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  • #31
    Originally posted by Andrew1999

    All Great and Small Wonders product culture, from 1 to 5 points per turn depending on how cultural it is (i.e. 1 for Military academy, 5 for Bach's Cathedral.)

    Do you get a one-time culture boost when the Wonders are built?
    How about culture effects for other buildings?
    Call me Frank.
    To compel a man to subsidize with his taxes the propagation of ideas which he disbelieves and abhors is sinful and tyrannical. - Thomas Jefferson

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    • #32
      Bonus resources: (food/resources/commerce)
      Cattle 2/1/0
      Fish 2/0/1
      Game 1/0/0
      Gold 0/0/4
      Whales 1/1/2
      Wheat 2/0/0

      Luxuries:
      Dyes: 0/0/1
      Furs: 0/1/1
      Gems 0/0/4
      Incense 0/0/1
      Ivory 0/0/2
      Silks 0/0/3
      Spices 0/0/2
      Wine 1/0/1

      Strategic:
      Aluminum 0/2/0 -Rocketry
      Coal 0/2/1 -Steam Power
      Horses 0/0/1 -The Wheel
      Iron 0/1/0 -Iron Working
      Oil 0/1/2 -Refining
      Rubber 0/0/2 -Replaceable Parts
      Saltpeter 0/0/1 -Gunpowder
      Uranium 0/2/3 -Fission

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      • #33
        Each civ is assigned to a global culture, which determines some graphical things. There is a game effect though: members of the same culture get along better in negotiations, so the Americans can negotiate with the Iroquois more easily than the Zulus

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        • #34
          Originally posted by Acemo



          Do you get a one-time culture boost when the Wonders are built?
          How about culture effects for other buildings?
          Doesn't look like there's a bonus for completing a Wonder. The cultural buildings are Cathedral(3), Colosseum(2), Library(3), Palace(1), Research Lab (2), Temple (2), University (4)

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          • #35
            Great work Andrew!

            Could you tell us which special resouces are required for which units. I think that we know that tanks require rubber and nuclear weapons require uranium but not the others.

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            • #36
              Originally posted by Andrew1999
              Bonus resources: (food/resources/commerce)
              Ah ha! So the luxury and strategic resources do provide city bonuses. That's cool!

              How 'bout those unit stats? Too much typing....?
              "Stuie has the right idea" - Japher
              "I trust Stuie and all involved." - SlowwHand
              "Stuie is right...." - Guynemer

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              • #37
                Thanks for the info, could you tell us unit strengths? like how strong are infanty, mech infantry, riflemen, destroyers etc... we havnt seen any of these yet.

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                • #38
                  Originally posted by Andrew1999
                  Bonus resources: (food/resources/commerce)

                  Strategic:
                  Aluminum 0/2/0 -Rocketry
                  Coal 0/2/1 -Steam Power
                  Horses 0/0/1 -The Wheel
                  Iron 0/1/0 -Iron Working
                  Oil 0/1/2 -Refining
                  Rubber 0/0/2 -Replaceable Parts
                  Saltpeter 0/0/1 -Gunpowder
                  Uranium 0/2/3 -Fission
                  So in the strategic sense, it looks like Iron is the only resource that you can purposely build cities near to increase production. The others come too late in the game (based on the screenshots I've seen) and will be more like winning the lottery. I guess that's where conflict enters the picture, eh?
                  "Stuie has the right idea" - Japher
                  "I trust Stuie and all involved." - SlowwHand
                  "Stuie is right...." - Guynemer

                  Comment


                  • #39
                    Cannon: Saltpeter, Iron
                    Cavalry: Horses, Saltpeter
                    Chariot: Horses
                    Horseman: Horses
                    Knight: Horses, Iron
                    Marine: Rubber
                    Mech. Inf: Oil, Rubber
                    Modern Armor: Oil, Rubber, Aluminum
                    Musketman: Saltpeter
                    Paratrooper: Oil, rubber
                    Pikeman: Iron
                    Radar Artillery: Aluminum
                    Swordsman: Iron
                    Tank: Oil, Rubber

                    AEGIS Cruiser: Akuminum, Uranium
                    Battleship: Oil
                    Carrier: Oil
                    Destroyer: Oil
                    Frigate: Iron, Saltpeter
                    Ironclad: Iron, Coal
                    Nuclear Sub: Uranium
                    Privateer: Iron, Saltpeter
                    Submarine: OIl
                    Transport: Oil

                    Bomber: Oil
                    Cruise Missile: Aluminum
                    Fighter: Oil
                    Helicopter: Oil, rubber
                    ICBM: Aluminum, Uranium
                    Jet Fighter: Oil
                    Stealth Bomber: Oil, Aluminum
                    Stealth Fighter: Oil, Uranium
                    Tac Nuke: Aluminum, Uranium

                    many early units require no resources...

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                    • #40
                      Originally posted by Andrew1999
                      Bonus resources: (food/resources/commerce)
                      Cattle 2/1/0
                      Fish 2/0/1
                      Game 1/0/0
                      Gold 0/0/4
                      Whales 1/1/2
                      Wheat 2/0/0
                      I guess these are additional food/resources(shields)/commerce numbers.
                      "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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                      • #41
                        Attack.Defense.Move??? Please??
                        "Stuie has the right idea" - Japher
                        "I trust Stuie and all involved." - SlowwHand
                        "Stuie is right...." - Guynemer

                        Comment


                        • #42
                          Originally posted by VetteroX
                          Thanks for the info, could you tell us unit strengths? like how strong are infanty, mech infantry, riflemen, destroyers etc... we havnt seen any of these yet.
                          Some late-game stats:
                          Modern Armor: 24/16/3
                          Radar Artillery: 0/0/1 16/2/4
                          Mech Inf: 12/20/3
                          Battleship 24/20/4 8/2/4
                          Stealth Bomber 0/2/0 8/0(8)/4

                          The second set of stats is for bombardment--it's power/range/Rate of fire

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                          • #43
                            How about the entire section on scenarios and editing? Or segments thereof?
                            *grumbles about work*

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                            • #44
                              Originally posted by Andrew1999

                              Battleship 24/20/4 8/2/4

                              The second set of stats is for bombardment--it's power/range/Rate of fire
                              Arrgh! That's out-of-date!! The battleship in the final game is 18(8).12.? and can only fire once per turn. I guess you can save your fingers the trouble and answer non-unit stat questions. Sorry!
                              "Stuie has the right idea" - Japher
                              "I trust Stuie and all involved." - SlowwHand
                              "Stuie is right...." - Guynemer

                              Comment


                              • #45
                                Originally posted by Stuie


                                Arrgh! That's out-of-date!! The battleship in the final game is 18(8).12.? and can only fire once per turn. I guess you can save your fingers the trouble and answer non-unit stat questions. Sorry!
                                I was afraid of that...

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