korn469
Warlord
- Joined
- Aug 27, 2001
- Messages
- 190
Desert Fox
you cross posted with me this morning, and i didn't have time to respond
anyways to address your points
i haven't done enough testing on huge maps to say how they will effect things one way or the other, however let me give you a strategy to try
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huge map strategy
first make sure all 16 civs are in the game, and then choose russians or english as your civ, set barbarians to one of the two lowest settings, pangea or large continant are a good map to play on
research as quickly as possible and head straight for republic, (do not research any tech not required for republic) you will fall behind in the tech game but, not too worry, if you can discover republic first you will leap frog out ahead
build lots of scouts and use them to explore aggressively, the more civs you discover the better, trade techs and tech whore as much as possible, expand as much as possible
when you make trade, the most important thing you want to trade for is communications, the more communications you get the better off you will be
once you discover republic first, tech whore and that should bump you up to the middle ages and first in tech, tech whore monothesism, once you get this lead you shouldn't have to worry about the rest of the game
unless this is a bug or an undocumented feature in 1.17f, corruption should certainly not be worse, the corruption in the blitz mod is slightly less than in 1.17f and there are more ways to control it, besides building a courthouse, newspaper, and police station try and keep your citizens in a we love day to further lower corruption
corruption is still there, but it's managable, and it is not worse as normal civ3
my setting are anti-ICS, that means that with both settlers and colonists, population and not shields are the limiting factor for producing them, a city can generate roughly 20 shields by the time it grows from size 1 to size 2 (1 pop settler civ2), it can roughly generate 50 shields by the time it grows from size 1 to size 3 (2 pop settler civ3), and it can generate roughly 80 shields by the time it grows from size 1 to size 4 (3 pop settler blitz mod)
as long as population is the limiting factor (civ3 and the blitz mod) ICS doesn't exist, but when shields are the limiting factor like in civ2 then ICS is possible
what all of this means is that if you lower the cost of a settler to 10 shields without lowering the population cost, expansion won't be any faster it just makes expansion and obvious instead of an interesting choice, but one of the principle aspects of the blitz mod is to slow expansion so that is why settlers cost 3 pop
anyways i hope those comments helped some, i'm working on beta7.1 right now
you cross posted with me this morning, and i didn't have time to respond
anyways to address your points
When playing on a hugh world the extra shields for settler & colonists do not work. The high cost of science was a problem too. I quit a game 1950 AD where I still had not finished filling in my land and no prospect of ever reaching the space age. It was not my playing style that did it
i haven't done enough testing on huge maps to say how they will effect things one way or the other, however let me give you a strategy to try
__________________
huge map strategy
first make sure all 16 civs are in the game, and then choose russians or english as your civ, set barbarians to one of the two lowest settings, pangea or large continant are a good map to play on
research as quickly as possible and head straight for republic, (do not research any tech not required for republic) you will fall behind in the tech game but, not too worry, if you can discover republic first you will leap frog out ahead
build lots of scouts and use them to explore aggressively, the more civs you discover the better, trade techs and tech whore as much as possible, expand as much as possible
when you make trade, the most important thing you want to trade for is communications, the more communications you get the better off you will be
once you discover republic first, tech whore and that should bump you up to the middle ages and first in tech, tech whore monothesism, once you get this lead you shouldn't have to worry about the rest of the game
Corruption was actually higher then in any other game I have played. Only 3 cities away from my capital and the corruption was so bad that it took 50-60 turns for the common improvements.
unless this is a bug or an undocumented feature in 1.17f, corruption should certainly not be worse, the corruption in the blitz mod is slightly less than in 1.17f and there are more ways to control it, besides building a courthouse, newspaper, and police station try and keep your citizens in a we love day to further lower corruption
Maybe on smaller worlds this is not an issue.
corruption is still there, but it's managable, and it is not worse as normal civ3
slight changes to combat corruption and make it easier to build settlers & colonists
my setting are anti-ICS, that means that with both settlers and colonists, population and not shields are the limiting factor for producing them, a city can generate roughly 20 shields by the time it grows from size 1 to size 2 (1 pop settler civ2), it can roughly generate 50 shields by the time it grows from size 1 to size 3 (2 pop settler civ3), and it can generate roughly 80 shields by the time it grows from size 1 to size 4 (3 pop settler blitz mod)
as long as population is the limiting factor (civ3 and the blitz mod) ICS doesn't exist, but when shields are the limiting factor like in civ2 then ICS is possible
what all of this means is that if you lower the cost of a settler to 10 shields without lowering the population cost, expansion won't be any faster it just makes expansion and obvious instead of an interesting choice, but one of the principle aspects of the blitz mod is to slow expansion so that is why settlers cost 3 pop
anyways i hope those comments helped some, i'm working on beta7.1 right now