Assembly Plant described in the preview.

      I'm guessing that really it means power adds 50% production in Assembly Plants over the 25% in Factories.
      Power already adds +50% production. The only difference between Assembly Plants and Factories is APs alow two more engineers.
      Last edited by Will9; July 12, 2006, 15:12.
      USA! USA! USA! USA! USA! USA! USA! USA! USA! USA!
      The video may avatar is from

      Comment


      • #63
        Originally posted by Will9


        Power already adds +50% power. The only difference between Assembly Plants and Factories is APs alow two more engineers.
        As I understand it, German Factories (AP) would be +75% shield production and allow 6 Engineers.

        Comment


        • #64
          Simplicity, any word on wether the Mongol stable will add 4XP total or 6 XP total?

          Power already adds +50% power.
          Power adds 50% when used with a factory and a forge - +25% for the forge and +25% for the factory.

          If the author was speaking in terms of extra bonuses only for the Assembly Plant then it'll be 7 engineers, and 150% extra production in a city with a forge, an Assembly Plant and power.

          If he wasn't just talking about extra bonuses it's 5 engineers and 125% production for a city with those 3 items.

          Either way, the Assembly Plant is more than just extra engineers.
          LandMasses Version 3 Now Available since 18/05/2008.

          Comment


          • #65
            Factory:
            +25% hammers
            +50% hammers with Power (Power gives 25% more)
            Can turn 2 citizens into Engineer

            As I understand Assembly Plants:
            +25% hammers
            +75% hammers with Power (Power gives 50% more)
            Can turn 4 citizens into Engineer

            Comment


            • #66
              I think the changes in Warlords are going to be very interesting and I'm definitely going to get it, but there is still a small concern of minor unbalances...
              The Apolytoner formerly known as Alexander01
              "God has given no greater spur to victory than contempt of death." - Hannibal Barca, c. 218 B.C.
              "We can legislate until doomsday but that will not make men righteous." - George Albert Smith, A.D. 1949
              The Kingdom of Jerusalem: Chronicles of the Golden Cross - a Crusader Kings After Action Report

              Comment


              • #67
                Originally posted by Common Sensei
                Factory:
                +25% hammers
                +50% hammers with Power (Power gives 25% more)
                Can turn 2 citizens into Engineer

                As I understand Assembly Plants:
                +25% hammers
                +75% hammers with Power (Power gives 50% more)
                Can turn 4 citizens into Engineer
                I thought normally power would give an additional 50%, meaning a total of 75% shield bonus.

                Also, the bonuses it gives are on top of the regular bonuses for that building, not as a replacment. But there were plenty of mistakes in that article so I could be wrong.

                Comment


                • #68
                  Originally posted by Simplicity


                  I doubt this would be the case. Horses ARE underused, and requiring a building to create them would just aggravate the problem. My guess is that the stable adds +2 XP to mounted XP CUMULATIVE with the Barracks.

                  As to whether the building provides the horse resource itself... That's possible, I suppose. Could be kind of cool.
                  The way I imagined it, the Stables would not be necessary to build mounted units, but would allow you to build mounted units even if you didn't have access to horses. That way, if you really wanted to use some mounted unit but had no horse access, you could build stables in a city and then be able to build mounted units there. If you had access to horses, you could build mounted units in any city that was connected to the horse resource...this would represent going and catching wild horses. The Stables would be a way to raise your own horses. I'd think for balance's sake requiring access to horses to build a stables would be a good idea, that way you might have to pay someone a lot to get access to horses for ten turns and rush some stables of your own.

                  Comment


                  • #69
                    I wonder if the japanese shale plant removes the health penalties for coal plants? That would make an otherwise obviously weak UB interesting.
                    http://monkspider.blogspot.com/

                    Comment


                    • #70
                      Originally posted by Badtz Maru


                      The way I imagined it, the Stables would not be necessary to build mounted units, but would allow you to build mounted units even if you didn't have access to horses. That way, if you really wanted to use some mounted unit but had no horse access, you could build stables in a city and then be able to build mounted units there. If you had access to horses, you could build mounted units in any city that was connected to the horse resource...this would represent going and catching wild horses. The Stables would be a way to raise your own horses. I'd think for balance's sake requiring access to horses to build a stables would be a good idea, that way you might have to pay someone a lot to get access to horses for ten turns and rush some stables of your own.
                      This sounds a little like how horses were handled in Colonization.

                      Comment


                      • #71
                        Originally posted by monkspider
                        I wonder if the japanese shale plant removes the health penalties for coal plants? That would make an otherwise obviously weak UB interesting.
                        I was thinking it might remove the coal requirement, which would also be good.

                        Comment


                        • #72
                          Originally posted by Qwertqwert


                          I thought normally power would give an additional 50%, meaning a total of 75% shield bonus.

                          Also, the bonuses it gives are on top of the regular bonuses for that building, not as a replacment. But there were plenty of mistakes in that article so I could be wrong.
                          Actually, after poking around, power does seem to give 50%, so my initial thought was incorrect.

                          If coal does mean another 50% beyond that, then it looks overpowered, so to speak.

                          Comment


                          • #73
                            Originally posted by Badtz Maru


                            I was thinking it might remove the coal requirement, which would also be good.
                            Well if you're using the Japanese the way they should be used (as warmongers) you should have coal. I think the best thing is to also remove the unhealthiness.

                            Comment


                            • #74
                              Originally posted by Thedrin
                              Simplicity, any word on wether the Mongol stable will add 4XP total or 6 XP total?
                              6 TOTAL. So the stables are a bonus that make mounted units a more viable strategy again.

                              Comment


                              • #75
                                Mongols get 3 initial promotions (10 XP) with mounted units. Kublai is my most used leader. I might just start using the Keshik now.
                                LandMasses Version 3 Now Available since 18/05/2008.

                                Comment

                                Working...
                                X