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(June 20th, 2013, 10:03)Bigger Wrote: yeah wonders, for some reason, didn't have a pentalty for switching from one wonder to another (or secret projects, as AC called them) so it wasn't uncommon for a human player to be able to build secret projects on the first turn they founded them. supply crawlers just made it even more ridiculous <G>.
MJW, here's one potential problem: Rome builds.. lets say, libraries, or markets, or whatever, researches iron working, gets lucky and iron is in a hill its already mines: pops out multiple praets the very first turn he has iron working. That could be a big balance problem.
Rome is just the most obvious example, any civ could do the same w/ a key military tech. or to quick build a bunch of universities w/ education, say.
Okay that makes sense. Building a powerful unit faster would strong and would be worth eating a small production penalty. If you just jack up the production penalty you would have to micro the cities Civ3 style to prevent overflow. So just banning production switching is a valid option.
No production penalty for switching wonders.
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well I don't think anyone ever claimed AC wasn't broken. damn it was fun though .
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So far the features seem kinda hit and miss. I think that's pretty much how the entire Civ5 is, it makes a lot of improvements but also has a lot of annoying misses.
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So apparently Civ5 MP has in-built turn split for wars.
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(June 26th, 2013, 14:28)Jowy Wrote: So apparently Civ5 MP has in-built turn split for wars.
lmao. Civ5 ripped off the Spanish mod from the CFC demo game? OH, thats a GREAT idea.
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Why's that a bad idea? We (at least I) have long thought that Civ 4 would work better with sequential turns during wartime built natively into the game, rather than the hacky player-made rulesets to simulate that behavior. The downside of the Spanish mod is just the baggage associated around installing and managing any mod, and the possibility of behavior that's buggy or not well known or tested or documented. Those concerns go away if the feature is really part of the product and professionally developed and supported.
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(June 26th, 2013, 15:57)T-hawk Wrote: Why's that a bad idea? We (at least I) have long thought that Civ 4 would work better with sequential turns during wartime built natively into the game, rather than the hacky player-made rulesets to simulate that behavior. The downside of the Spanish mod is just the baggage associated around installing and managing any mod, and the possibility of behavior that's buggy or not well known or tested or documented. Those concerns go away if the feature is really part of the product and professionally developed and supported.
no, the downside of the Spanish mod is having turns that take a week. there's no way around this really, that I can think of, short of cutting the timer in half and giving each team half a turn, which wouldnt exactly be fair either.
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(June 26th, 2013, 16:10)Bigger Wrote: (June 26th, 2013, 15:57)T-hawk Wrote: Why's that a bad idea? We (at least I) have long thought that Civ 4 would work better with sequential turns during wartime built natively into the game, rather than the hacky player-made rulesets to simulate that behavior. The downside of the Spanish mod is just the baggage associated around installing and managing any mod, and the possibility of behavior that's buggy or not well known or tested or documented. Those concerns go away if the feature is really part of the product and professionally developed and supported.
no, the downside of the Spanish mod is having turns that take a week. there's no way around this really, that I can think of, short of cutting the timer in half and giving each team half a turn, which wouldnt exactly be fair either.
The Spanish mod has some issues, but turns taking a week is a problem caused by frequent downtime of the server, teams being deliberately slow to play and the occasional pause, not the mod itself.
June 26th, 2013, 19:33
(This post was last modified: June 26th, 2013, 19:33 by NobleHelium.)
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It's certainly not a bad idea, and since Civ5 production is resolved at full turn end anyway, it should be easy to implement. The problem with turn splits in simultaneous Pitboss is that production resolution still happens at full turn end and not player turn end.
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http://www.youtube.com/watch?v=BFCKEAOjt_s
8min video review. Guy seems to know his Civ.
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