History VideoGame / FreeCiv

22nd Apr '16 12:33:02 AM morenohijazo
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* GoodPaysBetter: Running a democratic regime is a common endgame choice (the other being {{Communism}}, which allows [[VideoGameCrueltyPotential repression of the populace]] to prevent anyone from opposing your command economy and large military) [[PragmaticVillainy not because it is nicer to your citizens]], but because it [[MoneyDearBoy allows for greater income]] and most of all, it eliminates corruption meaning that there is no loss of income in cities far from the capital and [[ScrewTheMoneyIHaveRules nobody can pay your units or cities to betray you and join them]].



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9th Nov '15 9:22:35 PM CH4S
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** However [[HypocriticalHumour unpleasant it is to have this happen to you]], bear in mind that the same odds apply when you do [[MoralMyopia the same to your enemies]], [[ComedicSociopathy in which case it is satisfying to watch the]] {{enemy civil war}}.
7th Nov '15 10:00:30 PM CH4S
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* NukeEm: There are [[NukeEm Nuclear (missile) units]]. It may be [[InfinityPlusOneSword very expensive and require much research on the]] {{Tech Tree}} but its attack [[SplashDamage destroys all units within a 3x3 radius]]. It is most often used to clear out cities containing large numbers of defending units, but becomes even more legendary when [[CrowningMomentOfAwesome they can nuke up to 4 cities with one blast]], provided you detonate the nuke between the 4 cities and those cities are all located within a 3x3 area. To discourage [[ILoveNuclearPower liberal use of nukes]], [[VideoGameCrueltyPunishment nuclear winter will start if enough of the world has been hit by nukes]]. Its only weakness is that if your enemies have SDI defense buildings or [[CoolBoat AEGIS cruisers]] near your intended detonation sites, in which case your nuclear unit is shot down and disappears into thin air.
30th Oct '15 5:27:25 PM CH4S
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* PerpetualPoverty: Some nations start on remote islands/continents with no production point bearing biomes. They are literally stuck in the Stone Age because they cannot build new units to expand/conquer and because they are unable to produce any form of research. [[TheWoobie Nations in such a terrible situation are almost begging to be put out of their misery]].
30th Oct '15 5:21:54 PM CH4S
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* CorruptPolitician: [[CloakAndDagger Spies and diplomats]] can be paid to "incite a revolt" in non-allied cities as a "[[InsistentTerminology diplomatic action]]", which leads to the city becoming yours. The price depends on city size, buildings within city, wealth of the nation on the receiving end of this treatment, units in city and corruption level (cities owned by democracies have zero corruption and thus cannot be bribed).

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* CorruptPolitician: [[CloakAndDagger Spies Spies]] and [[AssInAmbassador diplomats]] can be paid to "incite "[[StagedPopulistUprising incite a revolt" revolt]]" in non-allied cities as a "[[InsistentTerminology diplomatic action]]", which which, if successful, leads to the city becoming yours. The price depends on city size, buildings within city, wealth of the nation on the receiving end of this treatment, units in city and corruption level (cities owned by democracies have zero corruption and thus cannot be bribed).



** Each terrain has its properties: Rivers allow faster transport, but Bridge building technology is required to build roads on or across them. Hills and mountains offer extra defense and production points, but allow low mobility and low food points, which is also true for forests. Grassland has high food points but low or no production points. Wine, Silk, Gems and Gold in hills, forests, jungles and mountains respectively bring high trade but low production points, while vice versa applies in the same biomes for Coal, Pheasants, Fruits (high food instead for the previous two) and Iron. Utilizing ocean or lake squares for production, trade and food may offer less than certain land squares, but ocean and lake squares cannot be polluted or suffer nuclear fallout and thus can be constantly exploited.

