Search results

  1. C

    The Pursuit of Unhappiness

    I haven't been to the forums at all in a long time (nor have I really played CivV) - but I happened upon the site by near accident today and saw that this thread was discussed on Polycast! So I'd thought I'll post a shameless plug here: http://forums.civfanatics.com/showthread.php?t=415025...
  2. C

    Constructions made by money, not "hammers"

    My apologies - I was using the word rather technically (in the econ lexicon), though we are indeed talking about the same things (to a certain extent). Terminology doesn't matter much to the discussion. That is a workable solution - implicitly do you assume a significantly greater number of...
  3. C

    Constructions made by money, not "hammers"

    This is pretty much right - only the term of art is "capital", not "materials". There are several problems with using two inputs to build a single unit/building. For one - labor and capital are somewhat interchangeable depending on technology and relative wage/capital rents (think about...
  4. C

    No City Razing Together With One City Challenge

    or - if I can add to this - what happens if you take an enemy capital or a City State during an OCC?
  5. C

    Proposal for late game iron

    Then again, so do all social policies. I actually really liked the idea of iron works giving +1 :c5production: per iron source. (Perhaps it could require coal to build?) But nothing so easy exists for horses.
  6. C

    Armies - Should be about economy

    Oh - I agree with you. But it has to be balanced against the idea's natural consequences: units become more disposable, encouraging suicide attacks; quantity > quality; more traffic to deal with in a 1UPT system. Solutions to these problems aren't obvious or easy. It might be worth...
  7. C

    Armies - Should be about economy

    Well - as I understand it, your first suggestion is how unit maintenance is already calculated. And I'm not sure if your second one really gets you where you want to go. I think the central issue here is a design decision which parallels a trend in the industry: less is more when it comes to...
  8. C

    Saving mozart // sponsorship for Civ type games

    I suppose it's possible to find benefactors, but I'm not sure if they would gain (a) the same notoriety as patrons of the arts or (b) the same consumption value for themselves. Thus, the motivating factors seem weaker. Furthermore, I'm not sure if the goal should be to give up on the...
  9. C

    Some Resource Suggestions

    I'm for Cocoa, but the last thing we need is yet another building to clog up the que. Tea - especially - is an even more obvious one, and has more merit to it than many already included.
  10. C

    I knew the AI was bad, but this is ridiculous...

    No - that isn't the great library - it's the, wait for it . . . forbidden palace! (which makes this that much more laughable). It just looks like the perfect storm of Mongolia drawing traits that were extremely non-aggressive and non-expansionist, but very pro-builder (like a non-expansive...
  11. C

    Some Resource Suggestions

    The idea of decreasing marginal utility for luxury resources has a good deal of support (and is often suggested - my econ thread includes a similar idea). I'm against a "merchant unit" - especially if it requires building a building AND a unit (build ques are already crowded). Additionally -...
  12. C

    Proposal for late game iron

    That seems like your making up a building for the sake of making up a building. The function you describe isn't really needed and production ques are already fairly crowded.
  13. C

    Proposal for late game iron

    Glue factory? (Man - I'm sure I'll get in trouble for this one . . . )
  14. C

    Proposal for late game iron

    Yeah - I guess I don't see it being a limiting factor. Is it really useless? I know it is for units, but doesn't a tile with iron yield more production? That alone is probably worth it.
  15. C

    Let's get rid of workers . . .

    That was talking about tile surplus, not city surplus. I was just correcting your previous statement that "from this point of view, improving a 2 is a no-brainer decision because the mentioned tile goes from 0 surplus to 1(!!)." The mentioned tile goes from 0 when worked and not improved...
  16. C

    Let's get rid of workers . . .

    Well - that's exactly right, and your conclusion follows if we follow my preferred method of allowing tiles to produce some yield while they are being improved. Under this case - earlier improvement is always better. Trais, among other commentators, would prefer a tile being improved to...
  17. C

    Let's get rid of workers . . .

    Well that would be true assuming that you want to (a) maximize food and (b) that you have grasslands. Tweaking which resources are worked and what your goals are really change the math behind it. It does have some other counter-intuitive (though not really irrational) implications: it...
  18. C

    Combat System

    You might be interested in a rather exhaustive discussion on the sub-hex idea a while ago: http://forums.civfanatics.com/showthread.php?t=395070. I found the idea very good: it solves problems of scale, storage, and creates better graphical blending opportunities. Very many people, including...
  19. C

    Let's get rid of workers . . .

    I think we'll both be served well by looking at the numbers. And, in doing so, my previous statement that " earlier improvement is always better, because it maximizes tile yields over time" is not true (it IS true for any one tile, but not for the overall city). However, your contention that...
  20. C

    Canals - yea or nea?

    For Civ V the way it stands now - there is no point. I voted no. Maybe if there was some trade route system that made canals worthwhile by decreasing travel distances. But that's not the system we have had - or ever had - in civ.
Top Bottom