View Poll Results: What is the best Inuit Unique ability?

Voters
37. You may not vote on this poll
  • No. of cities built on snow/tundra don't lower happiness. +1 production from snow/tundra tiles.

    9 24.32%
  • Cities built on snow/tundra don't increase unhappiness. +1 food from sea tiles, bonus resources.

    13 35.14%
  • +2 Food per citizen in cities from Snow and Tundra tiles.

    6 16.22%
  • Alternative idea. (post idea)

    9 24.32%
Page 3 of 3 FirstFirst 123
Results 81 to 112 of 112

Thread: People of the Arctic.

  1. #81
    Join Date
    Feb 2012
    Posts
    959
    I can see trying to improve tundra but I think snow tiles are supposed to represent the really uninhabitable parts of the arctics where even the Inuit don't live. I mean they're good at living in the cold but they don't have some mystic ability to turn snow into food and tools. They still depend on animals for survival.

  2. #82
    Join Date
    Jan 2011
    Posts
    231
    Tundra could provide an additional production alone. Many Inuit have and do live in the snow however, thus the Igloo.

  3. #83
    Join Date
    Feb 2012
    Posts
    959
    Quote Originally Posted by Polar Bear View Post
    Tundra could provide an additional production alone. Many Inuit have and do live in the snow however, thus the Igloo.
    Yeah and those that do get their food from the sea not from the snow itself.

  4. #84
    Join Date
    Jan 2011
    Posts
    231
    Then no bonus for snow tiles, but no negative to unit defence. This is their terrain.

    +1 Food from camps and sea resources. +1 Production from tundra tiles. No defencive penalty to units on snow or tundra tiles. Scouts, Qamutik, and Settlers can move onto Ice tiles. Units on Ice tiles receive damage over time.

    Additional.

    Inuksuk. Culture 1. +1 Food when built adjacent to Deer, Furs and Seal resources. Has 3 visibility range.
    That is +2 Food than usual for resources with camps and inuksuk on adjacent tiles.

    Seals as a resource available to all. The Inuit would have more access to Seals from their starting location bias.

  5. #85
    Join Date
    Feb 2012
    Posts
    959
    Quote Originally Posted by Polar Bear View Post
    Then no bonus for snow tiles, but no negative to unit defence. This is their terrain.

    +1 Food from camps and sea resources. +1 Production from tundra tiles. No defencive penalty to units on snow or tundra tiles. Scouts, Qamutik, and Settlers can move onto Ice tiles. Units on Ice tiles receive damage over time.

    Additional.

    Inuksuk. Culture 1. +1 Food when built adjacent to Deer, Furs and Seal resources. Has 3 visibility range.
    That is +2 Food than usual for resources with camps and inuksuk on adjacent tiles.

    Seals as a resource available to all. The Inuit would have more access to Seals from their starting location bias.
    Sounds really good. It makes them useful over the whole map, reflects some culture and history and with the cultural UI and added food for growth it gives them a specific VC to go for. Add in somewhere that the Inuksuk can be built on snow tiles and you'll get your snow bonus too, it would reflect the efficiency they use to process the animals they've hunted from camps.

  6. #86
    Join Date
    Sep 2010
    Location
    Washington State, USA
    Posts
    423
    Quote Originally Posted by Polar Bear View Post
    Then no bonus for snow tiles, but no negative to unit defence. This is their terrain.

    +1 Food from camps and sea resources. +1 Production from tundra tiles. No defencive penalty to units on snow or tundra tiles. Scouts, Qamutik, and Settlers can move onto Ice tiles. Units on Ice tiles receive damage over time.

    Additional.

    Inuksuk. Culture 1. +1 Food when built adjacent to Deer, Furs and Seal resources. Has 3 visibility range.
    That is +2 Food than usual for resources with camps and inuksuk on adjacent tiles.

    Seals as a resource available to all. The Inuit would have more access to Seals from their starting location bias.
    I do like the ability to move onto ice tiles...what about the ability to move past ice tiles with your navy? I hate when you find a clump of tiles that have oil or uranium on them, but you can't use them because they are blocked by ice...

