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Old October 27, 2001, 15:01   #31
Acemo
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Quote:
Originally posted by Andrew1999

All Great and Small Wonders product culture, from 1 to 5 points per turn depending on how cultural it is (i.e. 1 for Military academy, 5 for Bach's Cathedral.)

Do you get a one-time culture boost when the Wonders are built?
How about culture effects for other buildings?
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Old October 27, 2001, 15:05   #32
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Bonus resources: (food/resources/commerce)
Cattle 2/1/0
Fish 2/0/1
Game 1/0/0
Gold 0/0/4
Whales 1/1/2
Wheat 2/0/0

Luxuries:
Dyes: 0/0/1
Furs: 0/1/1
Gems 0/0/4
Incense 0/0/1
Ivory 0/0/2
Silks 0/0/3
Spices 0/0/2
Wine 1/0/1

Strategic:
Aluminum 0/2/0 -Rocketry
Coal 0/2/1 -Steam Power
Horses 0/0/1 -The Wheel
Iron 0/1/0 -Iron Working
Oil 0/1/2 -Refining
Rubber 0/0/2 -Replaceable Parts
Saltpeter 0/0/1 -Gunpowder
Uranium 0/2/3 -Fission
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Old October 27, 2001, 15:08   #33
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Each civ is assigned to a global culture, which determines some graphical things. There is a game effect though: members of the same culture get along better in negotiations, so the Americans can negotiate with the Iroquois more easily than the Zulus
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Old October 27, 2001, 15:09   #34
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Quote:
Originally posted by Acemo



Do you get a one-time culture boost when the Wonders are built?
How about culture effects for other buildings?
Doesn't look like there's a bonus for completing a Wonder. The cultural buildings are Cathedral(3), Colosseum(2), Library(3), Palace(1), Research Lab (2), Temple (2), University (4)
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Old October 27, 2001, 15:14   #35
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Great work Andrew!

Could you tell us which special resouces are required for which units. I think that we know that tanks require rubber and nuclear weapons require uranium but not the others.
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Old October 27, 2001, 15:16   #36
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Quote:
Originally posted by Andrew1999
Bonus resources: (food/resources/commerce)
Ah ha! So the luxury and strategic resources do provide city bonuses. That's cool!

How 'bout those unit stats? Too much typing....?
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Old October 27, 2001, 15:19   #37
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Thanks for the info, could you tell us unit strengths? like how strong are infanty, mech infantry, riflemen, destroyers etc... we havnt seen any of these yet.
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Old October 27, 2001, 15:19   #38
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Quote:
Originally posted by Andrew1999
Bonus resources: (food/resources/commerce)

Strategic:
Aluminum 0/2/0 -Rocketry
Coal 0/2/1 -Steam Power
Horses 0/0/1 -The Wheel
Iron 0/1/0 -Iron Working
Oil 0/1/2 -Refining
Rubber 0/0/2 -Replaceable Parts
Saltpeter 0/0/1 -Gunpowder
Uranium 0/2/3 -Fission
So in the strategic sense, it looks like Iron is the only resource that you can purposely build cities near to increase production. The others come too late in the game (based on the screenshots I've seen) and will be more like winning the lottery. I guess that's where conflict enters the picture, eh?
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Old October 27, 2001, 15:20   #39
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Cannon: Saltpeter, Iron
Cavalry: Horses, Saltpeter
Chariot: Horses
Horseman: Horses
Knight: Horses, Iron
Marine: Rubber
Mech. Inf: Oil, Rubber
Modern Armor: Oil, Rubber, Aluminum
Musketman: Saltpeter
Paratrooper: Oil, rubber
Pikeman: Iron
Radar Artillery: Aluminum
Swordsman: Iron
Tank: Oil, Rubber

AEGIS Cruiser: Akuminum, Uranium
Battleship: Oil
Carrier: Oil
Destroyer: Oil
Frigate: Iron, Saltpeter
Ironclad: Iron, Coal
Nuclear Sub: Uranium
Privateer: Iron, Saltpeter
Submarine: OIl
Transport: Oil

Bomber: Oil
Cruise Missile: Aluminum
Fighter: Oil
Helicopter: Oil, rubber
ICBM: Aluminum, Uranium
Jet Fighter: Oil
Stealth Bomber: Oil, Aluminum
Stealth Fighter: Oil, Uranium
Tac Nuke: Aluminum, Uranium

many early units require no resources...
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Old October 27, 2001, 15:23   #40
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Quote:
Originally posted by Andrew1999
Bonus resources: (food/resources/commerce)
Cattle 2/1/0
Fish 2/0/1
Game 1/0/0
Gold 0/0/4
Whales 1/1/2
Wheat 2/0/0
I guess these are additional food/resources(shields)/commerce numbers.
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Old October 27, 2001, 15:24   #41
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Attack.Defense.Move??? Please??
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Old October 27, 2001, 15:27   #42
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Quote:
Originally posted by VetteroX
Thanks for the info, could you tell us unit strengths? like how strong are infanty, mech infantry, riflemen, destroyers etc... we havnt seen any of these yet.
Some late-game stats:
Modern Armor: 24/16/3
Radar Artillery: 0/0/1 16/2/4
Mech Inf: 12/20/3
Battleship 24/20/4 8/2/4
Stealth Bomber 0/2/0 8/0(8)/4

