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View Full Version : Rise and Rule - Egypt (SP)


Ginger_Ale
08-10-2004, 01:35
Emperor
Rise and Rule Mod, v1.00
Egypt (Ind. and Agr.)
Pangea, Standard Map, 70% water, 8 opponents, all the regular settings

I started out, and the tech tree is...HUGE! [eek] It's going by pretty quick though, I'm suprised. Pretty fun mod. :D

http://www.civ3duelzone.com/forum/uploaded/Ginger_Ale/200410813439_rar.JPG
200.42KB

Ginger_Ale
08-10-2004, 01:38
The...err...tech tree ... pretty self-explanitory



http://www.civ3duelzone.com/forum/uploaded/Ginger_Ale/200410813626_techs.JPG
225.23KB

digger760
08-10-2004, 08:48
It looks like you need to research dynastacsim before you can build another settler..am i right?

Ginger_Ale
08-10-2004, 12:02
No. [:p]

Dynastacism brings cheaper settlers - right now, *normal,non-agricultural* civs can build a settler that's 30 shields and takes 3 population, or 60 shields and 2 population (I build the latter). Agricultural civs cut the shield costs of those in half.

Dynastacism brings a new "set" of settlers - cheaper, I think. - I'll go check in the editor and edit it in here.


Edit: Settlers with non tech prerequisite are either (shields/pop) 60/1 or 30/2. Dynasticism brings 60/2 or 30/3 - probably to show the slowing of growth right around the Middle Ages.

digger760
08-10-2004, 13:01
I think I would build settlers 30/3 before 60/2 as surely the city wold recover quicker than it could collect another 30 sheilds.

Pastorius
08-10-2004, 13:04
doesnt that mean that agri civ outexpands everyone else?

that sounds complex. However, I really like that it becomes much clearer that production is about tradeoffs, that you should produce according to yer comparative advantage, and that you should maximize output given the limitation placed upon you by the available terrain for your city.

Those hardy pioneers, are they like the colonization pioneers somehow?

Ginger_Ale
08-10-2004, 23:29
Sort of...DyP is too complex for me... :)