  7. #87
    Join Date
    Feb 2012
    Posts
    959
    Quote Originally Posted by ddesart View Post
    I do like the ability to move onto ice tiles...what about the ability to move past ice tiles with your navy? I hate when you find a clump of tiles that have oil or uranium on them, but you can't use them because they are blocked by ice...
    That's my biggest pet peeve with ice. Land units can go around ice easily enough but ships often will have to go around a continent to get where they need to go. Maybe a future civ could have a unique ironclad icebreaker or something although I don't think it'd be appropriate for the Inuit. Maybe a workboat would be good too since fish, whales and oil can be out of reach sometimes. I don't think I've ever seen a land resource blocked in though.

  8. #88
    Join Date
    Jul 2010
    Location
    Schwarzeneggerberg, Socal
    Posts
    2,269
    Inuit should have a giant death robot replacement that can freeze units and gets an additional movement point for every deer resource the Inuit have. The truth is that all this time they have been planning...plotting...the reason for their small civilization and focus on tundra areas will become evident in the future. Everybody who laughed at them for not really being a civilization will not be laughing for very long.

  9. #89
    Join Date
    Sep 2010
    Location
    Washington State, USA
    Posts
    423
    Quote Originally Posted by VicRatlhead51 View Post
    That's my biggest pet peeve with ice. Land units can go around ice easily enough but ships often will have to go around a continent to get where they need to go. Maybe a future civ could have a unique ironclad icebreaker or something although I don't think it'd be appropriate for the Inuit. Maybe a workboat would be good too since fish, whales and oil can be out of reach sometimes. I don't think I've ever seen a land resource blocked in though.
    I have seen plenty...very sad.

  10. #90
    Join Date
    Feb 2012
    Posts
    959
    Quote Originally Posted by SlickSlicer View Post
    Inuit should have a giant death robot replacement that can freeze units and gets an additional movement point for every deer resource the Inuit have. The truth is that all this time they have been planning...plotting...the reason for their small civilization and focus on tundra areas will become evident in the future. Everybody who laughed at them for not really being a civilization will not be laughing for very long.
    That's funny right there. For some reason it makes me think of Stewie in furs standing in front of an igloo.

  11. #91
    Join Date
    Sep 2010
    Location
    Australia
    Posts
    2,794
    Quote Originally Posted by ddesart View Post
    I do like the ability to move onto ice tiles...what about the ability to move past ice tiles with your navy? I hate when you find a clump of tiles that have oil or uranium on them, but you can't use them because they are blocked by ice...
    What about an ice breaker ship? Might be good for a modern-future unit for everybody.

  12. #92
    Join Date
    Feb 2012
    Posts
    959
    Quote Originally Posted by Hawk View Post
    What about an ice breaker ship? Might be good for a modern-future unit for everybody.
    Maybe a modern tech could give that ability to Work Boats, that'd be great. I'd love that idea.

  13. #93
    Join Date
    Sep 2010
    Location
    Washington State, USA
    Posts
    423
    Quote Originally Posted by VicRatlhead51 View Post
    Maybe a modern tech could give that ability to Work Boats, that'd be great. I'd love that idea.
    I second that suggestion...maybe at the tech where you get destroyers or battleships?

  14. #94
    Join Date
    Sep 2010
    Location
    Australia
    Posts
    2,794
    Quote Originally Posted by VicRatlhead51 View Post
    Maybe a modern tech could give that ability to Work Boats, that'd be great. I'd love that idea.
    I third that suggestion. Work boats could finally reach those resources stuck behind ice!

  15. #95
    Join Date
    Jan 2011
    Posts
    231
    Quote Originally Posted by VicRatlhead51 View Post
    Sounds really good. It makes them useful over the whole map, reflects some culture and history and with the cultural UI and added food for growth it gives them a specific VC to go for. Add in somewhere that the Inuksuk can be built on snow tiles and you'll get your snow bonus too, it would reflect the efficiency they use to process the animals they've hunted from camps.
    The Inuksuk Unique improvement can be built on snow tiles. It cannot be built on jungle, forest, swamp, or desert tiles. I am rethinking not being able to build them on forests.

  16. #96
    Join Date
    Jan 2011
    Posts
    231
    This is how I see the new Seals resource working.

    Seals as a new tradable Luxury resource on the map. Spawns on coastal snow and tundra tiles. Seals provide +1 Gold and +1 Food. Can build a hunting camp on Seals.

