quote: Originally posted by Captain on 05-16-2001 01:11 AM About TIMESCALE, I think it should be shorter and linear. (1turn=1yr?) I don't like the idea of a shortening scale that's only used for tech advances to rep the increasing rate of tech advance. Why not just make the earlier techs take an equal amount beakers instead of having beaker cost rise? Since you make more beakers as time goes on, scientific progress speeds up - then we wouldn't need this contracting timescale. I know some people will say that this makes the early game boring as you have to wait more turns for needed techs, but it makes the early warfare period much more viable. In the present situation, I never really fight unless my offensive units are way stronger than my rivals (ie. from crusaders until they get musketeers, from cavalry until riflemen, then howitzers). this way, there might actually be ancient battles instead of a race to howitzers. eg. who's going to build a caravel to explore the world when before it completes its trip, you've got destroyers lapping it? what do you think? would this make the game way too long to be playable? |
I really think this is a good feature. I do wait better units to start the battles and this also solve some time unrealities. But I dont think
i'd like to play a 1,000 turns (Almost 3 times the whole civ2 game) from 3,000 BC to 4,000 BC. So take easy on it. There has to be some time contracting. We could decrease it but not extinguish it!
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