View Full Version : New Improvmenets


Zuul
Jan 09, 2008, 01:34 PM
Here is a list of changes and additions to the improvements i like to have.


Graveyard
+1 happy, max one per city.

Farm-complex
+2 food, +1commerce. Upgrades from Farm.

Mine-complex
+3 production, +1commerce. Upgrades from Mine.

Suburb
+4 commerce, +2 production. Upgrades from Town. Must be near a city min size 10.

Watermill
Extra +5%/3%/1% production (only first 3 give extra).

Windmill
Extra +5%/3%/1% food (only first 3 give extra).


Can you come up with more?

Refar
Jan 09, 2008, 02:01 PM
Why would a graveyard make people happy ? Even more disturbing... why would many graveyards make people even happier ? :hide:

Perhaps better it be building. And i would rather give it +1 :health: - i think burying the dead is more a sanitation than a happiness issue, as having rotting corpses around proven to attract all kind of disease.

EviltheMonkey
Jan 09, 2008, 03:01 PM
Would you have to get a worker and build those upgraded improvements, or would they be like hamlets, villages etc. in that they would grow in production over time if used?

Zuul
Jan 09, 2008, 07:12 PM
Why would a graveyard make people happy ? Even more disturbing... why would many graveyards make people even happier ? :hide:

Perhaps better it be building. And i would rather give it +1 :health: - i think burying the dead is more a sanitation than a happiness issue, as having rotting corpses around proven to attract all kind of disease.

Note the max 1 per city so making more wont increase happyness. And with graveyard/cemetary peope can easier morn the dead friends/relatives (but yes I guess this can be much of a religion thing).
And yes a building in the city could do the same, but these ideas is to strive to make the cites "take larger space" :). But okey +1 happyness and +1 health would be better.


Would you have to get a worker and build those upgraded improvements, or would they be like hamlets, villages etc. in that they would grow in production over time if used?

Yes they would grow over time like cottages.

jefmart1
Jan 10, 2008, 08:56 AM
I like the suburb idea...plus the mine complex and farm complex, but they should be tech or era restricted. Like no suburbs in 1800s, or a farm complex in 1600, etc.

For example, whatever tech triggers malls (I can't remember) should allow Suburbs. Advanced Mining Techniques allows Mine Complex, etc.

frekk
Jan 10, 2008, 09:15 AM
Why would a graveyard make people happy ? Even more disturbing... why would many graveyards make people even happier ? :hide:

Perhaps better it be building. And i would rather give it +1 :health: - i think burying the dead is more a sanitation than a happiness issue, as having rotting corpses around proven to attract all kind of disease.

Well ... proper graveyards make people happy compared to, say, mass graves located in useless bits of land.

Flaming longships are good too.