Urtica dioica
Chieftain
- Joined
- May 8, 2008
- Messages
- 76
To me, there's not much more frustrating than playing a game without knowing the rules. I've been playing Civ 1 lately -- a fun game -- but without some clarification, it's hard to plan ahead, and that makes it hard to enjoy.
So here are some questions I can come up with off the top of my head:
1. There seems to be a barbarian grace period early in the game, like some of Civ's sequels, but when is it in this game?
2. What are the odds of each particular event when capturing a goodie hut? How is it affected by the barbarian grace period?
3. When does a new unit become owned by NONE?
4. Perhaps related to the last, how far does a city's influence extend on the replay map? I'm suspicious units become NONE when they fall outside your civ's color. (Also, what happens when a square is equally close to different cities? Maybe oldest wins?)
5. I don't build the Colossus often, and I've never had it at the same time as railroad. I know railroad doesn't enhance the trade benefit from republic/democracy, but does it enhance the effect of the Colossus?
6. When you trade for a tech or get it from a hut or a conquered city, does it still increase the light bulb requirement of the next tech, just like researching it? What about techs you start the game with? The past few games, I've played by not hitting any huts and declining tech trades, and it seems like my research goes a lot faster, but I haven't looked carefully at my science advisor to be sure.
7. In the third patch, an ambiguous limitation was added: "citizen unhappiness will increase with the number of cities you control." Not a bad idea, but I hate not knowing how many cities will have what effect. I've seen elsewhere, and confirmed, that the effect starts on the eighth city in Despotism on Emperor, but when does the effect increase with even more cities, and what's it like in other governments?
8. When attempting to enter a mountain tile, why do my two-move units sometimes refuse to move even with full movement, and how can I predict when it happens? And why do I never seem to have this problem with my one-move units?
9. Isn't it silly that you can't railroad in a city? Once I figured out it wasn't being built for me, and my settler wouldn't make it either, I realized I had to build rail around each city to make a network, I would still lose .1 movement just by starting from a city (bad for catapults and cannons as defense in democracy), and it would be a good idea to stop building cities on oasis early on. Annoying!
That's a lot of questions, but understanding any of them would make this a much better game. I've already done some testing on the goodie hut problem; if I figure anything out I'll post it. If I stump everyone, I'll keep testing 'til I get it or get bored.
So here are some questions I can come up with off the top of my head:
1. There seems to be a barbarian grace period early in the game, like some of Civ's sequels, but when is it in this game?
2. What are the odds of each particular event when capturing a goodie hut? How is it affected by the barbarian grace period?
3. When does a new unit become owned by NONE?
4. Perhaps related to the last, how far does a city's influence extend on the replay map? I'm suspicious units become NONE when they fall outside your civ's color. (Also, what happens when a square is equally close to different cities? Maybe oldest wins?)
5. I don't build the Colossus often, and I've never had it at the same time as railroad. I know railroad doesn't enhance the trade benefit from republic/democracy, but does it enhance the effect of the Colossus?
6. When you trade for a tech or get it from a hut or a conquered city, does it still increase the light bulb requirement of the next tech, just like researching it? What about techs you start the game with? The past few games, I've played by not hitting any huts and declining tech trades, and it seems like my research goes a lot faster, but I haven't looked carefully at my science advisor to be sure.
7. In the third patch, an ambiguous limitation was added: "citizen unhappiness will increase with the number of cities you control." Not a bad idea, but I hate not knowing how many cities will have what effect. I've seen elsewhere, and confirmed, that the effect starts on the eighth city in Despotism on Emperor, but when does the effect increase with even more cities, and what's it like in other governments?
8. When attempting to enter a mountain tile, why do my two-move units sometimes refuse to move even with full movement, and how can I predict when it happens? And why do I never seem to have this problem with my one-move units?
9. Isn't it silly that you can't railroad in a city? Once I figured out it wasn't being built for me, and my settler wouldn't make it either, I realized I had to build rail around each city to make a network, I would still lose .1 movement just by starting from a city (bad for catapults and cannons as defense in democracy), and it would be a good idea to stop building cities on oasis early on. Annoying!
That's a lot of questions, but understanding any of them would make this a much better game. I've already done some testing on the goodie hut problem; if I figure anything out I'll post it. If I stump everyone, I'll keep testing 'til I get it or get bored.