Thread Tools
Old September 6, 2001, 01:44   #1
Alex 14
Prince
 
Alex 14's Avatar
 
Local Time: 23:07
Local Date: October 31, 2010
Join Date: May 2001
Location: Asia Pacific
Posts: 611
Now here's an idea...
What if a civ only had one civ-specific ability but 2 unique units or three civ-specific abilities but no civ-specific units. I'm not implieng that this should be in the game, but i think it would work well in a scenario, what do you think?
Alex 14 is offline  
Old September 6, 2001, 07:24   #2
aaglo
King
 
aaglo's Avatar
 
Local Time: 16:07
Local Date: October 31, 2010
Join Date: Aug 2001
Location: the contradiction is filled with holes...
Posts: 1,398
You're idea seems quite ok, but I don't know about the two special units. I mean, two golden ages... come on. That's just an unimaginative travesty of an idea

Or why not make it able to have a "double-religious", "double- commercial" or "double-industrious" civilization? Some adjustments would be needed (free techs for example), but not impossible I think. The militaristic and expansionic doubles wouldn't be very reasonable and the scientific would be too good.

Go figure...
__________________
I'm not a complete idiot: some parts are still missing.
aaglo is offline  
Old September 6, 2001, 10:20   #3
lockstep
Apolyton University
King
 
lockstep's Avatar
 
Local Time: 14:07
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Vienna, Austria
Posts: 1,529
While it may pose game-balancing problems, itīs an easy way to create more 'unique' civs without additional civ-specific abilities (although Iīd prefer 7-10 abilities instead of 6). Letīs see ...

- 15 possibilities to choose 2 abilities out of 6,
- 6 possibilities to choose 1 (obviously ),
- 20 (?) possibilities to choose 3 out of 6.

41 possibilities overall. Sufficient for a bulky expansion pack. Again, balancing abilities vs. special units would be crucial.
__________________
"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
lockstep is offline  
Old September 6, 2001, 17:58   #4
Fiil
Warlord
 
Fiil's Avatar
 
Local Time: 14:07
Local Date: October 31, 2010
Join Date: Aug 2001
Location: of the cold north
Posts: 162
You are correct lockstep!

But you seemed uncertain, so here it is:

n!/(r!(n-r)!)

1 ability out of 6: (n=6, r=1) 6 possibilties
2 different abilities out of 6: (n=6, r=2) 15 possibilities
3 different abilities out of 6: (n=6, r=3) 20 possibilities
4 different abilities out of 6: (n=6, r=4) 15 possibilities
5 different abilities out of 6: (n=6, r=5) 6 possibilities

Fiil is offline  
Old September 6, 2001, 19:00   #5
lockstep
Apolyton University
King
 
lockstep's Avatar
 
Local Time: 14:07
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Vienna, Austria
Posts: 1,529
And as 0! = 1, there is one (6/(6*1)) possibility to choose no civ-specific ability out of six, and also one possibility to choose all abilities.

Quot erat demonstrandum.
__________________
"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
lockstep is offline  
Old September 6, 2001, 19:06   #6
Fiil
Warlord
 
Fiil's Avatar
 
Local Time: 14:07
Local Date: October 31, 2010
Join Date: Aug 2001
Location: of the cold north
Posts: 162
We do know how to enjoy ourselves!
Fiil is offline  
Old September 7, 2001, 01:58   #7
aaglo
King
 
aaglo's Avatar
 
Local Time: 16:07
Local Date: October 31, 2010
Join Date: Aug 2001
Location: the contradiction is filled with holes...
Posts: 1,398
Three special abilities for a civ would be too good, I think.
The benefits of a civ-specific unit are only short-time-benefits compared to those from special abilities.
__________________
I'm not a complete idiot: some parts are still missing.
aaglo is offline  
Old September 7, 2001, 04:34   #8
Adm.Naismith
King
 
Adm.Naismith's Avatar
 
Local Time: 14:07
Local Date: October 31, 2010
Join Date: Oct 1999
Location: Milano - Italy
Posts: 1,674
Quote:
Originally posted by aaglo
You're idea seems quite ok, but I don't know about the two special units. I mean, two golden ages... come on.
More unique units can still keep a "once only" Golden Age, IMHO.

Because of know rules, programmers surely have already a way to know if a Golden Age was already happened (not repeated evey time a UU win a battle ).

I suppose that a Civ can still build the common equivalent of UU, if it want so: silly? Not, if you can then chose to pass your first UU opportunity (none built) and wait for your second UU and a later Golden ages.

I don't mean I want this, I only suggest is viable and surely another strategic opportunity: do you prefer the advantage of early Cossack or the later Mig Golden age?
It would be your choice: when do you want to play that Joker card?
__________________
"We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing."
- Admiral Naismith
Adm.Naismith is offline  
Old September 7, 2001, 05:24   #9
lockstep
Apolyton University
King
 
lockstep's Avatar
 
Local Time: 14:07
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Vienna, Austria
Posts: 1,529
Quote:
Originally posted by aaglo
You're idea seems quite ok, but I don't know about the two special units. I mean, two golden ages... come on.
According to Firaxis, during a golden age, which lasts twenty turns, 'all worked tiles in your empire contribute one additional trade and shield per turn'. In contrast, the information about the effects of civilization abilities is rather vague (e.g. 'extra commerce in city center'). Obviously, Firaxis is still tweaking and balancing these concepts. Therefore, we simply canīt tell if a second golden age or a second civilization ability would be preferable.
__________________
"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
lockstep is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:07.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright Đ The Apolyton Team