So if Cha-Cha had +1 nuts and +1 energy, he'd be overpowered?
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Thermal boreholes on nutrient bonus squares?
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I've read a lot of people say Cult of Planet is kind of crap; is there something like an accepted hierarchy of factions?
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They all have their uses; to be successful with the Cult, you pretty much have to go 100% native, and pray for the Dream Twister."My nation is the world, and my religion is to do good." --Thomas Paine
"The subject of onanism is inexhaustable." --Sigmund Freud
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Originally posted by CEO Aaron View PostI didn't say that. It's possible that better fungus harvesting might be what Cha-dawn needs to get out of the basement, but I doubt it. It certainly wouldn't hurt them.Originally posted by CEO Aaron View PostI think it would get too powerful if someone had better fungus harvesting than Deirdre.
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So...how is CoP better for going native than Deirdre? Her Planet rating isn't quite as good, and she has the police and morale penalties, where he's actually better for policing (with worms)...but his penalties look like a biznatch. Bad economy and bad industry? Ick. If she runs green, the combined efficiency bonuses plus her lack of production penalties should let her simply hammer the little guy into the ground, no? The only thing he has that she doesn't will destroy his eco-advantage if he uses it, while his aversion will let her run ahead of him even further (in peacetime) by doubling her advantage over him.
Re: food production, I honestly don't have the patience to micro-manage that much. But mostly, I'm kind of spoiled by Civ4. The most disappointing aspect of SMAC, to me, is the dreariness of Planet. After zooming in on my pastures of pigs, silk plantations, copper mines, windmills and all that--the stuff that tends to make each city and region distinct and interesting--the generic nutrient/mineral/energy resources of SMAC seem kind of blah. There's the one alien "plant" form and three animal forms (six in SMAX), then the endless terran forests and a couple of landmarks scattered about. It doesn't really feel like a world in the same way. Even in Civ 2, there were the different resources and terrain types instead of elevation, humidity and ruggedness indicators. Now, if monsoon jungles were one of many ecosystems instead of just a fixed feature, and maybe there were different kinds of fungus, and there weren't such a strong incentive to say, "eh, screw it, forests and boreholes everywhere inside my borders, crawled farms/mines/high-altitude solar panels outside," it would feel more real to me. For such an ecologically-themed game, it seems odd that most of the terrain features are distinguished solely by your ability to exploit them.
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Originally posted by Elok View PostSo...how is CoP better for going native than Deirdre?
Re: food production, I honestly don't have the patience to micro-manage that much. But mostly, I'm kind of spoiled by Civ4. The most disappointing aspect of SMAC, to me, is the dreariness of Planet. After zooming in on my pastures of pigs, silk plantations, copper mines, windmills and all that--the stuff that tends to make each city and region distinct and interesting--the generic nutrient/mineral/energy resources of SMAC seem kind of blah.
By comparison, in Civ4-5, you have varied special resources, but really only one way to exploit each one. The terraforming process offers no scope for creativity, you just plant the right structure down for the terrain in question, no thought required.
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Originally posted by Elok View PostSo...how is CoP better for going native than Deirdre?
...Well, the 1 more PLANET will get you your worm harvesters slightly faster, but they're still capped anyway.
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Originally posted by CEO Aaron View PostYeah, I'm not going to argue that one, SMAC definitely is not as pretty, what it has, however, is flexibility. The coolness is in the gameplay, not the graphics. You can raise/lower terrain, drill to aquifers to make new rivers, cut a hole in the crust of the planet, straight down into the core, and harvest the huge energy and minerals therein. Terraforming in SMAC is about starting with a barren wasteland and making it into your own manufactured paradise.
By comparison, in Civ4-5, you have varied special resources, but really only one way to exploit each one. The terraforming process offers no scope for creativity, you just plant the right structure down for the terrain in question, no thought required.
But there's room for improvement in both games.
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Originally posted by Elok View PostBut there's room for improvement in both games.
Later Civs also did away with the tremendously flexible unit creation system, something I was heartbroken to see leave. Yes, the SMAC system could certainly have been improved upon, but rather than improving upon it, they scrapped it outright. Back to static unit lists with a few 'unique' units for each civilization.
Of all the later changes to the Civ franchise, only the Civics system was an improvement on SMAC's social engineering choices, and the addition of Religion to Civ4 was an AFFRONT, which even the developers implicitly admitted by leaving it out of Civ5.
Do you do a watermill for production, a farm to give you more specialists, a village as a long-term trade investment?
Anyway, in SMAC there's really a strong incentive to build mostly forests, with boreholes and a river or two.
If I lose New York in Civ4, oh, crap, there went my copper mine.
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Originally posted by CEO Aaron View PostTrue, I just feel that the migration from SMAC to CIV4/5 was toward simplicity and prettiness over depth of gameplay. The gameplay was hamstrung so that the rather dimwitted AI did not have to be improved, instead just lowering the complexity of the gameplay and introducing see-saw mechanics like culture. AI pathing was terrible, so take away zones of control. The AI's unit management was terrible, so fund military with cash instead of city-based resources.
Later Civs also did away with the tremendously flexible unit creation system, something I was heartbroken to see leave. Yes, the SMAC system could certainly have been improved upon, but rather than improving upon it, they scrapped it outright. Back to static unit lists with a few 'unique' units for each civilization.
Of all the later changes to the Civ franchise, only the Civics system was an improvement on SMAC's social engineering choices, and the addition of Religion to Civ4 was an AFFRONT, which even the developers implicitly admitted by leaving it out of Civ5.
Villages. 1000 times villages.
Crawling condenser farms is far, far, FAR more powerful than Hybrid Forests late-game, and early-on, you'll still want to boost nutrient production over an 'all tree' terraforming strategy, or you'll be left behind. Without a nutrient special, an all forest base caps out at 3 population, with recycling tanks. If you have a nutrient special, you're better off farming it and crawling it, and working another forest tile.
This is not a feature I would describe as a gameplay improvement. "I didn't get iron in my starting area. Oh well, game over".
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Originally posted by CEO Aaron View PostLater Civs also did away with the tremendously flexible unit creation system, something I was heartbroken to see leave. Yes, the SMAC system could certainly have been improved upon, but rather than improving upon it, they scrapped it outright. Back to static unit lists with a few 'unique' units for each civilization.
Villages. 1000 times villages.
This is not a feature I would describe as a gameplay improvement. "I didn't get iron in my starting area. Oh well, game over".
Or if it's within another civ's territory, can you take it with the units provided by the resources you have?
Ultimately, if you can't get it, then yeah, game over. But if you don't want to play that far into a game, there's always balanced resources, as Elok says.
*Of course there is also the meaning in the ancient Chinese curse: May you live in interesting times.Those who would give up Essential Liberty to purchase a little Temporary Safety, deserve neither Liberty nor Safety. - Ben Franklin
Iain Banks missed deadline due to Civ | The eyes are the groin of the head. - Dwight Schrute.
One more turn .... One more turn .... | WWTSD
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