Yes, that's because it is a land unit.Civ3, G.L. can build an army (load units), but only land units.
Yes, that's because it is a land unit.Civ3, G.L. can build an army (load units), but only land units.
What we need are some options that really present us with opportunities to take advantage of what the ocean is about and make it a little more active and busy.
I still stick to the idea of trade routes being visually represented, and being generally automated, although quite malleable. This allows for customisation of trade routes without the necessity for micromanagement for those that don't want it, whilst including the ability to visually see where a trade route is and disrupt it, as CivMyWay wishes.
pirating can be like raiding a caravan, while a blockade will "cut it [trade route] off entirely".But I don't want to see an abstract "trade route" and "disrupt" it; I want to see physical caravans with specific amounts of quantitative resources and be able to steal them. These are not directly equivalent mechanics. (What if you only want to do occasional piracy on one particular trade route, rather than cut it off entirely ?)
pirating can be like raiding a caravan, while a blockade will "cut it [trade route] off entirely".
Civ4 is great but it's biggest problem is that it is incredibly complex compared to the first 3. Adding new concepts that aren't simple is one thing I want to avoid.
Gosh. I'm not sure I've seen that argued for a while; Soren Johnson has said explicitly more than once wthat the design philosophy of Civ 4 involved not adding any complexity unless corresponding complexity went out somewhere else, and that seems to be at the root of most of what is wrong with it.
The other problem with abstract trade routes is that they introduce an entirely new concept to the game that doesn't fit into current concepts. Creating a unit means you can create a unit and send the unit somewhere. Then you automate the unit, but also have to protect the unit when it calls for it. There are special rules to the unit, but it's still a unit.
Civ4 is great but it's biggest problem is that it is incredibly complex compared to the first 3. Adding new concepts that aren't simple is one thing I want to avoid.
do not mistake variety for complexity. however sometimes variety does add complexity. e.g. adding more unit types with different bonuses, etc.There are two perfect examples of this. One is improvements. In civ3 you had 4 improvements, a mine, a farm, roads and railroads. Now you have lumber mills, waterwheels, workshops, forest preserves, and cottages, not to mention improvements on strategic resources.
true, such system is more complex than the 4 rank system, but is it better (e.g. better suited to the civ series)? i think that leaving the 4 rank system, but increasing the differences between the ranks would suffice.The second are promotions. In civ3 you had four levels, conscript, regular, veteran, and elite. Now you have XP, levels, and promotions which give you a multitude of different abilities.
armies, bombardment (mainly addressed to the navy as land bombardment was replaced with collateral damage, making navy even more useless), corruption, civil disorder (+ radically revamped happiness concept), replaced attack/defense/health with a single value (thereby a tank down to 40% strength becomes a knight).Exactly what came out of the game when these two examples were put in?
by founding a religion and producing a great prophet? and yea, you have to spread your religion, or better yet, have neighbors convert to it. so they can spread it themselves.And what about religion? That went in... what came out? You need to know how religions can affect your commerce to be successful in the game.
not 25, but 19 (minus 5 default ones + Serfdom). To wage war one would choose "Police State" + "Vassalage"/"Nationhood" + "Theocracy".And civics? 7 governments in civ3, but now 25 civics in civ4 which you can mix and match.
Not sure I really agree with you here. It's neither an entirely new concept nor all that complex. Take workboats: You build a physical unit and send it to a particular tile, where it gets converted into a "fishing zone," "whaling zone" or whatever that operates autonomously for the rest of the game (or until pillaged).
How is that really different from creating something, call it a merchant vessel unit, that travels to another port and on arrival, converts to an active trade route that provides ongoing benefits and requires no further action on the player's part, but can still be pillaged or defended?
But I don't want to see an abstract "trade route" and "disrupt" it; I want to see physical caravans with specific amounts of quantitative resources and be able to steal them. These are not directly equivalent mechanics. (What if you only want to do occasional piracy on one particular trade route, rather than cut it off entirely ?)