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Civ IV Colonization had a similar TR/exchange system too.
But I see you guys are failing to see the most important thing about this new expansion, which is obviously the likely inclusion of the Brazilian Civilization ( at the way this sounds). Seriously, if the Brazilian UB is a Soccer Stadium, I'm going to be pretty mad! But it'd be totally overpowered, since it'd give something like 10-15 happiness . The UU could be a Bandeirante unit, replacing Musket, but that'd be way to similar to the Minuteman, as far as I can tell. Maybe a religious UU could fit too, although I can't say what it would do (on a totally non-related subject, it was very funny how the new Pope is an Argentinian - people here were very confident that the new Pope was going to be Brazilian (and from my state, may I add!), but it ended up being from our rival Nation - Now they have the Pope and the best Soccer player!).
Hopefully they choose Getulio Vargas as the brazilian leader, not Dom Pedro II. Especially since I went to the same college as Getulio Vargas (in the same course too) and he was born on the same State as me. Other than this througly private reasons, I think he's a better fit to represent Brazil outside of the Portuguese influence.
Sorry about the long rant about a not-yet confirmed feature, but I'm excited about this. All you already-represented-by-a-civ-at-the-game people wouldn't understand.
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And since I have found abit more info it looks like they are actual trade-units:
Quote:RPS: You mentioned the trade route stuff could happen right from the start of the game?
Ed Beach: Yes, what happens is that both land and sea trade routes open up right in the ancient era, you get one of each type typically, and as the game progresses you can get more and more of those, and those represent the way your civilisation generates additional wealth. It used to be in Civ V that settling along a sea coast or along a river gave you free gold. We’ve taken that gold out of the game and now you actually have to earn it by creating these trade routes.
Trade routes not only shift gold back and forth, but as the game progresses and the other systems in the game unlock, you can start to see that maybe you’re trading with a civilisation that’s much more advanced than you are scientifically. You’re actually getting a trickle of science back from that interchange of goods. You’ll also see, once the religion game is in place, that religion will spread along trade routes. You might want to think twice about whether or not you want to hook up a trade route to somebody who has a very strong religion’s holy city. That might be good if you want that religion to come into your civilisation, but if you’re trying to keep it at bay, you may not want to do that.
So the trade routes, you can unlock by the end of the game, you usually have seven or eight trade routes at least, and there are a lot of different implications for what cities you decide to hook up with with trade, what other civilisations you’re connecting to, there’s a lot of depth added to the economic side of the game with that new system.
Dennis Shirk: And keep in mind, these aren’t just nebulous UI trade routes that float around the map; you actually build the units, you build a caravan, you build a route and they act as an automated unit. When you build your caravan you decide to assign it to a trade route, it comes up with a city list and shows you all the benefits of the different cities in the area that you can connect to, and then it’s going back and forth and you have to also protect those routes because barbarians can kill the caravan. If you’re at war with someone they can come and find your routes and destroy them, so there’re actual physical units on the map that you interact with. They’re not just a nebulous concept that you have to just bring up a UI screen to look at.
RPS: Presumably you need to have discovered all the cities they can go to, just because you said it would work from the start of the game and obviously the map starts off dark, they couldn’t just head off into the ether and find someone to do it with automatically?
Ed Beach: Correct, although you don’t necessarily have to have uncovered every step on the path, they’ll be able to come up with the best sea route even if you haven’t explored all of it, but as long as you’ve found that other city on the coast you can open up trade with them.
Dennis Shirk: But they don’t have visibility, in other words they might pass right underneath the fog and that’s where the barbarians might be, so it actually behoves you to have some military units out in the ether, keeping your paths lit up to make sure nothing bad happens to your financial goods as they’re heading off into the fog.
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I see that getting very old, very fast.
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That's the Civ IV colonization system, alright.
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Making the routes part of the map instead of units would be my inclination, but I don't know anything.
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(March 15th, 2013, 15:19)Ichabod Wrote: Seriously, if the Brazilian UB is a Soccer Stadium, I'm going to be pretty mad! But it'd be totally overpowered, since it'd give something like 10-15 happiness .
Since Brasil will lose the semifinal to Argentina it gives 20 Unhappiness
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(March 15th, 2013, 15:22)Krill Wrote: I see that getting very old, very fast.
It sounds pretty similar to the freighter system in Gal Civ 2, and that was pretty fire-and-forget. The caravan units will be able to share space, but if they end up in a tile with an enemy due to their automated route you'll lose the unit/route.
There is no way to peace. Peace is the way.
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(March 16th, 2013, 02:54)Rowain Wrote: Perhaps I for my part would be happy if we(Austria) manage to qualify (last time was 1998). Perhaps we should become a Southamerican nation. Its easier to qualify there .
Count yourselves lucky, you've an imploding Ireland who are unable to sack (too much money) an incompetent geriatric in your group.
Travelling on a mote of dust, suspended in a sunbeam.
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