Martin Alvito
Real men play SMAC
- Joined
- Sep 23, 2010
- Messages
- 2,332
Brand new game and I didn't even have to pay for it. Should be interesting.
Added game option to disable turn-blocking promotions and policy choices. (Added 12/3)
News are great, the main thing is still missing.
ETA.
Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). (Added 12/3)
I'll have to see how this works. My worry is that when you conquer and raze a city, your SP cost will go up, even though you razed the city. How they implement is key.
Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). (Added 12/3)
I'll have to see how this works. My worry is that when you conquer and raze a city, your SP cost will go up, even though you razed the city. How they implement is key.
The new patch changes deserve pretty much unconditional praise. I'm especially happy they listened to us complaining about the forced policy picks and such and make it optional. Looks like they are indeed listening to the suggestions people are passing on to them.
Worst-case scenario: that happens but is obviously a bug and gets fixed in a subsequent patch. Hopefully they thought of it, but if not, maybe they'll read this thread.
Brand new game and I didn't even have to pay for it. Should be interesting.
Yeah, seriously.
I don't think you and I are launching spaceships in 200 turns after this one.
You might be well advised to wait until more information comes out regarding the "Multiple Tech Tree tweaks to address slingshot tech exploits." changes.I suppose I'll have to get back to work on perfecting it.
You might be well advised to wait until more information comes out regarding the "Multiple Tech Tree tweaks to address slingshot tech exploits." changes.
Suck it ICS, happy buildings now cant give more happy than city pop.
Or, maybe not - instead of stopping at size 2 cities for early happiness neutrality, you'll stop at size 4 because the unhappiness hit won't be any worse. Early filler cities are actually better, even if you get fewer of them. Size five doesn't cost any happiness if you get Theocracy first. And there you'll sit for a long time, just like now.
Number of cities will be reduced based on the impact of the meritocracy and FP changes, but alpaca already proved ICS works just fine without any SPs whatsoever. I'm convinced that the maritime fixes will have little effect on filler cities. Basically, the worst case scenario is that you reduce some of your fillers' income by 1 by having to build a granary.
I'm willing to give it a shot. I just hope their goal is to rein ICS in a little, not kill it outright. In my latest game, though, each filler is generating a +8 gain. The building change will reduce that to +6, and I'm guessing that the FP/meritocracy changes will reduce that to +5. Ironically, if you want big cities, you're going to need more small ones!
Doesn't matter. Or rather, only matters in the beginning. It and other changes do seem to make slingshotting to a more advanced age to pick up later SPs more tempting, though.