quote: Originally posted by Sirotnikov And with this system you'll only be able to build a small number of cities, each with a very big difference in size and each 60 turns after the other ! (you need defensive units as well). |
The difference in indevidual size and development is a god thing. I dont favour yet another empire of 25-30 equally developed twin-New Yorks.
quote: And I don't want a game like CTP where your empire is huge at 12 cities. |
Considering the whole timescale, there should be time to found at least 20-25 cities of your own - any additional cities you can conquer. Dont forget that.
Anyway, there are ways to ease off the expansion-penalty somewhat, so it dont becomes quite as steep as you suggests. First of all dont forget that the settlers represent two pop-points - this means that any founded city automatically starts out with two pop-points (it can merge, remember), instead of just one - as in Civ-2.
Also; In Civ-2 for example the settler required two foods. In civ-3 however, the settler should perhaps still require two foods, but the worker only one food. Compare below:
In Civ-2: One city-area improving settler meant two foods city-growth-penalty. Also: One city-area improving settler (-2 foods) + one city-founding settler (-2 foods) meant no less then four foods penalty.
In Civ-3 however: One city-area improving worker now perhaps only requires one food penalty (= faster city-growth). This also means that one city-area improving worker (-1 foods) + one city-founding settler (-2 foods) now only requires three foods penaltly.
You see - there is always these tweaks they can do, if not Firaxis, so at least the indevidual player through the .txt tweak-files. Still; the granary-improvement and any additional irrigated grasslands now becomes more important then it was in Civ-2 - not to mention the increased importance of building shield-producing tiles. Is that really such a bad thing?
[This message has been edited by Ralf (edited April 08, 2001).]
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