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in omnia paratus
- Joined
- Jan 26, 2005
- Messages
- 602
November ship
Phoenix_56721 said:In the second picture in the upper left hand side, is that a Fortress?
BTW, how can anyone say that those graphics look cartoony, they look great!
Err...Lord_all_Mighty said:This game keeps looking better and better (both in terms of graphics and gameplay).
Most definitely.barry caudill said:This "banking" of resources or research is not infinite, however, as you will start to lose production or research slowly over time.
Heh. Fair market value. Yeah, right. What does that even mean? There's no fairness. There's no market. There's no value. Not that I care much about this feature; I just thought it was funny.barry caudill said:In the case of wonders, where someone else can build it so you are unable to return to it, you will be paid a fair market value in gold for any lost production.
Um, it's called wonder cascade, Barry ;-)Barry Caudill said:Plus, you don't have the old "wonder domino" effect from previous versions, where you will see five wonders completed in the same turn as everyone scrambles to change production from the one that was just built.
So, does that mean that the base maintenance amount (no modifiers for improvements or what have you) is fixed based on when a city is founded? Or does it mean that maintenance isn't tied to a particular city, but rather to the civ as a whole based on the number of cities? I doubt it's either of those, based on previous previews and intuition, but it's a pretty ambiguous statement.Barry Caudill said:In Civ IV, cities require a maintenance amount that increases with each city.
Tantalizing, but not very informative.Barry Caudill said:Of course, people like to play with lots of cities, and we certainly don't want to shut down their enjoyment of the game. Those people will be able to make very large civilizations with many cities, but they will have to do so in a more thoughtful and strategic manner.
Some people wanted to see stats before fighting a battle. It doesn't sound quite so precise, but it's close.Barry Caudill said:In the options screen, players can turn on an option that will let them see bars over the units, so you can easily judge your chances before entering into combat.
I hope this means that trade will be a realistic, natural, network-based model. Again, tantalizing, but not very informative.Barry Caudill said:Roads no longer grant commerce because we completely overhauled the trade system and it just didn't make sense, in light of the new rules, to also give roads/railroads a blanket bonus. The other problem with the old way was that there was really only one choice that made sense--you build a road any chance you get--and having only one real choice is not very fun. There are plenty of ways to generate trade in Civ IV and they are more strategic and fun than simply sprinkling roads everywhere
Barry didn't directly address this, so it sounds like the AI will still be a weasely cheat.Gamespot said:What about the cutthroat, ruthless AI that came after you like you had insulted its mother and that knew everything about you, including the location of your every city and military unit? You'd have a huge lead, then suddenly, the AIs would gang up and come after you with a vengeance, even if you had been the most peaceful of neighbors. Have you addressed that in Civ IV?
Finally.Barry Caudill said:Workers can be grouped together, and then their actions within that group can be queued--so you can tell three workers to build a road to a certain point and not have to mess with them for several turns.
joethreeblah said:Err...
Those are more drawings.
These are certainly more than promising, I agree...Phoenix_56721 said:In the second picture in the upper left hand side, is that a Fortress?
BTW, how can anyone say that those graphics look cartoony, they look great!