Schuesseled
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- Joined
- Mar 31, 2008
- Messages
- 2,081
pi-r8, I can understand your concerns. I think ICC was well handled with civ4, though it could probably have been handled even better. The point was ICC was toned down much better than it had been in civ1 to civ3.
At this point, my impression is that their main method to prevent ICC is to introduce hard limits on when you can build settlers. It's a bit vague how it has been described to us but I believe it will work similar to how the civ4 GPP system worked. You might be able to build the second settler when you reach population 5 (empire wide), the third settler when you reach population 10 (empire wide), the fourth when you reach population 20 (empire wide) and so on. How the thresholds would change for each new settler I don't know.
Of course, the guess I am making has several problems with it and would need to be significantly tidied up, but I am thinking it is along the lines of what they mean by requiring certain populations for settlers.
I hope they also have city maintenance as well, but I expect (or should I say 'fear'?) they are removing it because it's not a newbie-friendly feature. I think it was Ahriman who voiced a concern about it now being possibly a bigger catastrophe when a player tanks their economy because there is no simple mechanism available, like there was in civ4 with the neutral commerce type and its associated slider, to allow the player to recover at the cost of less spending on research.
There is much left to wonder at this stage!
On the other side of the coin, your research isn't as badly affect by a economic slump as in civ 4, so it'll be easier to research your way out of the slump. (far easier than in civ 4, alphabet in 800 turns lol
