Now that I've been playing a few months, I find that there's some specific information that the manual (for ToT, anyway) doesn't contain but that should be there. Can anyone tell me:
1) What are the specific benefits and limitations of communism? For all other governments, the manual gives reasonably specific information involving production limits, or extra trade arrows, or tithes, or science being halved, or etc. But all it says about communism is that science is good and trade is bad. "Good" and "bad" are hardly terms which help me evaluate whether or not to switch governments. Anybody have a more precise sense of how it works?
2) It really bugs me that there's no specific explanation for the relationship between SS Structurals and Components, beyond "more is better." The Mars Probe debacle notwithstanding, NASA doesn't build spacecraft by trial and error, and I shouldn't have to, either. So, again, is there a formula here?
3) Are there game-based definitions of those adjectives used to describe AI civs? Expanionist/perfectionist I understand, and militaristic and aggressive are pretty obvious once you've played the Russians. But what makes a civ rational? Or civilized? And why are some civs described with three adjectives, some two, and some only one?
Thanks in advance for the insights.
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Dig trenches, with our men being killed off like flies? There isn't time to dig trenches. We'll have to buy them ready made. Here, run out and get some trenches.
-- Rufus T. Firefly, the original rush-builder
1) What are the specific benefits and limitations of communism? For all other governments, the manual gives reasonably specific information involving production limits, or extra trade arrows, or tithes, or science being halved, or etc. But all it says about communism is that science is good and trade is bad. "Good" and "bad" are hardly terms which help me evaluate whether or not to switch governments. Anybody have a more precise sense of how it works?
2) It really bugs me that there's no specific explanation for the relationship between SS Structurals and Components, beyond "more is better." The Mars Probe debacle notwithstanding, NASA doesn't build spacecraft by trial and error, and I shouldn't have to, either. So, again, is there a formula here?
3) Are there game-based definitions of those adjectives used to describe AI civs? Expanionist/perfectionist I understand, and militaristic and aggressive are pretty obvious once you've played the Russians. But what makes a civ rational? Or civilized? And why are some civs described with three adjectives, some two, and some only one?
Thanks in advance for the insights.
------------------
Dig trenches, with our men being killed off like flies? There isn't time to dig trenches. We'll have to buy them ready made. Here, run out and get some trenches.
-- Rufus T. Firefly, the original rush-builder
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