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Thread: Civ unique buildings - spoilers?

  1. #1
    Member Member soibean's Avatar
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    Default Civ unique buildings - spoilers?

    touring about on different civs, I noticed that each one had a building/buildings that were unique for its faction. Another thing I picked up was that, although they only added 5% public bonus, it cost 2k plus for the building and I think 4 turns plus to build...
    Why does it take so long, why so much, for so little in return?
    Or does it offer an advantage later on in the game?

  2. #2

    Default Re: Civ unique buildings - spoilers?

    It's all relative. I think some of those are too cheap actually. An additional 5% can help, and if it's only one year's worth of building (2 turns in vanilla) and costs on 2K then that's quite cheap and quick to me.

  3. #3
    Member Member Avicenna's Avatar
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    Default Re: Civ unique buildings - spoilers?

    The real expensive building is the one that gives the KH 5%: the Heroon (one o is double dotted). 16 turns (4 years) and very expensive.
    Student by day, bacon-eating narwhal by night (specifically midnight)

  4. #4

    Default Re: Civ unique buildings - spoilers?

    Yeah, it is costly. Probably should be reduced, but we're in no hurry I suppose. That's the kind of stuff that will be tweaked before 1.0, but that seems to be working tolerably well right now.

  5. #5
    Member Member soibean's Avatar
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    Default Re: Civ unique buildings - spoilers?

    so its pretty much only a 5% bonus and something to throw money away on during mid game?

    I dont mean for this to sound hostile or negative, it just seems to me that a bigger bonus should be given or some such.

    I for one enjoy accomplishing as much as possible in a set amount of time, mass conquering and constructing the important buildings that are essential for my faction. Throwing away 2 years for an additional 5% p.o. seems to be a waste when I could just train another levy unit to give me an added bonus at half the price and a fraction of the time.
    Last edited by soibean; 08-10-2006 at 06:14.

  6. #6
    Member Member Avicenna's Avatar
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    Default Re: Civ unique buildings - spoilers?

    Four years, actually.
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  7. #7
    "Audacity, always audacity!" Member Simmons's Avatar
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    Default Re: Civ unique buildings - spoilers?

    I think you need to stop thinking about it in game terms soibean how much effect can a track and field building for example really effect public order

    It would however be quite expensive to build and maintain

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  8. #8
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: Civ unique buildings - spoilers?

    I agree, if you think in realistic terms, the upper level buildings were very expensive to build and maintain. THE roman coliseum took many years to build and was extremely expensive. Huge buildings, that are just big versions of common buildings were mostly built so that a ruler would get the people to love and/or remember them.

    There is an idea: Unique buildings in Rome and other capitals that can be built late in the game that are really expensive and really time consuming that the main goal of would be to give the faction leader a trait. Roman emperors loved wasting the treasury on building projects to have their name rembered.


  9. #9
    EB Pointless Extras Botherer Member VandalCarthage's Avatar
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    Default Re: Civ unique buildings - spoilers?

    To a great extent, these buildings are meant to represent the building plans of a prosperous nation, perhaps with a growing level of decadance so far as upper level spending is concerned. Others are truly valuable though; for the Baktrians and the Saka, the Buddhist Stupa building has become a five-stage complex with better bonuses and a number of really neat new traits. The Saka in particular are going to have some really, really cool extras for their building list.
    "It is an error to divide people into the living and the dead: there are people who are dead-alive, and people who are alive_alive. The dead-alive also write, walk, speak, atc. But they make no mistakes; only machines make no mistakes, and they produce only dead things. The alive-alive are constantly in error, in search, in questions, in torment." - Yevgeny Zamyatin

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    Elephant Master Member Conqueror's Avatar
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    Default Re: Civ unique buildings - spoilers?

    Nice! I love spreading Buddhism in EB

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  11. #11

    Default Re: Civ unique buildings - spoilers?

    Quote Originally Posted by VandalCarthage
    The Saka in particular are going to have some really, really cool extras for their building list.
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  12. #12

    Default Re: Civ unique buildings - spoilers?

    Im pretty sure that agents (and or generals only had it happen to agents b4) if they are trained/kept in a settlement with a field and track building so therefore it affects traits as well and is well worth the extra 10% move speed generals and agents sometimes get from having it around
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  13. #13
    Member Member Avicenna's Avatar
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    Default Re: Civ unique buildings - spoilers?

    So that's how they get the 'Hardy' trait?
    Student by day, bacon-eating narwhal by night (specifically midnight)

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