All these new building ideas are good, but don't make the game too complex. We don't want it to be too confusing.
Announcement
Collapse
No announcement yet.
The $Mini-Game BETA: Join, bid, play
Collapse
X
-
Conversion buildings sound good.
Brewery (15s)
Workshop (25s)
Buildings to improve sell price should be more like:
Grocery/Food Market (15s) - 50% bonus on up to 2 food per turn.
Shop (20s) -50% bonus on up to 2 commerce per turn.
Smithy (30s) -50% bonus on up to 2 shields per turn.
all else sounds good, esp the labour. but it might be harder to track. can't have a brewery in Apolyton and workers from BHQ working there.
also, markets/shops/smithys should be city-specific too. instead of the bonus being 50% flat, why not have it as a function of city population? Say, 10% per head of population up to 50% max?
--- only 2 more posts to go til King! but I don't want to spam to do it! never have yet, must be a King with integrity! ---Proud Citizen of the Civ 3 Demo Game
Retired Justice of the Court, Staff member of the War Academy, Staff member of the Machiavelli Institute
Join the Civ 3 Demo Game $Mini-Game! ~ Play the Civ 3 Demo Game $Mini-Game!
Voici mon secret. Il est très simple: on ne voit bien qu'avec le coeur. L'essentiel est invisible pour les yeux.
Comment
-
Jonny, don't miss out on the first turn of the beta game! We've started trading already.There'll be a new Market Assessment starting turn #2 by early tomorrow. Get your deals in before then, otherwise, food will just spoil. Go here to trade. The first few posts explains it all, and you can follow other peoples examples.Proud Citizen of the Civ 3 Demo Game
Retired Justice of the Court, Staff member of the War Academy, Staff member of the Machiavelli Institute
Join the Civ 3 Demo Game $Mini-Game! ~ Play the Civ 3 Demo Game $Mini-Game!
Voici mon secret. Il est très simple: on ne voit bien qu'avec le coeur. L'essentiel est invisible pour les yeux.
Comment
-
Originally posted by Captain
all else sounds good, esp the labour. but it might be harder to track. can't have a brewery in Apolyton and workers from BHQ working there.
Originally posted by Captain also, markets/shops/smithys should be city-specific too. instead of the bonus being 50% flat, why not have it as a function of city population? Say, 10% per head of population up to 50% max?
Comment
-
Posted by Captain
Blacksmith/Armoury (30s): Converts 1 shield or 1 commodity into 1 weapons for 1 labour per turn. Demand for weapons = 1 per military unit in region. not sure about this, suggestions? what do you think, Franses?
How about:
Blacksmith/Armoury (30s): Converts 1 shield or 1 commodity into 1 weapons for 1 labour per turn. Demand is equal to number of military units build in the last turn. Sells at $300,- eachFranses (like Ramses).
Comment
-
Tile and production overview
Influenced by the amount of work put in by Captain and GF I produced a very simple Excel file containing:[list=1][*]Tile number[*]Owner[*]Price at which the tile was bought[*]The number of food, shields and commerce the tile currently produces[*]The city the tile belongs to[/list=1]
This list gives you an overview of the current estates and their production.
The number of food, shields and commerce is totalled. You can use this figure to calculate the lowest possible default price. That is in case everybody sells everything.
I saved the file as a web page and tried to post it here. That did not work so I am now trying to find out how to attach it.
If you guys like it, I am willing to update it in case Apolyton worker actions change anything (of course against a reasonable fee)
Feel free to ask to add information to the file (e.g. the tile improvements like silo's etc).
It would be very nice if this information could be supported by a map that shows the tile numbers. I tried to install Adobe photoshop but failed (forgot the serial number). But I have seen others that are able to do that in a much better way than I can so if you feel producing and maintaining that......
Last edited by Franses; August 22, 2002, 07:08.Franses (like Ramses).
Comment
-
OK, I can not attach a file in edit mode nor can I directly upload an Excel or htm file, so here is a zipped version of the Excel file.Attached FilesFranses (like Ramses).
Comment
-
Originally posted by Franses
OK, I can not attach a file in edit mode nor can I directly upload an Excel or htm file, so here is a zipped version of the Excel file.Last edited by GhengisFarbâ„¢; August 22, 2002, 09:12.
Comment
-
May I make a suggestion?
I was thinking on this a bit, and I would like the Gazette somehow represented in this.
What about 'mini wonders'
Only one can be built.
Gazette Offices: Requires: Estate must first have warehouse and shop must be built on Jungle tile.
Effects: Somehow converts food to $ Possibly based on subscriber list? (currently ~ 75) Number of food converted based on number of literate citizens? (some minimum also)
Other possible mini wonders:
War Academy
Machiavelli Inst.
Thinkers guild
Adam Smith Foundation
Also, if someone wants to do a little prediction of the prices, for upcomming turns I will do a 'stock' section in the paper like Food: $45 Shields: $75 Commerce: $65 Or something.One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
You're wierd. - Krill
An UnOrthOdOx Hobby
Comment
-
Originally posted by UnOrthOdOx
May I make a suggestion?
I was thinking on this a bit, and I would like the Gazette somehow represented in this.
What about 'mini wonders'
Only one can be built.
Gazette Offices: Requires: Estate must first have warehouse and shop must be built on Jungle tile.
Effects: Somehow converts food to $ Possibly based on subscriber list? (currently ~ 75) Number of food converted based on number of literate citizens? (some minimum also)
Other possible mini wonders:
War Academy
Machiavelli Inst.
Thinkers guild
Adam Smith Foundation
Also, if someone wants to do a little prediction of the prices, for upcomming turns I will do a 'stock' section in the paper like Food: $45 Shields: $75 Commerce: $65 Or something.
Gazette Offices (city specific- has to be built in each city)
Can sell x (x=size of city) food at y% increase (y=current literacy rate). Requires 1 labor per 4 food sold (distribution-newsboys, etc.)
The others are more like organizations you would donate to support, I don't really see them making money.
ALSO:
When we open other regions, how about keeping product region specific. If you wish to sell shield produced in one region in the market of another region you would have to have a caravan or something that would transport it.
Comment
-
Originally posted by GhengisFarb
Jungle tiles produce 1 food and no commerce unless they have a road or river, and I purchased tile 22, not 25, but that will change to tile 26 at the end of this economic turn.
Hm, I did mess up with the number 12,13,14 and 15. The rest seems to be OK (but keep checking, please). Latest version attached.
Edit: Changed 22 to 26 as being your property in this new version.Attached FilesFranses (like Ramses).
Comment
-
Rendelnep, you are right of course. I added that in the new version that I will upload later (more errors might come in).
Epistax, I did make the (what I think) necessary corrections already in the version two posts above being:
12 1-0-0
13 1-0-1
14 1-0-1
15 1-0-1
13 - 15 are along a river that's why. Although, UOOO nor GF seem to realise this. So do I have the wrong tiles here?
By the way UOOO's proposed deal is for 12 and 13. This should be 13 and 14, right?Franses (like Ramses).
Comment
Comment