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  • #16
    Originally posted by shum00
    I just noticed... the science rate for despotism is 90%... no limits? Unless they used the editor already.
    How do you see that? I have looked at that screenshot but I sure cant see anything that says 90%. In that little box it says Russian Despotism 1.9.0... but what does that prove? If history is anything to go by, the 90% allocation should be food, if anything.

    ------------- Edited:

    Oops! Read Dan's comment above.

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    • #17
      in the tech screen....

      what are those circles with lines through them?


      no science limit? cool (ahh.....civ1)
      Prince of...... the Civ Mac Forum

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      • #18
        Re: in the tech screen....

        Originally posted by d_dudy
        what are those circles with lines through them?


        no science limit? cool (ahh.....civ1)

        Those designate techs that are not required to advance to the next era, IIRC.


        Dan
        Dan Magaha
        Firaxis Games, Inc.
        --------------------------

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        • #19
          Re: Re: in the tech screen....

          Originally posted by Dan Magaha FIRAXIS
          Those designate techs that are not required to advance to the next era, IIRC.


          Dan
          Can you go back to an earlier era and research something you have skipped later?
          Creator of the Civ3MultiTool

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          • #20
            Glad to hear about the snow capped mountains. Maybe that means there's still hope Firaxis has listened to the constant stream of complaints over here about the irrigation graphic and changed that.

            I'm happy to see for once I noticed something first - Stuie I beat you by a good 10 minutes , but posted the notice on this thread:

            http://apolyton.net/forums/showthrea...5&pagenumber=2

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            • #21
              Originally posted by Gramphos

              Can you go back to an earlier era and research something you have skipped later?
              Obviously. Check out this middle age section of the techtree. There are navigation-buttons that leads both to ancient and industrial eras.

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              • #22
                Originally posted by Ralf
                Obviously.
                To Obvious to some programmers I know.
                I once tested a game of them, and if you choose not to do something at the first time you could do it you could not do it later.
                Creator of the Civ3MultiTool

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                • #23
                  On one of the article pages is a screenshot about smart weapons.

                  It says that precisions strikes can be done only by Stealth units and the F-15s

                  Now this could mean one of two things - The F15 has a special ability to be able to do precision strikes. This will be great if it doesn't have any other advantages ( like range etc ) otherwise it will be unfair on everyone else as all other unique units have had only one advantage.

                  Or it could mean that the F-15 instead of being based on the jet aircraft is based on the stealth fighter. I hope this is not the case as it is unrealistic in terms of invention progression and it would mean the americans are the only civ with a UU not obsolete at the end of the game.

                  If it's the first option though thats pretty damn cool.
                  A witty quote proves nothing. - Voltaire

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                  • #24
                    Re: Re: in the tech screen....

                    Originally posted by Dan Magaha FIRAXIS



                    Those designate techs that are not required to advance to the next era, IIRC.


                    Dan
                    hey thanks! good feature, i'd say
                    Prince of...... the Civ Mac Forum

                    Comment


                    • #25
                      Someone's already mentioned the bombardment range for the catapult, as this is the case do you think it's plausible that later units will have a greater range, shelling simulated Afganistan from Simulated Pakistan without actually needing to go anywhere near the city.

                      This in my mind would more than make up for the Battship's lack of speed, if it can shell targets three squares away!!!!!!
                      A witty quote proves nothing. - Voltaire

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                      • #26
                        Luxuries seem to cluster together. I wonder, is this the only place where incense is found in the world? Or are there other clusters or lone tiles? I can see some big wars being fought over luxuries, especially if this is the only place. In fact the luxury clusters remind me of the landmarks in SMAC. Pretty cool.

                        On a more worrysome note, on the same screenshot, there are two possible AI weaknesses.

                        1. The AI has failed to build a road to the incense northeast of Tours, therefore it receives no benefit from it.
                        2. The AI has irrigated two deserts near Shantung, and ignored a plain. Although there may be circumstances which do not make this an error, like if the irrigation came from a bonus hut.

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                        • #27
                          Originally posted by Harlan
                          I'm happy to see for once I noticed something first - Stuie I beat you by a good 10 minutes , but posted the notice on this thread:
                          Start a new thread next time and save me the trouble!
                          "Stuie has the right idea" - Japher
                          "I trust Stuie and all involved." - SlowwHand
                          "Stuie is right...." - Guynemer

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                          • #28
                            Anyone know what the deal is with the forests? Is one jungle, or are there two forest types? It looks like one is coniferous and the other deciduous. That would be cool. I wonder if you can add terrain types like you can governments? I wonder if all this has been asked and answered before?

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                            • #29
                              El hidalgo,
                              I think we can clearly see both coniferous and deciduous types, which is way cool. On some rare screenshots, you can also see jungle, though it is hard to tell the difference (the presence of the rubber trade good is a clue).

                              Since we've now seen forested mountains, there's got to be forested hills as well. In fact, some of the recent screenshots may already have some of those, but if so they're hard to distinguish as such (it appears the tile is part forest and part hill, rather than looking like hilly forest).

                              What I find REALLY cool is how sometimes you can see Plains underlying the forest types, sometimes Grassland. From the buttons associated with some units, it looks like forests can be cut down or built up pretty easily.

                              So forest isn't really a terrain type in and of itself, but rather vegetation on top of the "real" terrain type. What a great improvement!

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                              • #30
                                Originally posted by Harlan
                                What I find REALLY cool is how sometimes you can see Plains underlying the forest types, sometimes Grassland. From the buttons associated with some units, it looks like forests can be cut down or built up pretty easily.

                                So forest isn't really a terrain type in and of itself, but rather vegetation on top of the "real" terrain type. What a great improvement!
                                YES! That's way cool, because the soil under the forests in much of Europe is good for farming (=grasslands) whereas the soil under the forests in Siberia is not. Now one can account for the differences in one's maps. Excellent. Thanks, Harlan!

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