from the gamespot preview
this seems to mean that they won't be using camels, and the corresponing trade bonuses (matthew's infamous 1000 gold and science bonus) are probably history, too.
This system will probably be interesting, but I can't help but feel a sense of loss.
It was the trade routes that I would set up that I loved so much. the AC version never turned me on. it was kind of like the MoO version - just turn it on and watch your funds increase. hopefully this will be more interesting.
quote: Firaxis is focusing much of its efforts on creating a more dynamic and entertaining trade system than the one found in previous games. "Trade was really abstract in the two [previous Civilization] games," Briggs said. "You would build caravans and move them yourself from city to city, moving them in the right place. I thought that was cumbersome." To change all of that, Firaxis is implementing two types of resources--luxury items and strategic resources--and depending on your strategy, you will want to make a concerted effort to control as many resources as possible. If you don't control as many valuable resources as other civilizations do, then you can either take the resources by force or establish strong trade relations. |
this seems to mean that they won't be using camels, and the corresponing trade bonuses (matthew's infamous 1000 gold and science bonus) are probably history, too.
This system will probably be interesting, but I can't help but feel a sense of loss.
It was the trade routes that I would set up that I loved so much. the AC version never turned me on. it was kind of like the MoO version - just turn it on and watch your funds increase. hopefully this will be more interesting.
Comment