PepsiFizz
Nov 20, 2001, 10:10 AM
I am toying with an idea to speed up the game a bit, while saving the opportunity for some exploration and settling of new cities for much later in the game. I am looking to see if anyone else is thinking in a similar direction, or has any suggestions on this idea.
My idea is to greatly increase the cost of settlers, i.e. maybe to a cost of between 100 and 150 and at least two population points. I also want to increase the cost of all military units (double or triple original values) and charge a population point for each unit.
I am hoping that this will greatly reduce the speed with which civs expand, and increase the strategic placement of new settlers to take control of resources as they become available. It also will reduce the number of military units that the computer has to operate each time.
Because each civ will have fewer cities, I am planning to make a few changes to accommodate this difference. First, I will increase the break between levels from 6 and 12 to 8 and 16 or even 9 and 18. Second, I will facilitate better food production by making a Fishing Pier improvement available from the beginning of the game to increase food in the ocean tiles.
Third, I will put in an early improvement such as an Academy that will increase research output; a university will also increase research output when it comes along. Also, I would significantly increase the effect of the scientist citizen. Together these changes should offset the decrease in number of cities to facilitate continued scientific advancement. (It may be necessary to lower the cost of some of the advancements slightly.)
Fourth. I would put in an early improvement such as a tax collector's office to increase the money available early on. This office would, of course, have an adverse effect on the city's happiness, while increasing income.
Fifth, I would generally increase the value of the various resources, making it very important to site cities at locations that can take advantages of these resources.
Sixth, I am looking to increase the number and variety of improvements that a city can build.
Finally, with fewer cities that are spread out a little more, it makes sense to increase movement values significantly. Roads may go to a movement value of 5 or even 6; and all naval units will have movement values doubled.
Hopefully, these changes will return the value to the colony concept in Civ3. Now it might make sense to send a worker out to start a colony to take advantage of that iron, because it will be a while before you can produce a settler to start a city there.
There are other things I am thinking about that take the game in different directions, but let me stop here and get some feedback. The bottom line is, do you think these changes will successfully speed up the computer when it makes its moves, and does it have the prospect of speeding up the game in general because there are fewer cities and units to manage?
My idea is to greatly increase the cost of settlers, i.e. maybe to a cost of between 100 and 150 and at least two population points. I also want to increase the cost of all military units (double or triple original values) and charge a population point for each unit.
I am hoping that this will greatly reduce the speed with which civs expand, and increase the strategic placement of new settlers to take control of resources as they become available. It also will reduce the number of military units that the computer has to operate each time.
Because each civ will have fewer cities, I am planning to make a few changes to accommodate this difference. First, I will increase the break between levels from 6 and 12 to 8 and 16 or even 9 and 18. Second, I will facilitate better food production by making a Fishing Pier improvement available from the beginning of the game to increase food in the ocean tiles.
Third, I will put in an early improvement such as an Academy that will increase research output; a university will also increase research output when it comes along. Also, I would significantly increase the effect of the scientist citizen. Together these changes should offset the decrease in number of cities to facilitate continued scientific advancement. (It may be necessary to lower the cost of some of the advancements slightly.)
Fourth. I would put in an early improvement such as a tax collector's office to increase the money available early on. This office would, of course, have an adverse effect on the city's happiness, while increasing income.
Fifth, I would generally increase the value of the various resources, making it very important to site cities at locations that can take advantages of these resources.
Sixth, I am looking to increase the number and variety of improvements that a city can build.
Finally, with fewer cities that are spread out a little more, it makes sense to increase movement values significantly. Roads may go to a movement value of 5 or even 6; and all naval units will have movement values doubled.
Hopefully, these changes will return the value to the colony concept in Civ3. Now it might make sense to send a worker out to start a colony to take advantage of that iron, because it will be a while before you can produce a settler to start a city there.
There are other things I am thinking about that take the game in different directions, but let me stop here and get some feedback. The bottom line is, do you think these changes will successfully speed up the computer when it makes its moves, and does it have the prospect of speeding up the game in general because there are fewer cities and units to manage?