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  1. Hail

    Being thinking about doing a civ2 clone. is there any interest?

    the title sums it up. is there any interest? I know some clones already exist (like Freeciv and C-Evo), but they deviate (UI & gameplay) too much from the original for my tastes. are there any legal issues?
  2. Hail

    Starships made the seventh place in Angry Joe's Top 10 Worst Games of 2015

    Starships made the seventh place in Angry Joe's Top 10 Worst Games of 2015 :eek: "a heap of underdeveloped garbage. [...] it's completely hollow, shallow" - Angry Joe
  3. Hail

    Salvaging Starships: bold suggestions

    I do not enjoy Starships in it's current form. the game has too much spend X to get more X next turn gameplay. Starships lacks trade offs and interesting decisions. not very fun imo. right now Starships has two games cramped into one. a tactical game and a planet manager game. Sid himself said...
  4. Hail

    Beyond civ5: a revolutionary pop growth and labor system

    some drastic measures :crazyeye: remove drop city sizes drop population growth model solely based on food surplus separate health and happiness (they serve mostly the same purpose -> limit city growth) drop one citizen per tile rule add population growth is exponential in...
  5. Hail

    Back to the Future: 10 Problems with Civ3

    credits first! some copy-paste: Premature Climax: Players can clinch victory by combining an Ancient Age settler-explosion with one strong conquest in the Middle Age. After gaining a huge lead, players go through the motions of improving their already superior army and winning...
  6. Hail

    City-State Quests (CSQ)

    prerequisites: 1) from what i can make out about civ5, a player will encounter quite a few City-States in a game. 2) City-States will probably offer some bonus(es) that will outweigh their acquisition, if the player can raise his reputation to that CS high enough. these City-States...
  7. Hail

    Nice start!

    a nice start! (Monarch, Huge map, no barbs, no vassals, no Time/Culture/Diplomatic victory, no random events) the 4000 B.C. save
  8. Hail

    Trade, Resources, Money

    the exact numbers and names are subject to discussion. the amount of resource that a resource icon represents and the amount to "extract" from it each turn is also subject to discussion. 1) the city itself should generate trade: 1t per pop head. this number is added to the trade "gathered"...
  9. Hail

    What's the best set of parameters for a unit in civ?

    atk = attack def = defense hp = hitpoints dmg = damage (or firepower) please note that defense and armor are not the same thing. the defense is how well is a unit at defending and armor how is how well is it armored (in other words if damage <= armor then the defending unit does not...
  10. Hail

    Fixed governments' return?

    i do like the civic concept introduced into civ4. it is indeed more flexible than fixed governments in previous civs. however as of right now any combination of civics is possible. that's too much freedom for players! so i propose: fixed governments return as metacivics(governments). the...
  11. Hail

    New Game Concept: Employment

    Hi, all! as i said i like to contemplate new game concepts. so here it goes. The basic axiom is trivial: every pop head must be doing something, otherwise they end up in the idle list and become increasingly unhappy. (on the magnitute of x^2 where x is the number of idle pop heads)...
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