View Full Version : More City Improvements Please
joespaniel Jun 16, 2003, 09:24 PM Bringing back the Supermarket improvement (ala Civ2) would be really nice. :)
Give the workers a Build Farm ability? Kind of fun to get cities over size 30. ;)
Civrules Jun 19, 2003, 01:52 PM Do you always have to say please at the end of the subject? :lol:
Ah, yes, there are a lot of improvements that can be added like a park or an amusement park or a zoo and many more.:king:
joespaniel Jun 28, 2003, 05:15 PM From the Civ2 scenario, "Jules Verne":
Movie Theatres, makes 2 citizens content/happy.
Industrial Age.
Optional (required) tech; Moving Pictures or Photography.
skylined Jul 13, 2003, 07:05 PM One more thing about Improvements.
I think every improvement should have the ability to be replaced by another one.
There are two ways of dealing with it.
The first: To activate the "Rendered Obsolete By" combobox for imrovements and small wonders.
The second: To add a group of the "Replaces All Impr. with this Flag checked" checkboxes.
WillJ Jul 13, 2003, 07:22 PM Originally posted by joespaniel
Give the workers a Build Farm ability? Kind of fun to get cities over size 30. ;) Ah, so you're not satisfied with the current limit of 71 in Civ3? :p Okay, okay, you'd have to have all irrigated and railroaded floodplains, but it can happen...
I think farming/supermarket would be a bit too powerful, but that's just me.
G-Force Junkie Jul 14, 2003, 02:26 AM City Improvements I'd like to see
- Supermakets
- Movie Theaters
- ICBM Silos
- TV Stations
- Radio Stations
- Zoos/Theme Parks
- Martial Arts Schools
- Primary/Secondary Schools
- City Hall
Pembroke Jul 14, 2003, 04:14 AM Ok, I admit, I *did* play the Settlers last night... :)
Idea: Connecting a resource to a city isn't enough. You need to connect it to a city having the improvement to process/refine it and the cities wanting to use the resource have to be connected to the refinery city. For example each iron resource would require an iron smeltery in some connected city to be processed into a useful form.
E.g. if you had access to 3 iron and two of your cities had iron smelteries then you could build units requiring iron yourself and have 1 iron (but not 2) available for trade.
And likewise for the other resources: horse ranches, gunpowder factories, oil refineries, ivory sculpteries, gemcutters, gold smelteries, etc.
This would have strategic implications, too. In addition to protecting your raw resource squares you also have to protect the roads to your refinery cities.
Schmek Jul 14, 2003, 07:49 AM You need to protect your road squares now to, if your at war. But then again why does every square need a road and later on a railroad?
That should change to. Some main roads/ highways and the rest just roads. If the build time is long enough it should work. And be more realistic. (could it be that I study civil engeneering¿)
Highgeneral Jul 28, 2003, 02:00 PM i know you must have a city hall before goveners can run your city for you
Aussie_Lurker Jul 28, 2003, 10:39 PM OK, I also want Small Wonders and Improvements to potentially be made obsolete by certain techs!
I would also like to see Small wonders be able to grant the "Counts as X in all cities" and "Counts as X in all cities on Continent". Instead of just "Doubles Happiness of", I'd like to see "Doubles Commerce Value of", "Doubles Production value of" etc etc. I'd also like to see this check box available for improvements and Small Wonders.
A checkbox for Wonders, and Small Wonders, which increases OCN by x%!!!
EDIT: Resource required in City Radius checkbox MUST be available for improvements
Just a few to start with!
Yours,
Aussie_Lurker.
Sean Lindstrom Jul 29, 2003, 03:24 AM Originally posted by joespaniel
...Supermarket...Farm...
I absolutely agree. The story of human progress is not about radar towers and railroad grid, or, it shouldn't have to be. Agriculture needs a higher profile in this game.
Quasar1011 Jul 29, 2003, 06:49 PM I am working on a mod with 64 resources. I have inserted new buildings and small wonders. All of these are based on the new resources, and require 1 or 2 resources to build. Some of the resources (Such as tin or olives) must be with the city's radius.
Some buildings give production boosts, others give tax or cultural boosts, and the museum increases science. You can't really build all of these buildings, unless you have almost conquered the world. Here is my list of new buildings:
Brewery
Bakery
Museum
Shrine
Festival Square
Brickworks
Tinsmith
Coppersmith
Diamondcutter
Marble Quarry
Rock Quarry
Clay Pit
Textile Mill
Florist
Greenhouse
Olive Press
Synagogue
Nature Center
Quasar1011 Jul 29, 2003, 06:53 PM Originally posted by Aussie_Lurker
EDIT: Resource required in City Radius checkbox MUST be available for improvements
That is already do-able. Just set the improvement as a small wonder, and check the "must be in city-radius" box. Set the required resource. Then, change building type from small wonder back to improvement. :) That's how I get a marble quarry to require marble within the city radius, etc., as per my above post.
Aussie_Lurker Jul 29, 2003, 06:59 PM Are you SURE that works. I confess that I don't have PtW, but people who DO have it are still complaining that you can't have improvements with that requirement!!
A_L
warpstorm Jul 29, 2003, 09:33 PM I'm positive that it works in all cases that I've tried.
Aussie_Lurker Jul 29, 2003, 10:02 PM Thanks for the info, guys :). All the same, though, wouldn't you prefer to be able to do it without having to....circumvent the editor? What I mean is, wouldn't you prefer to be able to make such improvements the normal way?
Yours,
Aussie_Lurker.
alpha wolf 64 Jul 29, 2003, 10:49 PM i created oil refinery(oil), textile industry(cotton), winery(wine), stables(horse) and quarry(marble). since they are all small wonders, every civ can have one.
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