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Column #153; By MrFun

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  • #31
    Tsk, tsk, tsk . . . .

    For one thing, I do NOT like it when it takes 35 turns to produce one Musketeer unit, and that it would take so long to produce a Frigate that it is obsolete by the time I have four of them produced.

    What's the point in bothering with military units if you don't have time to use them?

    And Dan - my apologies for not contacting you via e-mail about the error, but thanks for correcting it.
    [This message has been edited by MrFun (edited February 16, 2001).]
    A lot of Republicans are not racist, but a lot of racists are Republican.

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    • #32
      As a thought, would it be feasable to have cities responsible initially, then regions, then the empire as a whole, with the changes occurring with either a Civ advance or a change in government?


      ------------------
      "Treat each day as if it were your last. Eventually, you'll be right."
      Rule 37: "There is no 'overkill'. There is only 'open fire' and 'I need to reload'."
      http://www.schlockmercenary.com/ 23 Feb 2004

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      • #33
        I agree that this should be a government specific feature and not a standard rule in Civ. I mean, the disadvantages of a monarchy involved decentralization of power to the cities, dependance on regions, etc. I know this sounds like historical anal-retentivism, but it's also a gameplay issue. If you want a more centralized form of government that can pool and distribute resources evenly, you'd need a modern government. That would be a goal of yours when researching. Besides, forcing a city to support its units will also make things like quick expansion more difficult, and could help to limit the size of empires, at least early in the game. But I agree about having democracy, communism, facism, etc. should have an empire-wide system like you described.

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