What's that Great Scientist supposed to be sitting in? Some sort of blue velvet bong-mobile?
I think on sometype of steam car, like the Fardier à Vapeur from Nicolas Cugnot.
http://en.wikipedia.org/wiki/Nicolas-Joseph_Cugnot
What's that Great Scientist supposed to be sitting in? Some sort of blue velvet bong-mobile?
Huh? That's not the picture I linked.
I've never said it is.
You linked this one And i can't find there the iron.
Spoiler :![]()
I should have been a little more clear I guess. Streamlining the game and shielding players from ever having negative experiences in the game strikes me as the "everyone's a winner so everyone gets a gold medal" type of thing. That is one of my worst fears for the game. The game itself appears to be sufficiently complex for myself and most people.
So not as much "dumbing down" as "babying the player".
The city in the lower-left hand corner has a tile just north of it with a Mine and Iron resource on grassland.
I noticed this, and it's really the same as in Civ IV: mines can be built on any appropriate resource, regardless of where it is, but if you just want to built a mine by itself for +production, it has to be on a hill.Also, not sure if this has been mentioned or noticed on previous screenshots but according to the below screenshot, mine-able resources can appear on flatland and would be in direct contrast to "mines can only be built on hills". You can see iron on grassland here:
Yep, I think that's the Customs House.Theon said:Between the academies in the frozen hexes is an academy-like improvement that grants 4 gold. Could it be the Great Merchant's special improvement?
I can understand that, but I personally think that (in keeping with the specific topic) the removal of wonder expirations makes the choice to build them more meaningful and impactful.
I don't think it's the "gold medal" philosophy because there are many wonders or situations where the practicality of building it becomes moot to a player given the concept that it's effect is limited. Why spend 20 turns building X wonder and have it expire when I can spend 20 turns building an army that I can one day upgrade. Or 20 turns building 2-3 building that will have a lasting effect on the city/empire.
With making wonders a permanent effect on your game, ala social policies, you offer a greater amount of consideration as to whether people would want to build said wonder. At least imo.
Further, it does cater to the novice, while not necessarily meaning it lacks strategy. The choice of that army, or those couple of buildings Vs. a meaningful game-spanning effect is still a meaningful consideration for the veteran; but for the Novice, who may not think to gauge that a wonder (in civ4's terms) would only be around for X period of time... not doesn't need to worry about that burden.
I don't think it removes and amount of thinking for the Veteran since it's all second nature to him anyway. Now the choices are simply different. Rather than him deciding between XX ways to utilize production Vs. going with a short-term benefit they know hot to use, they now choose between XX ways and a long-term game benefit.
No it doesn't. It makes the game less strategic since there would be no reason not to build a wonder in most cases unless you're at war or something.
Hot linking doesn't work. Do you have high-res version of the screenshots available? I clicked on the link but can only get tiny pictures where I can't read anything.
Sure there would, because you might put that 1000 turns of unit production to better use than +2 science to every citizen.
In fact I would again argue the opposite, that permanent wonder effects become more meaningful with longer speeds.
Seems very overpowered.Porcelain Tower gives +2 science for every specialist in the empire.
I noticed this, and it's really the same as in Civ IV: mines can be built on any appropriate resource, regardless of where it is, but if you just want to built a mine by itself for +production, it has to be on a hill.
Am I the only one who thinks that its lame that the GP improvements destroy the base production value of the tile?
Are customhouses, manufacturing plants and academies really located mostly in deserts and tundra?
Given that there'll be far less unit production in the first place....
Permanent wonder effects become pointless compared to temporary ones. Temporary ones means you're building something you know is going to obsolete (probably) sooner or later but you want to exploit those effects.
Not at all. There are two Academies west of Xian and one west of Beijing. One tile northwest of Beijing's Academy is the Landmark built by a Great Artist. A few tiles east of Beijing is what looks entirely like an unfinished Trading Post. It doesn't look anything like an Academy or Landmark.
So is this an argument for or against the decision? We've already heard that units have relatively longer build times so it is entirely unfair to assume that just cause civ5 fields less units, that the strategic consideration of allocating your production toward a military is overwritten by a specific wonder's potential.
Further, with the addition of multiple broader, empire affecting systems, the strategic choice is further complicated by the fact that in the time it takes you to build a Wonder that nets you a bonus for your empire, you may have constructed buildings that net you multiple stacking bonuses for your empire. since it is not long simply science that has the easiest discernable empire-wide implications. For example, Where building the Porcelain Tower might at the end of 300 turns begin to net you a sizable science boost. You might instead in those 300 turns construct several Happiness buildings, Gold buildings, lesser science buildings, culture buildings and/or possibly some military units that net you a permanent boost to your empire.
Considering Gold is useful on a grander scale via purchases and city-states, as is culture via social policies... I'd say it becomes difficult to detirmine the benefits of a short-term leveraged bonus Vs. the long term effects of acquiring territory faster, gaining city-state bonus faster, gaining social policies (which are also mostly permanent) faster, etc.
the 5 science improvements are the academy's from great scientists.