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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
This really is excellent news! I was hoping Civ3 would get away from units doing non-conventional work. I've had some doubts about Civ3 but things are looking up.
- "A picture may be worth a thousand words, but it still ain't a part number." - Ron Reynolds
- I went to Zanarkand, and all I got was this lousy aeon!
- "... over 10 members raised complaints about you... and jerk was one of the nicer things they called you" - Ming
Originally posted by Executor
What's the difference between forced labor and paid labor? I would assume that hurrying production will always cost money, so is forced labor just cheaper?
My guess is that paid labor is like the old game, and forced labor costs less or nothing but causes a degree of unhappiness.
My guess is that paid labor is like the old game, and forced labor costs less or nothing but causes a degree of unhappiness.
Probably the sort of thing that represents a Stalinist "5 year plan" type thing.
- "A picture may be worth a thousand words, but it still ain't a part number." - Ron Reynolds
- I went to Zanarkand, and all I got was this lousy aeon!
- "... over 10 members raised complaints about you... and jerk was one of the nicer things they called you" - Ming
My guess is that paid labor is like the old game, and forced labor costs less or nothing but causes a degree of unhappiness.
Forced labor means you can hurry production by forcing your citizens to engage in brutal, backbreaking labor. The unfortunate side effect of this is that some of your citizens will die, and the ones that don't will hold a grudge against you for a long time because of it.
I had a game where I was ambushed by the Romans and I was the Persians. They kept sending Legions after me and I kept having to sacrifice citizens to rush Immortals to defend my city. I refused to let it go without a fight because it was providing me with iron I really needed. Long story short, eventually I repelled the Romans, but I had sacrificed so many citizens that they *really* hated me to the point that the city was constantly in civil disorder. At least the Romans didn't get it though
So you can choose what method a government can use to hurry production (if any): paying money or "sacrificing" citizens, and you can set how many shields equal the life of one citizen, for the purposes of rushing a building or unit.
Dan
Dan Magaha
Firaxis Games, Inc.
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Forced labor means you can hurry production by forcing your citizens to engage in brutal, backbreaking labor. The unfortunate side effect of this is that some of your citizens will die, and the ones that don't will hold a grudge against you for a long time because of it.
See? I said it was a Stalinist 5 year plan.
- "A picture may be worth a thousand words, but it still ain't a part number." - Ron Reynolds
- I went to Zanarkand, and all I got was this lousy aeon!
- "... over 10 members raised complaints about you... and jerk was one of the nicer things they called you" - Ming
Originally posted by Dan Magaha FIRAXIS
I had a game where I was ambushed by the Romans and I was the Persians. They kept sending Legions after me and I kept having to sacrifice citizens to rush Immortals to defend my city.
Dan
Ha! This reminds me of a certain Civ of the Week comment:
"Ironically, they were called Immortals because they would often perish quickly in combat, only to be immediately replaced by fresh troops, giving the illusion that their forces never dropped in strength. Apparently, "Expendables" didn't have quite the same ring to it."
Glad to see you were forced into using the Expendables....... err, I mean Immortals in a fashion that was true to life.
"Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
And some people were saying that Civ 3 wasnt historically accurate enough
Kewl, sounds like an excellent feature, and now we can (more) accurately model the 'evil' government types
I'm building a wagon! On some other part of the internets, obviously (but not that other site).
Originally posted by Dan Magaha FIRAXIS
I had a game where I was ambushed by the Romans and I was the Persians. They kept sending Legions after me and I kept having to sacrifice citizens to rush Immortals to defend my city. I refused to let it go without a fight because it was providing me with iron I really needed. Long story short, eventually I repelled the Romans, but I had sacrificed so many citizens that they *really* hated me to the point that the city was constantly in civil disorder. At least the Romans didn't get it though
You lucky stiff! Getting to repel Romans while we all sit and drool!
Originally posted by Harlan
El Hidalgo,
Why then would they have "experience level of Diplomats" and "experience level of Spies" written in the editor? You wouldn't need to break it into those two unit types if it was just done from the diplomacy screen. Otherwise, you could just get more espionage related options as you move further through the tech tree, as I'm sure happens with the diplomacy screen in other ways. Clearly, its just the same as Civ2, even down to some government types having naturally better Spies (as Communism did in Civ2).
What's the evidence that there are no Spy or Diplomat units?
Well, this has already been answered by the Firaxians, but for the record I just remember reading it somewhere. Probably in a post from Dan. There's gold in them thar posts!
El Hidalgo,
I had a feeling based on an earlier post that that was true about Spies and Diplomats, but I thought I'd get emphatic about that to try and squeeze some more info out of Firaxis. Bwa-ha-ha - my fiendish plan worked!
Originally posted by Mike Breitkreutz FIRAXIS
Diplomats and spies are indeed gone but you can still perform espionage missions. The experience levels for diplomats and spies pertain to bonuses/penalties for diplomatic and spy missions. Thus, if your diplomats are highly experienced, diplomatic missions will be more likely to succeed. Likewise, if your spies are inexperienced, spy missions will be more likely to fail.
So can we train our diplomats/spies in Civ 3 now that they are not actual units?? Or is it determined soley by which government you choose?? Does sending them out on a mission give them experience??
I remember in Civ 2 sending my spies on training missions (sabotage) against the deadly enemy units (caravans) so that i had a group of vet. spies for use in harder missions. Most survived and were promoted to veteran, some 'went missing'. I guess they didnt step out of the caravans way fast enough
I'm building a wagon! On some other part of the internets, obviously (but not that other site).
Looking at the gov editor, I can't help but wonder if I can put Fundamentalism back into the game with it. Looks like I can set the free units to 10, like of old, but I don't know if I can impose the 50% science penalty the no citizens unhappy, or the government specific units.
If I can't even customize a gov that much, then this editor is lacking.
Any man can be a Father, but it takes someone special to be a BEAST
I was just about to point out that Horsie is simply making excuses in advance for why he will suck at Civ III...
...but Father Beast beat me to it! - Randomturn
Originally posted by Dan Magaha FIRAXIS
Forced labor means you can hurry production by forcing your citizens to engage in brutal, backbreaking labor. The unfortunate side effect of this is that some of your citizens will die, and the ones that don't will hold a grudge against you for a long time because of it.
I had a game where I was ambushed by the Romans and I was the Persians. They kept sending Legions after me and I kept having to sacrifice citizens to rush Immortals to defend my city. I refused to let it go without a fight because it was providing me with iron I really needed. Long story short, eventually I repelled the Romans, but I had sacrificed so many citizens that they *really* hated me to the point that the city was constantly in civil disorder. At least the Romans didn't get it though
Dan
So I guess its too much to hope for that nerve-stapling is in the game? What about executions of disobedient citizens? That'll teach the others to fall in line.
Humans are like cockroaches, no matter how hard you try, you can't exterminate them all!
I think no one has mentioned this so far: there is an "Eras" menu. I take it that those are "Ancient", "Renaissance", "Industrial", etc., and that the tech tree has as many parts as Eras are in a normal Civ3 game.
Being able to edit these things will probably be the most interesting new feature for scenarios, I think...
"An intellectual is a man who doesn't know how to park a bike"
- Spiro T. Agnew
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