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I plan to code a civ2 clone: shameless self-promotion

(May 27th, 2016, 03:55)HansLemurson Wrote: How do you think Caravans and Rapture-growth ought to work?

(May 27th, 2016, 10:05)ReallyEvilMuffin Wrote: Whack a mole pollution? Or even more bizarre solar plants that absorbed heat and reduced GW through that?!

Are you gonna act out all the old high council discussions? tongue

Are you gonna try and balance anything else? Most of the stuff I mentioned were irritating mechanics.
pollution gone. dunno what to do with solar plants.

high council discussions? you serious?
those will be played if the player can supply the needed video files.

fun and authenticity takes precedence of balance.
me on civfanatics.com
An ideal strategy game would tone down efficiency challenges, while promoting choices and conflicts
No gods or kings. Only Man.
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You can't replace the advisor videos! The foreign relations advisor was my original waifu redfaceheart
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I think someone playing all 5 advisors in various bad disguises could be extremely amusing.
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I just found my old game box. System requirements 8mb ram (animated heralds require 16mb of ram)

Other thing I remember now is the throne room! Oh that was amusing...

And you could determinedly terraform anything to grassland - even the ice caps!
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Ugh, yeah, the terrain transformation was the worst thing about that game. You either wasted a nightmarish amount of time optimizing everything, or played the game knowing your empire was using subpar terrain. Plus it meant that all terrain was essentially equal in the long run.
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(May 27th, 2016, 22:00)Bobchillingworth Wrote: Ugh, yeah, the terrain transformation was the worst thing about that game. You either wasted a nightmarish amount of time optimizing everything, or played the game knowing your empire was using subpar terrain. Plus it meant that all terrain was essentially equal in the long run.


Essentially everything was irrigated and had roads for commerce unless a resource... Tile improvements were rather dull.

Also a pet hate of mine on the higher difficulties is founding a new city, and it being super unhappy from the off with the black people rather than the red people. Then this new city being able to overthrow the government!
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While we're walking down memory lane here, my favorite experience with Civ II was when I discovered that under certain conditions you could cause an AI's empire to collapse into "civil war", spawning a new faction. This was a couple years before I joined any online gaming communities, so it was pretty wild the first time I made one happen, having had no idea it was possible (I don't recall the enormous game manual ever mentioning them).
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(May 27th, 2016, 22:04)ReallyEvilMuffin Wrote: Also a pet hate of mine on the higher difficulties is founding a new city, and it being super unhappy from the off with the black people rather than the red people. Then this new city being able to overthrow the government!

Black hats were the key to ICS. An Elvis or the Hanging Gardens would change a black hat to a light blue: very unhappy to happy. Eventually, Fanaticism or Communism solved all happiness problems.
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Fanaticism... With those cheap units, but half science. It was just really awkward to get happy into new cities without wonders like Michelangelos chapel, JS Bachs cathedral or hanging gardens/cure for cancer...
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(May 27th, 2016, 22:09)Bobchillingworth Wrote: While we're walking down memory lane here, my favorite experience with Civ II was when I discovered that under certain conditions you could cause an AI's empire to collapse into "civil war", spawning a new faction. This was a couple years before I joined any online gaming communities, so it was pretty wild the first time I made one happen, having had no idea it was possible (I don't recall the enormous game manual ever mentioning them).


Yeah the civil wars! You needed a free civ slot, the enemy to be a fair bit stronger than you and to take their cap. It did let you know via pop up in game if this were possible but agree it wasn't in the manual.
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