Chemtech
May 02, 2007, 08:48 AM
It's probably way too late to implement but I REALLY like the idea of single tile improvments that are generated like great people but are placed like resource improvments:
Examples:
You build a "fertilizer factory" in one of your cities - every turn it generates a certain number of improvement points - when some predetermined threshold of points is reached a fertilzer truck (or whatever ) is created. When sent to a tile with a worker it permanently improves that ONE tile to +1:food:
You could have other possibilites for food (orchards +1:food: on a forested tile -etc,etc)
Similarly there could be single tile improvements for mines (strip mine +1:hammers: to a preexisting mined hill)
Basically I'm looking for a way to specialize/improve a city more specifically in exchange for an investment in hammers throughout the Civ. I hate when I know I could work another mine IF ONLY I could sqeeze 1 more food out of the region.
I realize that there has to be limits - basically I would expect that the tradeoff in hammers to benefit would be unfavorable (in my above example a fertilizer factory might cost 100 :hammers: and generate a fertilizer unit ever 20 turns or so - for 1 food over the course of the game it doesnt make it a no-brainer investment, but the added flexibility that these types of improvements would offer would be amazing IMHO.
Examples:
You build a "fertilizer factory" in one of your cities - every turn it generates a certain number of improvement points - when some predetermined threshold of points is reached a fertilzer truck (or whatever ) is created. When sent to a tile with a worker it permanently improves that ONE tile to +1:food:
You could have other possibilites for food (orchards +1:food: on a forested tile -etc,etc)
Similarly there could be single tile improvements for mines (strip mine +1:hammers: to a preexisting mined hill)
Basically I'm looking for a way to specialize/improve a city more specifically in exchange for an investment in hammers throughout the Civ. I hate when I know I could work another mine IF ONLY I could sqeeze 1 more food out of the region.
I realize that there has to be limits - basically I would expect that the tradeoff in hammers to benefit would be unfavorable (in my above example a fertilizer factory might cost 100 :hammers: and generate a fertilizer unit ever 20 turns or so - for 1 food over the course of the game it doesnt make it a no-brainer investment, but the added flexibility that these types of improvements would offer would be amazing IMHO.