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Russian Blog: Commerce splitted into Gold and Science

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  • Russian Blog: Commerce splitted into Gold and Science

    3-hex city radius was confirmed in this interview (in Russian) with Dennis Shirk
    http://civgames.wordpress.com/2010/0...8%D0%B3%D1%80/

    edited by Robert Plomp, copied into a head-post.
    Last edited by Robert; May 6, 2010, 09:42.
    Quendelie axan!

  • #2
    Thanks a lot Sir Og!
    Interesting quote here:

    The game uses three to four basic resource. "Food" and "production" remained exactly as they are accustomed to veterans series. But the familiar concept of trade are no more. "Gold" and "science" is now divided and "mined" in different ways. This encourages players to long-term planning of empires, and bad practice to pull up and down sliders distribution of money each turn optimizing costs, disappearing.



    (source: google translation)

    I think that's a simple but good innovation!
    It stops us from easily switching from commerce to science, but forces us to plan more forward, and it also forces us more to specialize cities.
    Formerly known as "CyberShy"
    Carpe Diem tamen Memento Mori

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    • #3
      I never liked how gold and science were combined under a single concept of "trade". I never saw the logic of them being combined. This sounds like a step in the right direction. Hopefully they will execute it in a good way.
      Keep on Civin'
      RIP rah, Tony Bogey & Baron O

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      • #4
        Yeah I agree with this. Now your treasury actually goes to interesting things instead of always funding research. Of course they need to implement this well so that you always have use for more gold.

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        • #5
          http://www.takesontech.com/?p=14687

          Another little review released today.
          Try http://wordforge.net/index.php for discussion and debate.

          Comment


          • #6
            Originally posted by gribbler View Post
            Yeah I agree with this. Now your treasury actually goes to interesting things instead of always funding research. Of course they need to implement this well so that you always have use for more gold.
            I like the change too.

            Of course players who are good at SE strategies have been able to do this with IV all along....

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            • #7
              Morre bits from another post in the same blog.
              * Cities will be able to defend on their own, like a stationary unit. You'll be able to upgrade their defensive capabilities, but you will still need an army for breaking the siege or enduring a serious one.
              * Your borders will grow hex-by-hex driven by your culture. The game takes into account your priorities (not clear if it infers them or you can set them up) and you can see which hexes will be added next, but you can't control the process directly.
              * City-states will be specialized. Two examples given are a food-producing coastal city and a militarized polis supplying you with units.
              Graffiti in a public toilet
              Do not require skill or wit
              Among the **** we all are poets
              Among the poets we are ****.

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              • #8
                I do like the city states idea provided it is well designed. I never liked how every part of the world fell into just a few large empires.
                Try http://wordforge.net/index.php for discussion and debate.

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                • #9
                  Do not know if it is known in this forum (I do not check it often), but it was new for me about roads. They
                  a) Provide commercial benefit when connect cites
                  b) Are taxed per each hex segment.
                  The whole problem with the world is that fools and fanatics are always so
                  certain of themselves, but wiser people so full of doubts.
                  -- Bertrand Russell

                  Comment


                  • #10
                    I'm leery of the change to trade. While I understand that the previous version was a bit odd, I'm not sure how you "mine" research. Certain civics and buildings could certainly encourage research, but it still results in a fairly static rate of increase. I didn't really play SMAC, which I believe had some similar ideas, but still maintained the old "spend for science" routine. I can't imagine a game completely foregoing some kind of means of increasing science, while at the same time I also can't imagine increasing our resource dependence to needing to balance four different quantities -- I had a hard enough time coping with three. I could see this going one of a couple ways, and I'm really not sure I like any of them.

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                    • #11
                      Have science come entirely from specialists, with buildings providing for scientist 'slots', and giving bonuses.
                      Indifference is Bliss

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