Timsup2nothin
Deity
- Joined
- Apr 2, 2013
- Messages
- 46,737
Okay, so even Sid makes mistakes.
Okay, so even Sid makes mistakes.
I agree that start positions need to be optimised.
Also I think because food is so much more important than production at the start of the game it makes low food starts so bad. If food and production were of equal importance then it wouldn't be an issue. Making settlers and workers from purely production instead of food might help high production/low food starts.
great people birth
Speaking of which, some of the resource yields are awful, such as wine and silk. Most of the time I'd rather just put a cottage on top of it.
Great people birth isn't random unless you mix the pool. It is possible to 100% guarantee a great person of choice, and sometimes preferable.
No way. Sell them for if you can. Most of the time the meager yield + trade value > what a cottage or farm could do. If you're willing to take advantage of the "subsidy" tactic or there are a ton of AIs (larger maps) each resource could easily be worth 8-10+ in addition to the direct yield and even ~5 would let it beat a town for most of the game.
They are still a joke compared to 2x gem 2x rivercorn type starts and other garbage balance issues with spawns. Nothing beats playing a map like "great plains" or a few others and literally having 0 resources though. That's about as pathetic as it gets.
Might be a little off topic, but from real world observations on jungle harvesting...the few trees that do supply useful lumber are impossible to harvest efficiently because of the overall thickness of vegetation. That's why jungle clearing is done by burn offs rather than any attempt at cutting.
Yeah. Simply burn it. But in this game I need iron to rid myself of the jungle. Well that and I have an army of axemen that can't cut down trees.
On the other hand, I understand that jungles have plentiful food for a person willing to eat bamboo shoots, watch the monkeys, and eat what they do.
As I understand it, slavery's main utility has been in low skilled agricultural labour and mineworking. For construction projects, it's inferior to paid labour
I don't like the mechanism because it is such a core part of Civ 4. You heavily depend on it in every single game. Bad game design.
Why is it bad that a core game mechanic is something you need to use every game?
Civ: CTP had something like this. There was a "slaver" unit that could either steal pop from cities without walls to create slave pop points or accompany a stack and convert a killed enemy units into slave pop points. The slave pop points would go to the nearest city of the slaver's civilization and would consume only 1 food/turn (vs regular pop 2 food/turn). There were some mechanics about slave revolts. And later you could build "emancipator" units (if you emancipated your slaves) that could steal slave pop points and add them to one of your cities as a "normal" pop).i think slavery could be represented by receiving slave units upon razing an enemy city, these should be settled in the player's cities as special citizens eating half food. the negative thing could be increased corruption and decreased population growth.