Iron Age Rules

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Iron Age Rules

Post  The Engineer on Sun Sep 14, 2014 10:30 pm

Changes

This age will see a new feature introduced, namely that it can last different amounts of time given your social structure. The two techs will take 20,000 civ points each to reach, and then you will reach the Classical Age.

Wrong!

The Classical Age

A new civ meter will be installed to show how much you will need *after* you reach the "magical" threshold for the Classical age. You need to have:

80% on your civ meter, 90% stability rates and the two Iron Age techs to reach the Classical Age.

If you don't reach it, the Classical Age techs, apart from Civics and Philosophy, will be available during the Iron Age. The Classical Age will give bonuses that increases your rate of progress outside of your sphere of influence, as well as tripling the civ points benefits from trade.

The Dark Age

The Dark Age is a period in time of decline. It will happen if your civilization has a stability below 10% for over five turns, and will mean a 50% reduction of food production, a 50% penalty on civ points increase and increased domestic disturbances.

Buildings and techs

Metallurgy

Iron is comparatively weaker than bronze, and rusts. So for every two units of iron you mine, -1 unit will degrade over 2 turns. However it is more frequent than tin, that is needed for bronze.

Military

Will increase the size of the armourys with +1 unit.

Agriculture

New plows and techniques will increase your yields with 5-10%, and 15+% with farming bonus.

Toolworking will do the same.

Religion, Arts, Entertainment

Religion and Arts will increase stability. Religion will slow down scientific progress a little.

Philosophy

Philosophy will decrease stability.

Science

Science will decrease stability, together with philosophy it will decrease stability three times than alone.

Medicine

Medicine will increase population growth.

Military (Classical Age, Iron Age 2)

New Building: Catapult factory (you need engineering as well), large naval base (-50 wood each)

Culture

Culture will strengthen the effects of Religion, Philosophy, Engineering.

Engineering

New construction: Amphitheatre (-100 wood or 50 stone), Roads (-10 stone per tile, or 20 bricks per tile), bridges (-20 stone), Vaulted gates (-5 stone), Countryside fort (-100 wood or 50 stone) (can support one unit but not produce one), Lighthouse (-20 stone), Increases trade for the city it is located near (must be near the cost), Philosophical Academy (-50 stone, decreases stability but increases civ points growth with 0,50 points/turn), Large Temple (-50 stone, decreases civ points with 0,50 points/turn but increases stability).

Philosophical academies and large temples can only be built in cities, not in towns.



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Re: Iron Age Rules

Post  TheVoice on Sun Sep 14, 2014 10:40 pm

I'm a bit confused on a couple of points:

1) You mention the Iron Age only having two techs, but list lots more. Are the others things you get in "Iron Age II" if you never reach the Classical Age?

2) Whilst I concede it rusts, I'm pretty sure that in terms of its practical application Iron is stronger than Bronze. When you say it is 'weaker' do you only refer to the rust effect?

3) I see no immediate list of additional actions or buildings like in earlier ages - do we need to wait for Engineering to get any of that?
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Re: Iron Age Rules

Post  The Engineer on Sun Sep 14, 2014 10:44 pm

1) All techs except Philosophy and Civics are accessible during the Iron Age.

2) Actually, no. Early Iron Weapons were of horrible quality in comparison to bronze. The reason why iron outcompeted bronze (as I've understood it) was because bronze was more rare.

3) How you'd mean? I have listed the effects of buildings in the first post here.
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Re: Iron Age Rules

Post  TheVoice on Sun Sep 14, 2014 10:49 pm

1) OK.

2) Hmm. OK, I will ask someone who knows but take your word for now.

3) Aren't those buildings all dependent on getting Engineering? It looks like that.
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Re: Iron Age Rules

Post  Avidyasattva on Mon Sep 15, 2014 3:30 pm

It is correct that early iron was vastly inferior to bronze. Until advanced metallurgy allowed for controlling carbon content and subsequently the production of steel, iron weapons were too soft; they broke easily and were unable to keep a sharp edge. Bronze weaponry will be the warrior's choice until someone learns how to make steel.

The use of iron is in that sense more revolutionary outside of the battlefield; for once everyday tools can be made out of metal. Nails, splitting axes, cauldrons, hinges, all sorts of tools that aren't subject to the stress that weapons of war are.
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Re: Iron Age Rules

Post  Naagi on Mon Sep 15, 2014 4:44 pm

Is there a specific limit to how long Dark Ages take to pass? I assume you can enter the Dark Age more then once (especially if your unlucky)?
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Re: Iron Age Rules

Post  TheVoice on Mon Sep 15, 2014 8:59 pm

Does this mean that conservative, heavily religious societies are more likely to enter the trade-oriented Classical Age than more open, diverse ones? That doesn't seem the lesson of ancient Greece.

Another question: the rules aren't entirely clear, but you can enter the Classical Age later on, right? It's not a one-off shot when you get the second Iron Age I tech.
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Re: Iron Age Rules

Post  Araith on Tue Sep 16, 2014 7:13 pm

Regarding bronze they're both right Voice. Bronze is far superior to iron; it's just so horribly expensive. Actually, even compared to proper steel bronze has some advantages. It is much more resilient and can be bent straight where a steel blade will break. Where chopping wood with a steel sword would ruin it, a bronze blade would be just fine. However, since steel is a harder metal than bronze, it will chip and cut into bronze with relative ease.

Voice, do keep in mind that ancient Greece was rather conservative by our standards and definitely highly religious (and rather proud and arrogant towards the gods at that, in contrast to most surrounding population groups, being Greeks).
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