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Foundations of Civilization

SevenSpirits Wrote:I'm pretty confused about this post. But I'm not confused about your idea you posted earlier. It's clear, I just think it's more complicated than I'd like.

Okay, I guess I took your response to fire&ice's comment wrong or something because you were talking about "Improvement" but didn't specify if it was tile or city improvement. So I guess its multiple tile improvements per tile and city improvement (buildings) go in cities?

Quote:Improvements, yes. Buildings/wonders... I'm waffling, but probably not.

You select the improvement to build, the cursor changes to a location selector, you select the location and then it's added to the construction queue.

Yes, you can build as many of each improvement as you like.

Huh?
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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SevenSpirits Wrote:Hm, I don't think that's true. Imagine a ranged unit in Civ IV that costs 500 hammers and can do 1% damage to a single adjacent enemy unit. You'd obviously never build one.

Ok, that does prove that my point isn't a general rule. That makes it just a question of balance, then. If that unit only cost 1 hammer, though, I'd build a hundred of them, assuming no losses to rounding or upkeep costs to make the true cost higher.

But, there's no way to know the right balance point until you're ready to talk specifics (realistically, to test specifics), so I'll leave the subject for now.

On a more facetious subject:
SevenSpirits Wrote:for the sole reason that I can then call the expansion Castles in the Air.
Does that mean the expansion will have magic? smile Or just that it'll be never released? lol
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Quote:Okay, I guess I took your response to fire&ice's comment wrong or something because you were talking about "Improvement" but didn't specify if it was tile or city improvement. So I guess its multiple tile improvements per tile and city improvement (buildings) go in cities?

"You can build as many of each improvement as you like" means, for example, you can build more than one farm.

I am calling things that you put on tiles "improvements" and things that you add up to 1 of to a city "buildings".

I answered the separate question of whether a tile can have multiple improvements in a reply to Mardoc:

Quote:One improvement per tile, yes.

These things at least are all just like in Civ IV.
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Mardoc Wrote:Does that mean the expansion will have magic? smile Or just that it'll be never released? lol

More the second one. wink It's an acknowledgement of the fact that this project has a much higher chance of being imagined than actually coming into existence. Though I am certainly prepared to put a lot of effort into it.
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SevenSpirits Wrote:"You can build as many of each improvement as you like" means, for example, you can build more than one farm.

I am calling things that you put on tiles "improvements" and things that you add up to 1 of to a city "buildings".

I answered the separate question of whether a tile can have multiple improvements in a reply to Mardoc:



These things at least are all just like in Civ IV.

Okay, I see smile

I'm not sure if the page flipped before you saw my edit to that post:

Quote:Why does it have to be 1upt or stack of doom? Why not (N)upt? Just limit the number of units you can stack on a tile to like 3 and extra if you have a GG or something. Then instead of having a single wounded unit, you can shove two healthy units in there. If you have issues with out-production, then increase N. You can also vary N with techs or something as well.
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
Reply

antisocialmunky Wrote:Okay, I see smile

I'm not sure if the page flipped before you saw my edit to that post:

I have it set to show the max number of posts per page (40) but I missed your edit anyway. To reply:

It's an option. I was thinking a 6upt limit might work well. It certainly solves the mass ranged unit problem neatly; a stack of archers with no real defenders will just get massacred by a single Charge horseman or phalanx.

The main thing I dislike about stacking limits is it can turn the simple task of moving units around (even in peacetime) into a Towers of Hanoi puzzle. But - particularly since workers don't exist, and because 6 is a lot bigger than 1 - maybe it's not a big deal as I fear. If it isn't, that seems like the best solution to me.
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SevenSpirits Wrote:I have it set to show the max number of posts per page (40) but I missed your edit anyway. To reply:

It's an option. I was thinking a 6upt limit might work well. It certainly solves the mass ranged unit problem neatly; a stack of archers with no real defenders will just get massacred by a single Charge horseman or phalanx.

The main thing I dislike about stacking limits is it can turn the simple task of moving units around (even in peacetime) into a Towers of Hanoi puzzle. But - particularly since workers don't exist, and because 6 is a lot bigger than 1 - maybe it's not a big deal as I fear. If it isn't, that seems like the best solution to me.

Wait what do you mean workers don't exist yikes does that mean cities will have to build their own tile improvements. please explain im confused huh
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SevenSpirits Wrote:I have it set to show the max number of posts per page (40) but I missed your edit anyway. To reply:

It's an option. I was thinking a 6upt limit might work well. It certainly solves the mass ranged unit problem neatly; a stack of archers with no real defenders will just get massacred by a single Charge horseman or phalanx.

The main thing I dislike about stacking limits is it can turn the simple task of moving units around (even in peacetime) into a Towers of Hanoi puzzle. But - particularly since workers don't exist, and because 6 is a lot bigger than 1 - maybe it's not a big deal as I fear. If it isn't, that seems like the best solution to me.

There wouldn't be a big problem if you plan accordingly. The only case where it would be a problem is when you're moving through a choke, not in all cases if you have a big enough N
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
Reply

Just to ask for a clarification:
SevenSpirits Wrote:* Construction (corresponding to Civ IV’s worker turns and production, mostly of buildings and improvements)
* Production (corresponding to Civ IV’s worker turns and production, mostly production of units)

So, does this mean that all the Construction goes to waste when you are building a unit, and vice-versa? Or can you build two things at once? Or am I just missing something...?
Played in: PBEM 4 [Formerly Jowy's Peter of Egypt] | PBEM 10 [Napoleon of the Dutch] | PBEM 11 [Shaka of France] | EitB XVI [Valledia of the Amurites] | PB7 [Darius of Rome] | Diplomacy 3 [Austria-Hungary] | PBEMm/o vs AutomatedTeller
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fire&ice' Wrote:Wait what do you mean workers don't exist yikes does that mean cities will have to build their own tile improvements. please explain im confused huh

Haha, your first reply makes a lot more sense to me now. smile

Yes, cities build improvements directly. Most improvements cost construction, a few cost production. I guess I kind of glossed over this, only stating that construction and production replace worker turns as the currency with which improvements are built.
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