Sid Meier's Alpha Centauri/Gameplay: Difference between revisions

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*>Robin Patterson
(Another tweak; that edit of a couple of minutes ago was me not logged in.)
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** Luxury - The trade goods go toward entertaining the populace, keeping them happy or content, which increasingly becomes a factor the larger your city population becomes.  In addition, in some games, the more cities you have, the sooner you have to deal with unhappy citizens.  In many Civ games, luxury output first transforms content citizens to happy ones, then, if there are still unallocated luxury output and no content citizens, transforms unhappy citizens to content, then happy, citizens.  Angry citizens and resisters are generally unaffected by luxuries.
** Luxury - The trade goods go toward entertaining the populace, keeping them happy or content, which increasingly becomes a factor the larger your city population becomes.  In addition, in some games, the more cities you have, the sooner you have to deal with unhappy citizens.  In many Civ games, luxury output first transforms content citizens to happy ones, then, if there are still unallocated luxury output and no content citizens, transforms unhappy citizens to content, then happy, citizens.  Angry citizens and resisters are generally unaffected by luxuries.


====Colonization====
The Know-it-All for Cetaceans ( Whale and Dolphins) and a complete Maniac for river dolphins ---SeaWorld animal trainer wannabe ---World renowned violinist, NOT, more like tri state famous, if that :) --- Give your ideas for a new aquatic expansion called Freshwater FanaticsThe Know-it-All for Cetaceans ( Whale and Dolphins) and a complete Maniac for river dolphins ---SeaWorld animal trainer wannabe ---World renowned violinist, NOT, more like tri state famous, if that :) --- Give your ideas for a new aquatic expansion called Freshwater FanaticsThe Know-it-All for Cetaceans ( Whale and Dolphins) and a complete Maniac for river dolphins ---SeaWorld animal trainer wannabe ---World renowned violinist, NOT, more like tri state famous, if that :) --- Give your ideas for a new aquatic expansion called Freshwater FanaticsThe Know-it-All for Cetaceans ( Whale and Dolphins) and a complete Maniac for river dolphins ---SeaWorld animal trainer wannabe ---World renowned violinist, NOT, more like tri state famous, if that :) --- Give your ideas for a new aquatic expansion called Freshwater FanaticsThe Know-it-All for Cetaceans ( Whale and Dolphins) and a complete Maniac for river dolphins ---SeaWorld animal trainer wannabe ---World renowned violinist, NOT, more like tri state famous, if that :) --- Give your ideas for a new aquatic expansion called Freshwater FanaticsThe Know-it-All for Cetaceans ( Whale and Dolphins) and a complete Maniac for river dolphins ---SeaWorld animal trainer wannabe ---World renowned violinist, NOT, more like tri state famous, if that :) --- Give your ideas for a new aquatic expansion called Freshwater FanaticsThe Know-it-All for Cetaceans ( Whale and Dolphins) and a complete Maniac for river dolphins ---SeaWorld animal trainer wannabe ---World renowned violinist, NOT, more like tri state famous, if that :) --- Give your ideas for a new aquatic expansion called Freshwater FanaticsThe Know-it-All for Cetaceans ( Whale and Dolphins) and a complete Maniac for river dolphins ---SeaWorld animal trainer wannabe ---World renowned violinist, NOT, more like tri state famous, if that :) --- Give your ideas for a new aquatic expansion called Freshwater FanaticsThe Know-it-All for Cetaceans ( Whale and Dolphins) and a complete Maniac for river dolphins ---SeaWorld animal trainer wannabe ---World renowned violinist, NOT, more like tri state famous, if that :) --- Give your ideas for a new aquatic expansion called Freshwater Fanatics
Colonization, instead, has 16 types of "cargo" produced, some "gathered" directly from the terrain and some produced by conversion of another (or, in the case of horses, just fed with surplus food production as long as there are two or more). They can all be bought or sold for money and moved in ships or wagon trains. Two other elements can be produced but not traded.
*''Food'', one of the 16 cargoes, is needed to sustain workers (two units each per turn as in the other Civ games), and is exchanged for a new colonist in a colony that has a 200-ton surplus after the end of a turn. Colonists who are not working in a colony (eg travelling (with or without horses or engineering tools) or engaged in defence duties) need no food or other support.
*Forests can be worked for lumber, tradeable as one of the 16 cargos but having prime value when converted by carpenters into ''hammers'' (the equivalent of Civ shields) for producing units, ships, wagon trains, and structures.
*The Colonization equivalent of "science" is the ''Liberty Bell'' (produced to a limited degree by every colony but much more where a worker works in the Town Hall and still more if he's an Elder Statesman), which (in addition to an effect on the productivity of the colony that produced it) goes toward having successive "Founding Fathers" joining your Continental Congress and thereafter providing your empire with various benefits, some major and some minor.
*An extra feature of production is the cross, produced to a limited degree by every colony but much more where a church is built and staffed and still more where a Firebrand Preacher is installed: crosses go towards encouraging fare-paying emigrants from the religious persecution of Europe attracted to your religious freedom.
 
 


=== Corruption and waste ===
=== Corruption and waste ===
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