I was wondering when someone would raise that question :-)
I have given it a lot of thought, and I know that I am changing the rules of the
game, but I also changed the rules when I fixed the hospital building.
the big question here is:
Is the result of the change how Activision really intended ctp2 to be?
In case of the hospital it is easy to determine because the great library
clearly states that hospital increase max city size, therefore it must be an
error when it doesn't.
The reason why I started to look at this at all was that in ctp1 sea cities
worked quite differently, here is what ctp1 great library has to say.
Now ctp2 is not ctp1 so the changes could be intentional, here is what ctp2
great library has to say.
Since ctp2 sea cities can't build Airports by default I think that they want
the same functionality from sea cities in ctp2, but that is what I think. Great
library clearly states that pre modern age buildings doesn't belong in sea
cities.
So I ask myself, is the result of the change how Activision really intended ctp2
to be? and the answer is: Yes.
Another thing, I did remove all the prerequisites needed for sea cities to be
able to build what they should be able to build and I don't consider this to be
a major change in the rules, for example: aqueduct is needed for arcologies,
aqueduct and arcologies are needed for aqua filter. if you remove aquaduct from
both then arcologies can be build when discovered (most land cities will have
aqueduct by then anyway, or at least aqueduct is cheaper to build first and
gives about the same bonuses) and aqua filter still needs arcologies to be build
(no change in gameplay).
-klaus
I have given it a lot of thought, and I know that I am changing the rules of the
game, but I also changed the rules when I fixed the hospital building.
the big question here is:
Is the result of the change how Activision really intended ctp2 to be?
In case of the hospital it is easy to determine because the great library
clearly states that hospital increase max city size, therefore it must be an
error when it doesn't.
The reason why I started to look at this at all was that in ctp1 sea cities
worked quite differently, here is what ctp1 great library has to say.
quote: A Sea Colony works like a city, but it is submerged beneath the water. Only Sea Engineers can build a Sea Colony. Sea Colonies cannot build Airports or any pre-Modern Age improvements. Only Marines, Storm Marines and Swarm can unload into a Sea Colony guarded by enemy units. |
Now ctp2 is not ctp1 so the changes could be intentional, here is what ctp2
great library has to say.
quote: Built exclusively by Sea Engineer units, Sea Colonies are Cities on the floor of the ocean. They have all the same aspects of traditional land Cities, except they cannot build any pre-Modern Age Improvements. |
Since ctp2 sea cities can't build Airports by default I think that they want
the same functionality from sea cities in ctp2, but that is what I think. Great
library clearly states that pre modern age buildings doesn't belong in sea
cities.
So I ask myself, is the result of the change how Activision really intended ctp2
to be? and the answer is: Yes.
Another thing, I did remove all the prerequisites needed for sea cities to be
able to build what they should be able to build and I don't consider this to be
a major change in the rules, for example: aqueduct is needed for arcologies,
aqueduct and arcologies are needed for aqua filter. if you remove aquaduct from
both then arcologies can be build when discovered (most land cities will have
aqueduct by then anyway, or at least aqueduct is cheaper to build first and
gives about the same bonuses) and aqua filter still needs arcologies to be build
(no change in gameplay).
-klaus
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