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c#210 EDITING RULES FOR EXPERIENCED PLAYERS

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  • c#210 EDITING RULES FOR EXPERIENCED PLAYERS


    ================================================
    ===================== COLUMN INFORMATION: #210 ======================
    title : EDITING RULES FOR EXPERIENCED PLAYERS
    date : July 10, 2002
    intro : Peter shares his suggestions for more interesting games
    ======================== AUTHOR INFORMATION =========================
    author : Peter Lawrey
    about : Recently moved to the UK from Australia. Batteries not
    included


    Last edited by MarkG; July 10, 2002, 09:35.
    Co-Founder, Apolyton Civilization Site
    Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
    giannopoulos.info: my non-mobile non-photo news & articles blog

  • #2
    These sound like interesting changes. What are some of the common ones other people do?

    I increased the cost of settlers, made them wheeled units, and increased the pop hit to 3. This helps cut down on ICS a bit.

    When the new editor comes out I'm going to make desert and jungle non-city-buildable as well. Ya! A reason to build colonies!

    One change I'm testing right now, purely to cut down on interminable micromanagement is to boost both the cost and the bombard strength of artillery units by half.

    Austin

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    • #3
      All listed in the article are all-known things. I think that this article's amount of useful information is 0 (zero). It's advices for green newbies. But even pressing F1 while editing better than reading it.
      money sqrt evil;
      My literacy level are appalling.

      Comment


      • #4
        i always make ironclads not be able to cross ocean. (this requires you to change the ocean effect of magnitism as well)

        i also give expantionist civs no scouts and instead a unit i call "expantionists". these are simply settlers with movement of 2. if this seams unfair to you, you could try giving them "mounted settlers" instead, requiring horses.

        one other thing i do, i don't think militaristic is very good either, so i make barracks cost 60 shields, but reduce corruption.

        i also like to add a late game war alterative to communism. (i like to call it "imperialism" so it fits jap, german, roman and a few others)

        all this requires you make democrocy and republic better in any way you can (reduced corruption is there real advantage...)

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