I think we all agree on the nature of this game. YOU are in control!

quote:![]() Originally posted by Lawrence of Arabia on 04-03-2001 10:21 PM Lets say you just finished reserching Armored warefare. Now you can research a minor tech called Panzer Tank or something like that. It would give you say +x% over other tanks and mechanized ground units. Therefore, 'superpowers' can existe because they have time to research all of these minor techs ![]() |
quote:![]() A bit complex, but can be used to add some early settings to the game: Every Civ starting with a nomadic tribe (not able to settle down into a proper city, wandering around a bit meeting early tribes, will let you start early diplomatic actions (join tribe) or early battles (crush people and enslave them, pillage their gold), explore early or hunt a food reserve. So you have some early turns (random range 10-20 before game start) with limited rules, just to chose the way you will lead your borning Civ. You'll achieve very early tech (that pre assigned in Civ2), achieve early reputation (bloody or pacifist), gain first momentum in resources, money or food. Then usual game will start ![]() You are forging your Civ, so you must face decisions mutually exclusive. You can skip this only to have a random quick start, but you probably want to keep control, so you'll see the "intro" every new game. ![]() |
quote:![]() Originally posted by optimus2861 on 04-04-2001 07:36 AM Hey, that ain't bad. With one addition: this "Panzer Tank" tech should only be available for a limited time after you first discover Armoured Warfare, so that it becomes a question of research time-vs-military benefit. That way, a research juggernaut wouldn't be able to race through the military techs, then go back and pick up all these "enhancement" techs. You can rationalize it by saying, if you don't research these advanced tactics now, your armies will formulate their own tactics and become set in their ways. Then comes the question of how to prevent a civ from picking up a lot of these "enhancement" techs. Perhaps a hard limit of, say, five enhancements per civ? A floating limit of three? By floating I mean that if your enhancement becomes obsolete, you're allowed to choose another. A "negative prerequisite" system, where if you have X enhancement, you're not permitted to research Y? That one would be tough to balance, though. In the end, I'd settle for a modified form of SMAC's social engineering, though. ![]() |
quote:![]() some civs like the germans have till recently been orienated more towards barbarism and less cultural avenues perhaps, and they've always been industrious. ![]() |
quote:![]() Persians could be more affected by religions to simulate the power of Islam which came to them and other mideast areas. ![]() |
quote:![]() America could have more free speech and its benefits/problems.. problems in the way that the constitution could lead to gun control being weakened maybe and more affected by internal rioting and strife (such as the civil war) etc. ![]() |
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