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** Each terrain has its properties: Rivers allow faster transport, but Bridge building technology is required to build roads on or across them. Hills and mountains offer extra defense and production points, but allow low mobility and low food points, which is also true for forests. Grassland has high food points and good mobility but low or no production points. points and no defensive qualities. Wine, Silk, Gems and Gold in hills, forests, jungles and mountains respectively bring high trade but low production points, while vice versa applies in the same biomes for Coal, Pheasants, Fruits (high food instead for the previous two) Pheasants and Fruits) and Iron. Utilizing Meanwhile, plains are the {{jack of all stats}} biome with reasonable food and production, good mobility but no defensive qualities. Utilising ocean or lake squares for production, trade production and food may offer less than certain land squares, but ocean and lake squares have high trade points (but you can't increase its trade point value) and cannot be polluted or suffer nuclear fallout and thus can be constantly exploited.
15th Sep '15 5:27:35 PM CH4S
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** There are 6 basic types of units: {{GlassCannon cheap offensive units with very high attack but very low defense]] (e.g. archer, catapult, cannon, artillery, howitzer, submarine), [[LightningBruiser fast but expensive units with high attack and moderate to low defence]] (e.g. horseman, chariot, knight, dragoon, cavalry, armor, paratroopers, helicopter, destroyer, fighter), [[Jack of all stats expensive units with balanced attack and defense]] (e.g. alpine troops, marines, battleships, AEGIS cruisers, mechanized infantry), [[Zerg Rush cheap and weak units with balanced attack and defense]] (e.g. partisans, riflemen, warriors), [[CloakAndDagger espionage units]] (e.g. diplomat and spy) and [[SquishyWizard defenseless logistics and support units]] (e.g. trireme, caravel, galleon, transport, AWACS, workers, engineer, settler).

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** There are 6 basic types of units: {{GlassCannon [[GlassCannon cheap offensive units with very high attack but very low defense]] (e.g. archer, catapult, cannon, artillery, howitzer, submarine), [[LightningBruiser fast but expensive units with high attack and moderate to low defence]] (e.g. horseman, chariot, knight, dragoon, cavalry, armor, paratroopers, helicopter, destroyer, fighter), [[Jack of all stats [[JackOfAllStats expensive units with balanced attack and defense]] (e.g. alpine troops, marines, battleships, AEGIS cruisers, mechanized infantry), [[Zerg Rush [[ZergRush cheap and weak units with balanced attack and defense]] (e.g. partisans, riflemen, warriors), [[CloakAndDagger espionage units]] (e.g. diplomat and spy) and [[SquishyWizard defenseless logistics and support units]] (e.g. trireme, caravel, galleon, transport, AWACS, workers, engineer, settler).
15th Sep '15 5:26:17 PM CH4S
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* CorruptPolitician: [[CloakAndDagger Spies and diplomats]] can be paid to "incite a revolt" in non-allied cities as a "[[InsistentTerminology diplomatic action]]", which leads to the city becoming yours. The price depends on city size, buildings within city, wealth of the nation on the receiving end of this treatment, units in city and corruption level (cities owned by democracies have zero corruption and thus cannot be bribed).



* EasyLogistics: Averted big time, in fact, if a unit is based in a city that can't provide for unit upkeep in production points, then units based in said city will die off until the production demands of units equals that of the city's production points. This can cause units wherever they are to simply disappear from the face of the Earth.

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* EasyLogistics: Averted big time, in fact, if a unit is based in a city that can't provide for unit upkeep in production points, then units based in said city will die off until the production demands of units equals that of the city's production points. This can cause units wherever they are to simply disappear from the face of the Earth.Earth, which is painful if it's a carrier or transport full of units crossing an ocean, or a nuclear missile or stealth bomber that took 5 or more turns to produce.



* HoneyTrap: [[DirtyCommunists Communist nations]] produce spies with an automatic extra experience level.



* NecessaryDrawback: There are five forms of government: Despotism, Monarchy, Communism, Republic and Democracy. The latter two grant additional trade resources to tiles, the former three grant a number of upkeep-free military units per city making the former more useful for a conquest victory and the latter for a spaceship victory, while making it harder to break alliances with other players, as the senate can veto this. Despotism is what you start with and the least useful, because each tile gets Food and Production penalties. There are also various effects on citizen happiness, corruption levels, wonders, units being bribable or not and celebration/revolt likelihood. Changing the government costs the player one to five rounds of anarchy where basically no resources are gained and nothing is produced.

