Originally posted by Ming
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Info from German magazine article
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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.
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Originally posted by ZargonX View PostSounds 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...
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Originally posted by MikeH View PostSo 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.
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...
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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.
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Originally posted by Adagio View PostSocial 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
CS
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Originally posted by Krill View PostDefine 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.
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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.
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Originally posted by OzzyKP View PostWith 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.
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Originally posted by CanuckSoldier View PostYes 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
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Originally posted by CanuckSoldier View PostYes 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
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.
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Originally posted by Jaybe View PostYes, 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.
CS
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Originally posted by Krill View PostWe 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.
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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
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Originally posted by MikeH View PostYou 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.
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.
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