Good idea.
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Founder of The Glory of War, CHAMPIONS OF APOLYTON!!!
'92 & '96 Perot, '00 & '04 Bush, '08 & '12 Obama, '16 Clinton, '20 Biden, '24 Harris
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On the topic of Finite Resources...
From what I understand, this is how Finite Resources will work in Civ 5, and it does sound like a vast improvement....
If you have 1 horse resource, you can build 1x horse units.
If you have 2 horse resources, you can build 2x horse units.
Etc, ad infinitum...
Note I say "x", likely each resource will allow for a certain amount of given units, and this will likely vary from resource to resource and unit to unit.
So, if you only have so much iron, you can only build so many swordsmen. If you only have so much aluminum, then only so many MA.
Currently, a player with 1 horse resource can build an infinite amount of horsemen, just the same as the player with 4. In my opinion, this defeats the whole purpose of expansion and exploitation, and causes the game to go out of balance.
I'm sure Trade will take on a whole new meaning, IE: "I'm not gearing up for war now, do I really need X amount of Iron, or should I risk trading them to acquire resources X,Y, and Z?
Dan O.
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Originally posted by gribbler View PostIf you trade for iron, build the max number of units, then cancel the trade, do you lose some iron units? I guess they could take away the most recently built iron units.
But yes it will be interesting to see how this game mechanic is balanced. As resources are pretty important in any civ game and especailly important when playing other humans. Civ4 MP players have made an art form of making resource balanced start location maps, so as not to lose a game from turn 1, which is what happens if your neighbour has copper and you don't.
CSGlobal Admin/Owner
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Comments from a long time lurker
My life is too hectic to devote a lot of time to forum comments but new version announcements are an exception. (Especially when the game designer may actually read it! ) So for what it is worth, here is my to cents:
Arriving Fall 2010
In development since early 2009 at least
New ways to win
Unprecedented modding capabilities
Multiplayer
Living world - graphics
Hex-based tiles
Expanded range bombarding: archers/siege fire over melee units
Jon Shafer (Member of Apolyton!) Lead Designer
Trade land diplomatically
Game engine Developed from the ground on
PC Only (initially)
No unit stacking (rumour) (one unit per tile)
Warfare inspired by Panzer General
No religion
Less "cheating" AI
Finite resources
City States to deal with or to conquer
Social Policies instead of civics
Great People, Wonders, Tech Tree stayed about the same
Conquest victory achieved by capturing all capitals
Unique Civ Leader bonuses instead of standard traits
18 different civilizations
One unit per tile and win by capturing capitols? So I make a fleet of paratroops and bombers. Bomb the heck out of the single unit in a capitol then drop paras in the 6 adjacent hexes .... Yea, I know you won't let that happen but I've seen stranger exploits in RPGs.
I don't like the 1-per-tile model. I prefer "sized" units stacking. So that you can only fit a number of units based on their "size" and the terrain.
For modding purposes it would be nice to have the civilization "pool" be of unlimited size. So that a user can choose up to 18 from the "pool".
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Well we all need poster children And he is young and they are probably thinking he will appeal to the teenage market! Good Job Jon anyway, now you just have to "show us the money" :P
CSGlobal Admin/Owner
Civilization Players Leagues
www.civplayers.com
http://steamcommunity.com/groups/civplayers steam://friends/joinchat/103582791431089902
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Yeah, it will be interesting to see what it is like, especially some more screenshots and data as the game progresses along. And I've always been a big fan of a sex based map layout...I've been saying that should be the case for yearsSpeaking of Erith:
"It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith
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