Last CivFanatics Preview: Filling in the Gaps!

Stefanskantine said:
Could someone confirm/explain if this is true? Are mountains completely impassable to ground units? If so this is big news I hadn't been aware of yet.:eek:
Yes, they are.

Although I support your desire to change it, I think you should give it a try before modding. Genuinely impassable squares can have a usefulness to them.
 
Glad to see that I wasn't the only one to catch something wrong with the Aztecs' UU--particularly when you compare it with the Egyptian UU. The War Chariot has 2 movement and costs 25 hammers compared to the Jag's 1 movement and 40 hammer cost.
 
Am I the only one who's not liking this whole promotion thing? I just think it sounds too weird. So many things about this game look so good, but I have yet to see anything I like about how they treat combat. And the Jag does look quite useless... is it supposed to have 2 movement again?
 
There are no longer limitations on the amount of Civilizations you can include on a certain map size. You may include as many as you like, even on the duel map size (map sizes are Duel, Tiny, Small, Standard, Large, Huge and of course, Random!).

This is the singlemost interesting information for me. I'm not sure I have understood it right... if you create let's say 30 civs yourself could you then play with 48 civs on a map? Now that would be awsome news... but most probably I have just misunderstood something as this seems to good to be true. :D
 
Melendwyr said:
Does jungle have an unusually-high movement cost, or something? What could possibly justify giving India such a weak UU, otherwise?

If workers had movement 1, movement 2 would be a huge advantage. I'm just not seeing what makes movement 3 so useful.

What's the normal cost for a worker?

Well come play a game with me and I'll demonstrate the power of the Fast Worker no problem at all :p

CS
 
This thing about the Jag warrior looks weird indeed...well, we'll see what it'll be like, I can't imagine that the QA and beta testers didn't find an imbalance we can find just by looking at the numbers.

The musketeers 2 movement is a huge thing. At least, if movement has more or less the same importance as in Civ3. That's why you pay (well, paid) 50% more for a horseman (compared to archer) after all!

The indian worker looks interesting...if the normal movement rate is 2, then 3 would be a nice addition, but not such a huge difference, since it can move and start doing stuff the same turn anyway.
Maybe this also increases its transforming speed? Although this would be too strong imo...
 
Like others, I am INCREDIBLY curious to know more about Cease Fires. Is this simply another word for peace, or is this a genuine mid-point between war and peace? Come on Civrules, spill the beans ;)!
Oh and, as for unit promotions, I think this is one of the best and most exciting elements of the entire combat system-along with multiple upgrade paths for units. I think this is going to add a HUGE amount of replayability to the game!

Yours,
Aussie_Lurker.
 
Civrules said:
As a terrain, mountains in Civ4 are not passable at all. But it still ignores other terrain movement points.
How does it work exactly in game? Does it mean units cannot move into mountain squares at all?

Also, are there technologies allowing for circumventing this? (E.g. building a tunnel).
 
Not allowing movement over mountains is a great idea, far more realistic. I'm all for making Civ as true to life as is possible. I came late to Civ III (I hung on to Civ II for an unhealthily long time) but this well-written article and discussion has really got me buzzing about making the switch to Civ IV quickly. Can't wait! Thanks, civrules, to echo the comments of others: you rule!
 
"I also think the Romans should get their Legionaries back. But when you think about it, the Persians get their Immortals for the second time, which somehow were equivalent to the Praetorian Guards (small elite unit)."

I completely agree with you, kryszcztov!
 
I am appalled by the fact that the Marines were replaced with Navy Seals... that and it just seems odd for an American Civ to not have Marines...
 
redcoats have always symbolised british military strength. they look awesome in civIV.
rule brittania!
 
I am actually really liking the idea of impassable mountains, I was just mildly shocked to hear about it. It will open up a lot of interesting strategies.

Whate I'd like to know, though, are more details. Are they completely impassable, or just to combat units (ie workers/scouts can go there)? Can any technology/terrain improvement make them passable?
 
I agree with Daimyo - an America without Marines just isn't America. Even when I had better units available to me in Civ III, I rolled with Marines just for the style factor. Maybe there's a way to mod out the Navy Seals or make them a completely separate unit.

As for the redcoats being the symbol of British power, I always thought the Royal Navy had that firmly in hand?
 
Garand, I have to agree with you on that one. The Royal Navy was the backbone of the Empire on which the sun never set, not the Redcoats. Imperial England was a naval power -- it's too bad that won't be reflected with England's UU anymore.

The Redcoats are certainly iconic but as a UU they are less historically accurate, perhaps, then the fearsome Royal Navy and the Civ III Man O' War.
 
Harrier said:
I believe you will find it more powerfull than you think. It can move further and start providing a terrain improvement on the same turn. So if it takes two points to enter a hill tile it still can start building an improvement that turn.

Over the course of a game that is equivalent to getting a lot of free workers.

Only if a normal worker can only move 1. If a normal worker can move 2, having 3 move workers will be a very small advantage compared to having a superior military unit, even if it is only for a short period. Having 3 move workers will give you one free worker-turn per forest or hill in your empire. Let's say 50 for an average empire. Even with a relatively low general worker effeciency due to moving about and such that will hardly even add up to one free worker over the whole game...
 
Just because the Royal Navy was the strength of the British empire doesnt make a naval unit the best choice for a UU. The individual ships of the Royal Navy we'rent anything special compared to the ships of other nations, they just had a lot more of them and used them more effectively.

Ancient Greece was primarily a naval power, yet most of us would agree that the Hoplite/Phalanx is more iconic of Greek power, and more unique and therefore a more suitable uu.
 
Just because the Royal Navy was the strength of the British empire doesnt make a naval unit the best choice for a UU. The individual ships of the Royal Navy we'rent anything special compared to the ships of other nations, they just had a lot more of them and used them more effectively.

I totally agree - Redcoats are a much better choice in my opinion. (They also look really cool too :p ) I'm just happy that the English might actually be a worthwhile civ to play this time around :bounce:
 
Important Question that I haven't seen the answer to anywhere:

When a UN resolution is passed that forces a change in civics - does it happen instantaneously or does everyone go into Anarchy for a few turns? I would hope it just happens immediately.
 
Ditching the marines for the American Civ insult reminds me a lot of the Marines reactions when we were all watching SWAT once, there was a scene where they compared their old occupations as Marine Recon and Navy Seal.

"...Marine Recon..." then some smack talk following it.

The retort was "...Navy seal..." and smack talk about how they join in when the Marines get lost. This was quickly followed by the middle finger from every Marine in the room and a loud "**** you!"

Good times, guess I'll have to play some other Civ with Marines... Royal British Marines, Korean Rock Marines, etc. Then beat down the American Civ for NOT HAVING THEM LOL!
 
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