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#1 |
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Warlord
Join Date: Oct 2005
Posts: 148
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Ankor Wat / Culture cost of adquiring new tiles reduced by 75%?
wth does that mean pls?
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#2 |
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King
Join Date: Jun 2010
Location: Montreal
Posts: 638
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It takes 75% less culture to accumulate before your city auto-acquires a tile.
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#3 |
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Empress
Join Date: Oct 2010
Posts: 424
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On the city screen, look for the purple hex on the left side, it will show you how many turns until you acquire a new tile at your current rate of culture growth in that city.
I know a lot of people don't care for it, but this is one of my favorite wonders. I love spreading my cities out and controlling so much of the map. |
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#4 |
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Warlord
Join Date: Oct 2005
Posts: 148
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#5 |
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Warlord
Join Date: Jan 2006
Posts: 129
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Was it patched in the first patch? In vanilla, it would only work for the city it was built.
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#6 |
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Gen VI
Join Date: Feb 2009
Location: Iron Town
Posts: 2,820
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If it works for every city that'd be a bit OP.
But I still hope it was patched.
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#7 |
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Deity
Join Date: Aug 2002
Posts: 3,231
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#8 |
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The Mad Modder
Join Date: Sep 2010
Posts: 1,321
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Every city wouldn't be that OP, by the time you get it you don't to worry too much about expansion.
__________________
Art of War Mod! by Ordian. It rocks. France- A double Anceint Era Declaration of War on Deity against two clearly conquest geared civs that dredged on for 1500 years. Okay this one makes the above one look like a bunch of preschoolers out at a picnic getting attacked by baby ants. THIS ONE is awesome. Read it. Mega Mod What started as a balance fix is now getting massive. Now accepting suggestions (units/buildings in particular) Beatles/Elvis -4.3 Talker/Listener +7.2 |
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#9 |
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Warlord
Join Date: May 2005
Posts: 180
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Something of an aside, it's very annoying how the description of an item is no longer directly tied to the item's code... If you changed the effect of a building in Civ 4 the description would automatically reflect that. The descriptions in Civ 5 are often vauge and misleading and since they are apparently separate text strings, a completely pointless extra potential error point... Why?
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#10 | |
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Emperor
Join Date: Apr 2010
Location: Boston, MA
Posts: 1,091
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Quote:
Off topic, have they fixed the great wall? I haven't built it because I've been afraid it still doesn't work.
__________________
"Think for yourselves and let others enjoy the privilege to do so too." -Voltaire |
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#11 | |
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Empress
Join Date: Oct 2010
Posts: 424
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Quote:
So in the English version it pulls up "<Angkor-Wat-descrip-EN>" but in French it will pull up "<Angkor-Wat-descrip-FR>." I may be off-base on this. Also, I'm sort of divided; sometimes I like when the tooltip adopts for you using variables, other times I don't. Like let's say you had a Granary or something in a city, and it gives +2 Growth. But in the capital, you have Tradition boosts for Growth, and you have a Floating Garden (Aztec building that gives +15% food). Do you prefer it say "Gives +3 Growth in the city" when viewing it through your city screen, or would you prefer it ALWAYS say +2 Growth, and let the user account for modifiers? |
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#12 |
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Warlord
Join Date: Oct 2005
Posts: 148
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#13 | |
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Warlord
Join Date: May 2005
Posts: 180
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Quote:
EDIT: Another thing, with inflexible strings you also have to have a separate one for every building, unless their effects are perfectly identical... As for the tooltip, that should obviously depend on where you're looking. Each building should only give its own bonus to avoid confusion, while looking at City Production/Growth should add them all together, listed by source. Last edited by anti_strunt; Oct 31, 2010 at 07:03 AM. |
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#14 | |
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Chieftain
Join Date: Sep 2010
Posts: 64
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Quote:
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