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  • Jaybe
    replied
    Originally posted by Ming View Post
    ..., and the shortest length of a turn is a single year.
    (quarter-year at marathon speed).

    Leave a comment:


  • Ming
    replied
    The "time frame" has always been a problem with Civ, and will probably continue to be so. It's tough to play turns, and keep elements of the game consistent when the time frame of the turns changes, and the shortest length of a turn is a single year.

    Leave a comment:


  • OliverFA
    replied
    Originally posted by ZargonX View Post
    Sounds like warfare is going to be a lot more strategic, which excites me. I am picturing the Panzer General system, where you advance your front lines followed up by support artillery, making sure to use terrain fully to your advantage. This could make for some dynamic battles for more dependent on strategy rather than pure numbers. We'll see how it plays out...
    Now the only thing left is for battles not to last full centuries (specially in the Ancient Age with 20 years turns )

    Leave a comment:


  • Krill
    replied
    Originally posted by MikeH View Post
    So are you suggesting your hard cap is actually a soft cap dependent on economy? In which case, we're saying the same thing. It sounds like it's capped on resources anyway.
    AFAICT, it is capped on resources for some units ie horse.

    Definition of a hard cap is something that you can't pass, correct? Well, there isn't anything from having a floating hard cap that varies depending on, say, population, or city improvements that increase the cap. So far we don;t even know how the food/production/commerce works...

    Leave a comment:


  • Donegeal
    replied
    A couple of things in that article got my attention.

    - it is very important to use combined armies.


    Quiet clearly this means that you will not only be able to use combined arms, but you will need to do so in order to be sucessful.

    - old military units will be converted into new ones, depending on your technology. The article implies that this could happen automatically, however: it may very well be, that the article is just written poorly.


    Did they get rid of upgrade costs? I wasn't too sure until I read this:

    - there will be no tech trading at all! Reason for this is to prevent backward civs to become militarily very strong over night (or over one turn )


    The only way a backwards civ can become a military might in one turn due to the gaining of a new tech would be if the units did upgrade automatically.

    Leave a comment:


  • CanuckSoldier
    replied
    Originally posted by Adagio View Post
    Social policies... sounds like how they had it in SMAC... which is better than what was in Civ IV

    I'm glad Tech Trading is out
    Well I'm hoping that tech trading can be an option that can be turned back on in MP games. I realize that there are good reasons to remove this from the AI's bag of tricks. But then I will have to see how this shared tech rate with friends works as well, perhaps it will make tech trading obsolete. And also I don't know if this unit upgrades is a free mechanism as well....

    CS

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  • MikeH
    replied
    Originally posted by Krill View Post
    Define unit maintenance. Define how it is calculated, and then reconsider what I posted.

    A hard cap has quite a few weaknesses, but it depends how high it is; it shouldn't be possible to fill the entire map with units though, otherwise the thousand warrior defence breaks the combat system.
    So are you suggesting your hard cap is actually a soft cap dependent on economy? In which case, we're saying the same thing. It sounds like it's capped on resources anyway.

    Leave a comment:


  • Theben
    replied
    It seems that the religion problem wrt diplomacy could've been resolved by lowering the penalty/benefit to dip ratings... and/or lowering them again as civs moved away from religion into the modern/science age.

    And can't we generally divide our world's diplo relations along religious lines now?

    At any rate, back in the Civ III List I asked for 2 sets of relations- one for leaders vs other leaders and one for the people vs other people. FE, just because the US has good relations with Saudi Arabia doesn't mean our people like each other.

    Leave a comment:


  • Felch
    replied
    Originally posted by OzzyKP View Post
    With the mention of combined arms it seems you will be able to add various units to an army. They will probably just put a cap on that. 5 units or so.
    GalCiv 2 has logistics, which is a limit on your fleet size that can be raised with research (might be wonders too). Something like that would be cool, perhaps an army size cap that includes the government choices, research, wonders, and what not.

    Leave a comment:


  • Krill
    replied
    Originally posted by CanuckSoldier View Post
    Yes Civ4 has a ZoC in a strategic sense, but not the literal hard coded way that Civ2 was designed. And Civ2 ZoC had a completely dynamic effect on game tactics than the more strategic version in Civ3 and Civ4.

    CS
    Can't comment, never played civ 2.

    Leave a comment:


  • OzzyKP
    replied
    Originally posted by CanuckSoldier View Post
    Yes I'm really going to have to wait to play this mechanic before I can decide if it is balanced or an over killl strategy just to get rid of SoD.

    In theory defending land as apposed to just cities isn't bad, I mean we had "zones of control" around Civ2 units that essentually did the same thing in that game, although losing an entire stack of units when one was killed was a bummer.

    In the end if combat is not exciting as well as balanced then the decision is a bad one. You can say all the bad things about SoD's, but they were exciting when you had your SoD trying to out double move your apponents SoD :P

    CS
    With the mention of combined arms it seems you will be able to add various units to an army. They will probably just put a cap on that. 5 units or so.

    Sounds like it could be interesting. But yea, until I get my hands on it, it is impossible to determine how it'll work out.

    A tech tree for civics/social engineering sounds awesome. Since they are throwing out leader traits, I wonder if civilization bonuses get tied into the "civilization tree" somehow.

    Leave a comment:


  • CanuckSoldier
    replied
    Originally posted by Jaybe View Post
    Yes, what a ZOC has always represented is the "reaction space" around a unit. In Civ4 it is very limited within enemy borders, but can be extremely broad in friendly/neutral lands with heavy road (and especially rail) networks.
    Yes Civ4 has a ZoC in a strategic sense, but not the literal hard coded way that Civ2 was designed. And Civ2 ZoC had a completely dynamic effect on game tactics than the more strategic version in Civ3 and Civ4.

    CS

    Leave a comment:


  • Jaybe
    replied
    Originally posted by Krill View Post
    We already have ZoC in CIV. It's the combination of collateral and roads, an attacker walks up to you, you road to him and smack his stack before he can attack you. The only difference is implementation.
    Yes, what a ZOC has always represented is the "reaction space" around a unit. In Civ4 it is very limited within enemy borders, but can be extremely broad in friendly/neutral lands with heavy road (and especially rail) networks.

    Leave a comment:


  • Adagio
    replied
    Social policies... sounds like how they had it in SMAC... which is better than what was in Civ IV

    I'm glad Tech Trading is out

    Leave a comment:


  • Krill
    replied
    Originally posted by MikeH View Post
    You don't really need a hard limit, just need to make unit maintenance hurt the economy if you have too large a force. If your economy can't support the units, you can't build them.

    Which is what happens normally, the only thing with earlier Civ versions is that unit maintenance becomes less of an issue in the modern age as the economy develops, whereas the reality is that massive armies are extortionately expensive to maintain in any era, especially when at war, no matter how good your economy.
    Define unit maintenance. Define how it is calculated, and then reconsider what I posted.

    A hard cap has quite a few weaknesses, but it depends how high it is; it shouldn't be possible to fill the entire map with units though, otherwise the thousand warrior defence breaks the combat system.

    Leave a comment:

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