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Should there be more "Civilization Abilities"?

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  • #31
    personally i think Militaristic/Peaceful makes sense. it does not say Warlike/Peaceful, it says Militaristic. a Mlt/Pcf civ would be peaceful, but would maintain a substantial military. they would not initiate conflicts, but if they did, they would have an army...now that i think about it, it could be a pretty powerful combination...

    btw...agricultural ( fertile? )would be a perfect breeding ground for ICS...

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    • #32
      I like the idea of an agricultural CSA. However I worry too about the ICS aspect. What if instead of increased food prod. at the city center (which is prob. unbalancing even w/o ICS), an Agr. civ's workers can irrigate faster? This would represent an increased understanding of how to grow food, which I assume is the idea behind having an Agr. CSA
      Time flies like an arrow. Fruit flies like a banana.

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      • #33
        I didn't get to vote in the poll- came too late.

        But I don't know if I want another special ability for the civs. Afterall, besides each of our cultural nuances, how much is really that different from one civ to another? I think the underlying differences are covered enough with the current uniquenesses included already.

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        • #34
          Originally posted by Morley
          I like the idea of an agricultural CSA. However I worry too about the ICS aspect. What if instead of increased food prod. at the city center (which is prob. unbalancing even w/o ICS), an Agr. civ's workers can irrigate faster? This would represent an increased understanding of how to grow food, which I assume is the idea behind having an Agr. CSA
          'Workers work faster' is already part of the 'industrious' ability. However, I like the general idea that 'agricultural' should be linked to irrigating without unbalancing the game ...

          What about this: If an 'agricultural' civ irrigates plains, the tiles yield two additional bushels instead of one. For balancing reasons, this 'super-irrigation' would not be possible on grassland or grassland with shields. (The second effect of 'agricultural' would still be 'enlarged city size without aqueducts'.)
          "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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