Announcement

Collapse
No announcement yet.

How much longer 'till that marketplace will be built?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • How much longer 'till that marketplace will be built?

    It can take up to 800 years to construct a marketplace. I find something extremely wrong with that. Besides the fact that the production system should be redone (another thread), the shield system is inacurate. Marketplaces do not take 800 years to create, even if that is only 40 turns in a game. I'm not picking on marketplaces obviously, it's the whole system. It just doesn't work. one more quick thing to add...why is currency the pre-req for trade? Don't you have to know how to trade before you can make money to trade with? It's called barter, before coin money it was how trading was done. Than the romans made coins. The marketplace reminded me of that and I don't feel like starting a new thread.

    ------------------
    ~~~I am who I am, who I am - but who am I?~~~

  • #2
    If you don't want to start another thread, then STOP!!!

    Anyways, I started a thread on TWEAKS, in case you're interested, addressing the little things like the trade issue...

    Care to comment?

    ------------------
    Greetings,
    Earthling7
    ICQ: 929768
    To be one with the Universe is to be very lonely - John Doe - Datalinks

    Comment


    • #3
      By the time you are building marketplaces (a mid-game improvement), you should have enough caravans to build it in one turn. In most games, I build all mid-game wonders/improvements almost exclusively with caravans. I agree, 800 years is far too much time to waste building improvements, thence one of the great uses of caravans.

      Comment


      • #4
        For wonders, Yes, but in Civ 2 caravans can not be used to build improvements, only wonders. I haven't played SMAC or CTP, only Civ 1 and 2. But still, why should you have to use a few caravans to help bulid a market place. They don't neccessarily require a lot of construction.

        ------------------
        ~~~I am who I am, who I am - but who am I?~~~

        Comment


        • #5

          Steve, marketplaces may be mid-game improvements in your playing style but the same doesn't necessarily hold true for all styles. Marketplaces are very definitely an 'as early as possible' improvement in my games.
          -------------
          Gordon S. McLeod
          October's Fools
          http://octobersfools.keenspace.com

          Comment


          • #6
            I think all I was saying was instead waiting 800 years to build a marketplace, use caravans to help speed that along. How? Send them into the city and simply disband them. The 20-25 shields you get can save quite a few turns. Obviously you are building marketplaces in those high trade cities that can give you a boost to the tax income, otherwise they would be a waste. Those type of cities generally have low shield productions, thus any help from disbanding caravans will be beneficial.

            It would be great if you come over to the Civ2-Strategy forum, there you will find many folks who could add to this debate on caravans, marketplaces, trades, etc.

            Comment


            • #7
              The whole ancient era gets glossed over, in my opinion.

              This should be a time where:
              1. The tech race is less important from turn to turn, although when techs are discovered, they mean something big. (eg. invention of the chariot or iron weapons = big military, advantage).
              2. There is nothing but time. Don't jump hundreds of years at a time. Jump at smaller intervals. Divide the ancient times into prehistory, stone age, bronze age, iron age. Have some fun with nomadic civs for a while. Be a stone-aged Ghengis Kahn!

              The ancient times should be an era where certain aspects of the game (such as political organization, low-tech warfare, development of philosophy, climate-dependant cultures) are highlighted. In my opinion, the industrial-revolution mentality (that shadows the whole genre) should not be so prevalent yet. Cultures should not have to worry so much about developing the superconductor before 0AD. There's plenty of time for that stuff later.

              Comment


              • #8
                I like your thinking, Slingshot, but how do you suggest we make sure people don't spend most of their time rushing for advances right from the get-go?

                - MKL
                - mkl

                Comment


                • #9
                  How about this:

                  In a despotism, people could care less about the exploits of a scientist.

                  In fact, most people would shun such an individual, calling him/her an alchemist instead of a chemist, or a magician/witch instead of an inventor.

                  The result would be poor science performance in anything but weapons techs.

                  Warefare should be extremely easy, so that people can spend lots of time roaming around and fighting, for example.

                  There should have to be a lot of work put into techs like jurisprudance, monarchial thinking, etc.

                  I am thinking about the fact that the ancient greeks seemed to be so inventive, and yet so many aspects of the ancient sciences are very backwards.

                  Obviously people weren't stupid back then, but I imagine there was a lot of fear and resistance to new technologies. We could set up the performance of gov'ts, etc, so that this is reflected.

                  Even further, there could be more social-engineering-based techs that need to be discovered before the nuts-and-bolts technologies can be harnessed.

                  For example,
                  - environmentalism before anything like green power or pollution control.
                  - rennaisance (or age-of-reason)-type advances before any indudustrial revolution advances/improvements
                  - monotheism before advances in middle-aged tactics (or units like archers & legions)
                  - domestication advances before bronze-age tools are permitted
                  - a gov't type between despotism and monarchy, establishment of law and currency before settlements can be made bigger than three population units

                  *** Imagine if it took a little while to make cities bigger than 3 pop units. Imagine it was because a critical number of advances needed to be discovered (instead of a city improvement like granary or aqueduct).
                  Imagine also that certain elements like war, basic diplomacy and espionage options were very easy to conduct. You would have an era with a new flavour, where discover, treaties, limited warfare, etc. were very important. This could result in a map where empires are spread out all over the place, only to collapse into civ offshoots because of distance, disease, etc.

