(Images snipped)Meffy said:Righty, here they are.
Cheesy civ's Eiffel Tower:
Cheesy civ's Strategic Defense Initiative shelter:
LOL! Brilliant!
(Images snipped)Meffy said:Righty, here they are.
Cheesy civ's Eiffel Tower:
Cheesy civ's Strategic Defense Initiative shelter:
SenhorDaGuerra said:I think a diplomatic Civ should get +2 relationships with other civs just as a starter. It would help the non-aggressive players deal more effectively with people like isabella and tokugawa. It could also make other civs more likely to sign open borders and defensive pacts with you. I think making it easier to trade, or trade for lower cost, would be too overpowered.
gettingfat said:Adaptive: Leaders who perservere and make the most out of difficult situations. +1 shield in jungle tiles and workable tundra tiles, +1 gold in workable desert tiles. Half cost building hospitals and recycling plant.
vinstafresh said:I still stand by my diplomatic civ can trade techs before alphabet, even though it could be very powerful in MP-games. The power of a diplo-civ will run out very soon, it will boost your early game termendously, but getting theology and code of laws as soon as others get iron working doesn't sound that bad. You can turn down a tech trade, can't you? Someone has to research all the other worker-techs first. And after the diplo advantage runs out, you have one other traits to work with, while others still have two (ind, phi, etc) in full effect. Similar to extensive chopping, you might pay the price later. And when you're in front in tech and your land is not improved for those kinds of tech, you might be wasting a lot of turns getting those units out, while you're outnumbered by inferior units. You'll get the same problems when you expand too quickly.
I think the UN should be able to cost half price, yeah. I don't think you should be immune to barbs. It would be too huge.
vinstafresh said:I still stand by my diplomatic civ can trade techs before alphabet, even though it could be very powerful in MP-games. The power of a diplo-civ will run out very soon, it will boost your early game termendously, but getting theology and code of laws as soon as others get iron working doesn't sound that bad. You can turn down a tech trade, can't you? Someone has to research all the other worker-techs first. And after the diplo advantage runs out, you have one other traits to work with, while others still have two (ind, phi, etc) in full effect. Similar to extensive chopping, you might pay the price later. And when you're in front in tech and your land is not improved for those kinds of tech, you might be wasting a lot of turns getting those units out, while you're outnumbered by inferior units. You'll get the same problems when you expand too quickly.