Paradoxflux
Chieftain
- Joined
- Nov 6, 2001
- Messages
- 8
A lot of info is hidden from you in the game, so I went to the rules to see what I could find out about the actual nuts and bolts of the game.
I'll just list things that I found interesting about the rules, from each rules tab. (some settings I didn't really understand at all)
General Settings:
Minimum population for WLTKD is 6.
Barbarians are set to be only warriors/horsemen/galleys
-unlike civ2 where barbarians advanced in tech
Theoretically you have a 50% chance to intercept enemy air missions, and 5% if they use stealthed units, but I heard that air superiority is broken.
Governments:
In anarchy your workers work slower, but in democracy they work faster.
Communism still has better spies.
When under Communism and Democracy you have a 4% assimilation chance. I assume this means cultural assimilation? Under Monarchy and Republic this is 2% and Despotism and Anarchy its 1%
Only Democracies and Republics suffer from war weariness.
In Anarchy you don't pay maintenance costs.
-I noticed this while playing that in a revolution my income went up! This is why.
Improvements and Wonders
-not much here that's not listed in the civpedia, just seeing the numbers shows things surprising that I overlooked.
Marketplace doesn't give +50% luxury trade, it just toggles something called increase luxury trade.
Banks only give the +50% tax, no luxury bonus
Nuclear plant really is twice the production of the other power plants.
Coal Plants and Offshore platforms produce 2 independent pollution units.
There is no attribute for a city improvement that allows total shield pollution removal, only populous pollution.
The Art of War is really nice, it acts as a barracks in every city, and never becomes obsolete.
JS bach's cathedral makes 2 people happy in every city
Iron works creates 4 polution units, but its as productive as a nuclear power plant.
Forbidden Palace toggles a switch called reduce corruption. I guess that means you could make every small wonder into a forbidden palace, thus removing the corruption penalties that now exist.
The AC spaceship now requires ten parts to launch, four 16 cost parts, four 32 cost parts, and two 64 cost parts. The Apollo small wonder costs 50. I'm not sure what cost means, but for comparison barracks cost 4.
Natural Resources:
No luxury resource will ever appear or dissapear, they are stuck.
Horses and Iron are the most common strategic resource.
then all the others, uranium is the least common strategic resource.
Horses and rubber will never dissapear.
I'm not sure, but I think oil and coal will disseapear much more frequently than iron and saltpeter.
-map makers should take the fact that resources have the ability to appear and dissapear into consideration, and make necessary changes.
Terrain:
All terrain give at least a 10% defense value. Jungle and forest give 25%, hills 50%, mountains 100%, no surprises.
World Sizes:
Each world size has an optimum # of cities for corruption purposes.
Tiny-8 through Huge-32. Custom is 34, I don't know what that means.
Tech rates for different sized worlds are different.
Civilizations:
America is part of the America culture group. Its kind of strange having America as a civ come to think of it, they dont' really fit.
There are a lot of different barbarian town/race names, its pretty cool to see them all.
Culture:
each cultural opinion has a numerical corresponding value, so in awe of is 1:3, and disdainful of is 3:1, you can add new cultural opinion levels if you want, they correspond to cultural, diplomatic and propaganda warfare I guess.
That's it, in the tabs I left out I found nothing of note. I think the mod community might be a little more apreciative towards firaxis, this is a very extensive customization tool.
I'll just list things that I found interesting about the rules, from each rules tab. (some settings I didn't really understand at all)
General Settings:
Minimum population for WLTKD is 6.
Barbarians are set to be only warriors/horsemen/galleys
-unlike civ2 where barbarians advanced in tech
Theoretically you have a 50% chance to intercept enemy air missions, and 5% if they use stealthed units, but I heard that air superiority is broken.
Governments:
In anarchy your workers work slower, but in democracy they work faster.
Communism still has better spies.
When under Communism and Democracy you have a 4% assimilation chance. I assume this means cultural assimilation? Under Monarchy and Republic this is 2% and Despotism and Anarchy its 1%
Only Democracies and Republics suffer from war weariness.
In Anarchy you don't pay maintenance costs.
-I noticed this while playing that in a revolution my income went up! This is why.
Improvements and Wonders
-not much here that's not listed in the civpedia, just seeing the numbers shows things surprising that I overlooked.
Marketplace doesn't give +50% luxury trade, it just toggles something called increase luxury trade.
Banks only give the +50% tax, no luxury bonus
Nuclear plant really is twice the production of the other power plants.
Coal Plants and Offshore platforms produce 2 independent pollution units.
There is no attribute for a city improvement that allows total shield pollution removal, only populous pollution.
The Art of War is really nice, it acts as a barracks in every city, and never becomes obsolete.
JS bach's cathedral makes 2 people happy in every city
Iron works creates 4 polution units, but its as productive as a nuclear power plant.
Forbidden Palace toggles a switch called reduce corruption. I guess that means you could make every small wonder into a forbidden palace, thus removing the corruption penalties that now exist.
The AC spaceship now requires ten parts to launch, four 16 cost parts, four 32 cost parts, and two 64 cost parts. The Apollo small wonder costs 50. I'm not sure what cost means, but for comparison barracks cost 4.
Natural Resources:
No luxury resource will ever appear or dissapear, they are stuck.
Horses and Iron are the most common strategic resource.
then all the others, uranium is the least common strategic resource.
Horses and rubber will never dissapear.
I'm not sure, but I think oil and coal will disseapear much more frequently than iron and saltpeter.
-map makers should take the fact that resources have the ability to appear and dissapear into consideration, and make necessary changes.
Terrain:
All terrain give at least a 10% defense value. Jungle and forest give 25%, hills 50%, mountains 100%, no surprises.
World Sizes:
Each world size has an optimum # of cities for corruption purposes.
Tiny-8 through Huge-32. Custom is 34, I don't know what that means.
Tech rates for different sized worlds are different.
Civilizations:
America is part of the America culture group. Its kind of strange having America as a civ come to think of it, they dont' really fit.
There are a lot of different barbarian town/race names, its pretty cool to see them all.
Culture:
each cultural opinion has a numerical corresponding value, so in awe of is 1:3, and disdainful of is 3:1, you can add new cultural opinion levels if you want, they correspond to cultural, diplomatic and propaganda warfare I guess.
That's it, in the tabs I left out I found nothing of note. I think the mod community might be a little more apreciative towards firaxis, this is a very extensive customization tool.