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* NecessaryDrawback: NecessaryDrawback:
**
There are five forms of government: Despotism, Monarchy, Communism, Republic and Democracy. The latter two grant additional trade resources to tiles, the former three grant a number of upkeep-free military units per city making the former more useful for a conquest victory and the latter for a spaceship victory, while making it harder to break alliances with other players, as the senate can veto this. Despotism is what you start with and the least useful, because each tile gets Food and Production penalties. There are also various effects on citizen happiness, corruption levels, wonders, units being bribable or not and celebration/revolt likelihood. Changing the government costs the player one to five rounds of anarchy where basically no resources are gained and nothing is produced.produced.
** There are 6 basic types of units: {{GlassCannon cheap offensive units with very high attack but very low defense]] (e.g. archer, catapult, cannon, artillery, howitzer, submarine), [[LightningBruiser fast but expensive units with high attack and moderate to low defence]] (e.g. horseman, chariot, knight, dragoon, cavalry, armor, paratroopers, helicopter, destroyer, fighter), [[Jack of all stats expensive units with balanced attack and defense]] (e.g. alpine troops, marines, battleships, AEGIS cruisers, mechanized infantry), [[Zerg Rush cheap and weak units with balanced attack and defense]] (e.g. partisans, riflemen, warriors), [[CloakAndDagger espionage units]] (e.g. diplomat and spy) and [[SquishyWizard defenseless logistics and support units]] (e.g. trireme, caravel, galleon, transport, AWACS, workers, engineer, settler).
** Each terrain has its properties: Rivers allow faster transport, but Bridge building technology is required to build roads on or across them. Hills and mountains offer extra defense and production points, but allow low mobility and low food points, which is also true for forests. Grassland has high food points but low or no production points. Wine, Silk, Gems and Gold in hills, forests, jungles and mountains respectively bring high trade but low production points, while vice versa applies in the same biomes for Coal, Pheasants, Fruits (high food instead for the previous two) and Iron. Utilizing ocean or lake squares for production, trade and food may offer less than certain land squares, but ocean and lake squares cannot be polluted or suffer nuclear fallout and thus can be constantly exploited.
** Nuclear missile units can wipe out unlimited numbers of units in the blink of an eye and allow for instant conquest of even the largest cities (assuming that nearby SDI defense buildings or AEGIS cruisers don't shoot down your nuke). However, this pollutes land terrain with nuclear fallout (which can be cleaned up), and can lead to nuclear winter (where large swaths of land become desert, tundra, or worst of all, useless glacier) and the possibility of oceans freezing over (making sea units worthless and harming coastal cities dependent on the ocean for production and food by making them no longer located on the coast).


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* UndyingLoyalty: [[LaResistance Partisans]] are formed when a city built and owned by a democratic or communist nation is conquered, provided that said nation has discovered gunpowder. The number produced depends on city size, and may be sufficient to reconquer the city. Also, unlike normally produced partisans, those produced by loss of a city have no home city, thus providing soldiers for free without any upkeep costs.
5th Sep '15 1:14:51 PM CH4S
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* TheDogBitesBack: Capture the capital of an [[AnarchyIsChaos anarchic state]], there is a 90% chance of {{civil war}}, [[DayOfTheJackboot with despotism]] it is 80%, [[TheEmpire with monarchy]] it is 70%, [[DirtyCommunists with communism]] it is 50%, [[TheRepublic with republic]] it is 40% and [[VideoGameCaringPotential with democracy]] it is 30%. The point is, the harsher your government, the more your people want independence from you once your [[DecapitatedArmy capital is lost]].
1st Sep '15 8:08:54 PM CH4S
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* BreadAndCircuses: You can alter your nation's priorities between taxation, science and luxury. The higher you set your luxury priority, your citizens will be happier and less likely to cause disorder. Ironically, this is most important under a Republic or Democracy.


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* EasyLogistics: Averted big time, in fact, if a unit is based in a city that can't provide for unit upkeep in production points, then units based in said city will die off until the production demands of units equals that of the city's production points. This can cause units wherever they are to simply disappear from the face of the Earth.
11th Feb '15 6:18:58 AM Orbiting
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* BoringButPractical: The ''Adam Smith's Trading Co.'' wonder makes all basic buildings that normally cost one gold per turn upkeep-free. Might not sound like much, but free granaries, harbors, temples, banks, libraries can get you a long way and allow you to allocate more taxes for research because of how much you have to spend less on first-level buildings. Also, it never becomes obsolete.

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* BoringButPractical: The ''Adam Smith's Trading Co.'' wonder makes all basic buildings that normally cost one gold per turn upkeep-free. Might not sound like much, but free granaries, harbors, temples, banks, libraries can get you a long way and allow you to allocate more taxes for research because of how much less you have to spend less on first-level buildings. Also, it never becomes obsolete.
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