  17. #97
    Join Date
    Feb 2011
    Posts
    1,052
    Devil's advocate kicking in. I mean it constructively.

    There is no tradeable luxury that gives food, and with good reason I think. Seal meat cannot be kept and traded long distance like ivory can. And adding more luxuries to the game throws off balance.

    They would work fine as a nontradable, like deer. But then deer kinda fill the same niche currently anyway. On the scale of things we hominids have hunted for food that are not in the game currently, seals seems pretty far down the list for importance.

  18. #98
    Join Date
    Sep 2010
    Location
    Australia
    Posts
    2,794
    With the exception of whales I think? Aren't whales a LR that gives food? I think seals as a resource would be more unique if they were a LR instead of a BR, and that might be more helpful for the Inuit building cities on tundra and snow too.

  19. #99
    Join Date
    Feb 2012
    Posts
    959
    Quote Originally Posted by Hawk View Post
    With the exception of whales I think? Aren't whales a LR that gives food? I think seals as a resource would be more unique if they were a LR instead of a BR, and that might be more helpful for the Inuit building cities on tundra and snow too.
    Yeah but the actual luxury of whales isn't the food. Its the oil made from their blubber that makes them valuable and that isn't so perishable. Artifex makes a good point.

  20. #100
    Join Date
    Oct 2010
    Posts
    1,537
    One of the previews indicated crabs could be traded. Crabs tend to be edible.

    +1 Food from camps and sea resources. +1 Production from tundra tiles. No defencive penalty to units on snow or tundra tiles. Scouts, Qamutik, and Settlers can move onto Ice tiles. Units on Ice tiles receive damage over time.

    Quote Originally Posted by Polar Bear View Post
    +1 Food from camps and sea resources. +1 Production from tundra tiles. No defencive penalty to units on snow or tundra tiles. Scouts, Qamutik, and Settlers can move onto Ice tiles. Units on Ice tiles receive damage over time.
    For thematic purposes, the food bonus should be limited to sea tiles that are adjacent snow or tundra coastal tiles.

    At some point, you should also consider some assets for the Inuit that will actually help towards a victory condition.

  21. #101
    Join Date
    Jun 2010
    Location
    Lancaster, UK
    Posts
    7,088
    Just because something is edible, giving a food bonus, and, as a luxury, tradable, doesn't mean that it's necessarily the bit you eat being traded, and even if it is, it doesn't mean the food bonus is traded away - you don't trade away the tile yields of resources when you trade them.

  22. #102
    Join Date
    Feb 2012
    Posts
    959
    Quote Originally Posted by steveg700 View Post
    One of the previews indicated crabs could be traded. Crabs tend to be edible.

    +1 Food from camps and sea resources. +1 Production from tundra tiles. No defencive penalty to units on snow or tundra tiles. Scouts, Qamutik, and Settlers can move onto Ice tiles. Units on Ice tiles receive damage over time.


    For thematic purposes, the food bonus should be limited to sea tiles that are adjacent snow or tundra coastal tiles.

    At some point, you should also consider some assets for the Inuit that will actually help towards a victory condition.
    I think the Inuksuk providing culture and the food bonuses for growth go pretty well for a culture victory. Really the only VC I could imagine being right for the Inuit. I know it would make it more accurate but I think limiting the UA to tiles adjacent water might make a pretty conditional UA. You have a point with the crabs. I guess I thought they'd be like the crabs in 4, just a different type of fishing resource, didn't realize they'd be tradable.

  23. #103
    Join Date
    Feb 2011
    Posts
    1,052
    News to me, I haven't been poring over GaK info that closely. If so it sure doesn't make sense. Seafood is notoriously perishable.

    Perhaps if refrigeration is the required tech. Then I'm OK with it.

  24. #104
    Join Date
    Jan 2011
    Posts
    231
    Trading animal resources is an important part of Inuit history. Furs and Deer cannot be traded.

  25. #105
    Join Date
    Jun 2010
    Location
    Lancaster, UK
    Posts
    7,088
    Furs are a luxury, and can be traded.

  26. #106
    Ice-breaking to make seas more open? That's a great idea! Why don't we do that all the time!?