                  That would make for an interesting map when the world changed from a backwards, non-tech obsessed place to one that practically worshiped science and progress!

                  Comment


                  • #10
                    quote:

                    Originally posted by Steve Clark on 04-13-2000 05:20 PM
                    I think all I was saying was instead waiting 800 years to build a marketplace, use caravans to help speed that along. How? Send them into the city and simply disband them. The 20-25 shields you get can save quite a few turns. Obviously you are building marketplaces in those high trade cities that can give you a boost to the tax income, otherwise they would be a waste. Those type of cities generally have low shield productions, thus any help from disbanding caravans will be beneficial.


                    Actually I build them in all cities, not just high-trade cities. They are one of the early cornerstones of my technological edge. Anything that gives me even a slight bonus to technology, I grab, as it quickly adds up even in less trade-oriented cities, and catapaults me to the top of the civ/faction charts very quickly.
                    -------------
                    Gordon S. McLeod
                    October's Fools
                    http://octobersfools.keenspace.com

                    Comment


                    • #11
                      Um, Gord, marketplaces only adds a 50% bonus to tax (income), it does not affect the number of science (research) arrows. Also, with marketplaces costing 1 gold for support, it only makes sense to build this when you have at least 4 golds in income.

                      Please come over to Civ2-Strategy, there you would find folks that talks about playing every way imaginable. Most of us emperor/deity players however, are getting by with building as few improvements as possible. Come on over, it's a great place to find ways to play better, as it has with me.

                      Comment


                      • #12
                        I don't play Civ2 anymore, so going to the strategy forum wouldn't have much value to me. I'll just stick here for now. Yes, the marketplace doesn't add any direct benefit to your science output... but it sure makes it easier to get the science improvements faster. I take *every* advantage... direct or indirect.
                        -------------
                        Gordon S. McLeod
                        October's Fools
                        http://octobersfools.keenspace.com

                        Comment


                        • #13
                          Yo Steven! Long time no post for me - having a baby does that...

                          My thoughts on City improvements and the time that it takes to build them - I have liked the results of experiments where I decrease the shield cost of early improvements and increase the sheild and maintanence cost of later improvements. Marketplaces are 80 shield improvements costing one coin in carry, I like them better as 40 shield improvements with the one carry. Bank level improvements requiring 160 with a 4 coin carry, etc forces the developing civ to put forth some effort.

                          Very high mining and irrigation improvements also encourage city development in lieu of small city expansion. Nemo's RedFront scenario makes great use of such.

                          In Civ2, I never actually build improvements for much more than one turn... I usually use the bonus income from caravans to rush build everything. Steve - DONT DISBAND - DELIVER!!!
                          Be the bid!

                          Comment


                          • #14
                            quote:

                            Originally posted by Gord McLeod on 04-14-2000 03:23 PM
                            Actually I build them in all cities, not just high-trade cities. They are one of the early cornerstones of my technological edge. Anything that gives me even a slight bonus to technology, I grab, as it quickly adds up even in less trade-oriented cities, and catapaults me to the top of the civ/faction charts very quickly.


                            You have the same style i have, all my cities recieve improvements as soon as I discover them. Especially economic and science improvements. I am usually the most advanced Civ in the world for the whole game, even if my military stength is a joke to other coutnries.

                            To Steve Clark, with the added income from marketplaces, the science rate can be increased. That's what Gordy meant (I think).

                            Slingshot - I agree with you whole heartedly, the BC era gets completely blown over. How can sciences like the wheel take hundreds of years to develop? I liked your ideas, very historically accurate!

                            ------------------
                            ~~~I am who I am, who I am - but who am I?~~~

                            Comment


                            • #15
                              quote:

                              Originally posted by OrangeSfwr on 04-14-2000 06:31 PM
                              You have the same style i have, all my cities recieve improvements as soon as I discover them. Especially economic and science improvements. I am usually the most advanced Civ in the world for the whole game, even if my military stength is a joke to other coutnries.


                              Mine seems like a joke a lot of the time, but I'm often equipped with units so far beyond what my opponents are capable of building that the number of units is meaningless. I can't count the number of games where I've staged a "major offensive" using two units and obliterated several civs with them.

                              quote:

                              To Steve Clark, with the added income from marketplaces, the science rate can be increased. That's what Gordy meant (I think).


                              Only partly...that's an aspect of it most assuredly, but it also helps to make it easier to raise money to hurry improvements along. I don't build many caravans unless I'm working on Wonders... they're too ineffecient.
                              -------------
                              Gordon S. McLeod
                              October's Fools
                              http://octobersfools.keenspace.com

                              Comment

                              Working...
                              X