The second set of stats is for bombardment--it's power/range/Rate of fire
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Old October 27, 2001, 15:29   #43
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How about the entire section on scenarios and editing? Or segments thereof?
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Old October 27, 2001, 15:31   #44
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Quote:
Originally posted by Andrew1999

Battleship 24/20/4 8/2/4

The second set of stats is for bombardment--it's power/range/Rate of fire
Arrgh! That's out-of-date!! The battleship in the final game is 18(8).12.? and can only fire once per turn. I guess you can save your fingers the trouble and answer non-unit stat questions. Sorry!
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Old October 27, 2001, 15:33   #45
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Quote:
Originally posted by Stuie


Arrgh! That's out-of-date!! The battleship in the final game is 18(8).12.? and can only fire once per turn. I guess you can save your fingers the trouble and answer non-unit stat questions. Sorry!
I was afraid of that...
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Old October 27, 2001, 15:36   #46
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Somebody was asking was "Worker Rate" was on the government screen. Workers in anarchy work slower (1/2 speed) and workers in Democracy work 50% fater.
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Old October 27, 2001, 15:44   #47
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Buildings that require resources:
Coal Plant: Coal
Coastal Fortress: Iron, Saltpeter
Factory: Iron
Mass Transit: Rubber
Nuclear Plant: Uranium
SAM Battery: Aluminum

Apollo Program: Aluminum
Iron Works: Coal and Iron in city radius
Manhattan Project: Uranium

All spaceship parts require Aluminum except for SS Fuel Cells, which require Uranium. Exterior Casing requires both Aluminum and Rubber
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Old October 27, 2001, 15:53   #48
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Andrew please tell us how trade works

Is it 1 good= 1 city....

Or is it 1 good= all the cities connected to that good


thanks partner

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Old October 27, 2001, 15:57   #49
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One strategic or luxury resource is enough for your entire civlization--the rest can be traded away.
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Old October 27, 2001, 15:59   #50
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Are the goods farely abundant? Or is there just barely enough for each vic on the map.

Or does it go by geophrapy regions?
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Old October 27, 2001, 16:04   #51
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So, does it say anything about the AI? Hmmm?? I wanna know about the AI!

And units stats if you could.
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Old October 27, 2001, 16:05   #52
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I don't know, but looking at the screnshots they seem plentiful. I do know that resources are only found in certain terrain types. You can only find Rubber in forests and jungles, for example.
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Old October 27, 2001, 16:06   #53
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Thanks for the resource requirements list.

I hadn't realized that the special resources would be required for so many things. It will be practically be a game within a game and a damn interesting one at that.

I would imagine that the resources are somewhat scarce otherwise it becomes pointless. We will likely be able to adjust resource availability as well.
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Old October 27, 2001, 16:14   #54
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Quote:
Originally posted by Kautilya
I would imagine that the resources are somewhat scarce otherwise it becomes pointless. We will likely be able to adjust resource availability as well.
There's a space in the editor where you can adjust how many resources there are in the game. It's done on a per-civ basis, so if you are playing a 16-civ game there would be more of each resource than on a 3-civ map, even if the map is the same size. I think the default is one of each resource per civ but it doesn't say specifically.
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Old October 27, 2001, 16:29   #55
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City walls only provide a defense bonus of 50%, and disappear once your city reaches size 7. Size 7-12 cities have an inherent defense bonus of 50%, and cities larger than 12 have an inherent bonus of 100%.
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Old October 27, 2001, 16:35   #56
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You´re the man, Andrew!

BTW, how do the UN council and UN victory work exactly?
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Old October 27, 2001, 16:42   #57
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Quote:
Originally posted by Andrew1999
City walls only provide a defense bonus of 50%, and disappear once your city reaches size 7. Size 7-12 cities have an inherent defense bonus of 50%, and cities larger than 12 have an inherent bonus of 100%.
So after size 6 you can't build anymore city walls? Or do you just have to build new ones after that because the city is too large?
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Old October 27, 2001, 16:43   #58
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Quote:
City walls only provide a defense bonus of 50%, and disappear once your city reaches size 7. Size 7-12 cities have an inherent defense bonus of 50%, and cities larger than 12 have an inherent bonus of 100%.
This sounds much more realistic, I never liked the idea of an ultra modern 21st Century city with City Walls.
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Old October 27, 2001, 16:46   #59
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Do city walls give a culture bonus? (They could still be useful then for big cities)
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Old October 27, 2001, 16:53   #60
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Strategy guide
What exectly do nukes do to cities?

Is there MAD?
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