  27. #107
    Join Date
    Mar 2012
    Location
    Tennessee
    Posts
    1,063
    Quote Originally Posted by twersx View Post
    Ice-breaking to make seas more open? That's a great idea! Why don't we do that all the time!?
    We CAN, but the ships are very expensive and America only has one ice breaker in her navy, I think. Since the resource war for the South Pole (or was it the North...) icebreakers are becoming more common. There are even nuclear icebreakers. Now they don't break apart ice and make it dissolve, but they do cut a paths through the ice, meaning in the game they could cut a path through the ice i the north and south to allow work boats and other ships to get to resources. Nuclear Icebreakers move faster, however they require Uranium.

    " Icebreakers are needed to keep trade routes open where there are either seasonal or permanent ice conditions. Icebreakers are expensive to build and very expensive to run, whether the icebreaker is powered by gas turbines, diesel-electric powerplant or nuclear energy. They are uncomfortable to travel in on the open sea: almost all of them have thick, rounded keels, and with no protuberances for stability, they can roll even in light seas. They are also uncomfortable to travel in when breaking through continuous thick ice due to constant motion, noise, and vibration.
    A modern icebreaker typically has shielded propellers both at the bow and at the stern, as well as side thrusters; pumps to move water ballast from side to side; and holes on the hull below the waterline to eject air bubbles, all designed to allow an icebreaker stuck amidst thick ice to break free. Many icebreakers also carry aircraft (formerly seaplanes but now helicopters) to assist in reconnaissance and liaison. "

    " The first boats to be used in the polar waters were those of the indigenous Arctic people. Their kayaks are small human-powered boats with a covered deck, and one or more cockpits, each seating one paddler who strokes a single or double-bladed paddle. Such boats, of course, have no icebreaking capabilities, but they are light and well fit to carry over the ice. "

    Edit: It was the North Pole, sorry guys. " The potential value of the North Pole and the surrounding area resides not so much in shipping itself but in the possibility that lucrative petroleum and natural gas reserves exist below the sea floor. Such reserves are known to exist under the Beaufort Sea. However, the vast majority of the Arctic known to contain gas and oil resources is already within uncontested EEZs. When these current uncontested Exclusive Economic Zones (EEZ) of the Arctic littoral states are taken into account there is only a small unclaimed area at the very top potentially available for open gas/oil exploration "

  28. #108
    Join Date
    Jun 2010
    Location
    Lancaster, UK
    Posts
    7,088
    Icebreakers don't make the sea more open - the ice isn't permanently removed. They provide temporary access.

  29. #109
    Join Date
    Jan 2011
    Posts
    231
    Quote Originally Posted by SamBC View Post
    Furs are a luxury, and can be traded.
    Then we can have the Seals resource as a Bonus resource.

  30. #110
    Join Date
    Feb 2012
    Posts
    959
    Yeah my idea for Icebreakers was to make ice tiles passable for that ship only, not to remove ice tiles. It only came to me because people keep talking about resources blocked in by ice. I can't recall seeing anything I couldn't get to with a land unit, but water resources seem to get blocked in where I can't get to them all the time, oil being the main one. Settling a new city just to get a workboat to an oil resource that is already in my borders is more effort than the oil is worth, so I think this would be a nice solution. I just think being able to cross ice with a workboat would be really useful moreso than land units who can generally embark and go around. Not sure how that would be best implemented though.

  31. #111
    Join Date
    Sep 2010
    Posts
    876
    Sorry, this is a bit off-topic. I felt the same way about ice formations blocking travel and the wasting of resources trapped in ice. If anybody is interested, I created a little mod last year with help from Mr. Howard which improves the way ice is formed around land and also the placement of resources.

    Check it out here: Ice Breaker Mod

    Also, no, it doesn't add an icebreaker unit.

  32. #112
    Join Date
    Feb 2012
    Posts
    959
    Quote Originally Posted by jpbar81 View Post
    Sorry, this is a bit off-topic. I felt the same way about ice formations blocking travel and the wasting of resources trapped in ice. If anybody is interested, I created a little mod last year with help from Mr. Howard which improves the way ice is formed around land and also the placement of resources.

    Check it out here: Ice Breaker Mod

    Also, no, it doesn't add an icebreaker unit.
    I'll check it out. I've been working on getting achievements lately (worried some of them will get harder with the changes from G&K) so unfortunately mods have been out of the question but once I'm satisfied I'll check that one out.

Page 3 of 3 FirstFirst 123

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •