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Wasn't there a Tooltip from one of the videos that indicated that Trading Posts that had an ITR passing through it generated an extra +1 gold?
Wasn't there a Tooltip from one of the videos that indicated that Trading Posts that had an ITR passing through it generated an extra +1 gold?
I can always get more gold from 1) working more production tiles to construct gold-yielding buildings faster
... For all we know, they might have to tone down ITR's to make DTR's feasible. We just don't know yet.
trading post and lumber mills removed??? I dont' think look at this Tech tree
[snip]
look at guilds and construction Tech,TP and Lumbermills could still be built.
I do think that a replacing improvement yielding gold needs to be introduced. Here comes a [village --> town] system in my mind. A system as in civ IV (cottage --> hamlet --> village --> town ) is a bit too "time-stretched". But this improvement you can't spam on all the tiles by discouraging it with negative modifiers and limiting
the amount within a city radius around 4-6 per city. Once you unlock this improvement with the required technology (best one of ancient or classical era techs) you only can build 1-2 of these. The limit increases with certain techs, as an increase with each era would increase the limit too much. As for the negative modifier I had in mind that villages/towns that have one or more adjacent villages/towns or a city will yield 1 less gold. This will also let the player spread out villages/towns in a “realistic way”. Here I am already proposing that a village will have at least a 2 gold yield and town 3. This will make them yield more than TP's but this wouldn’t be game breaking since you have a cap on it.
I also have two other propositions for these villages/towns. When you place a village/town on a tile the cultural borders will grow in that direction more easily than others. This way you can steer cultural borders in a way besides tile buying. The other idea is when a city has sea (resource) tiles and isn’t coastal you should be able to build workboats if the city has a village/town adjacent to a coast tile.
i think it would be more interesting to let trading post interact with city connections, roads/railroads and trade routes.
the yield in itself should be zero, built beside a road or river could give +1 gold, city connected road +1 more gold, and further +1 for each trade route passing by.
caravans could get and extended range if they passee the TP.
that way you would have to place the strategically to syphon gold at choke points like mountain passes.
If they changed trading posts to towns, and made them look a bit smaller instead of taking up a whole tile i'd be happy. The biggest thing I miss from C IV has to be how late game my cities would be surrounded by suburbs usually, and I could actually build a metro area between two cities like what happens in RL.
If they brought back the town system itself i'd be ecstatic but I haven't heard anything of it and highly doubt it will happen in any form, I think we're stuck with ugly trading posts... I haven't seen a mod, but if anyone knows of one I would love to be enlightened.
I would like them to just chance the graphic for the trading post, like in Civ4 where it was the same as the city itself but smaller.
Yeah, the graphic change would be awesome itself but there would arise a new/old problem of cluttered screen where your city+trading posts having the same graphic would take the whole view.
Maybe it would be cool like having a MEGA city but then again there would be too many mega cities and some of them would have farms in them.
Anyway i doubt that they would make any changes to trading posts but "a gal can dream". And maybe the devs are reading these posts sometimes so we could slip an idea to their plans for future dlc or even an expansion.
I really miss cottages from Civ IV. I think they're one element in which their omission from Civ V really fits the charge of "dumbing down" the game.
I really miss cottages from Civ IV. I think they're one element in which their omission from Civ V really fits the charge of "dumbing down" the game.
I could find 3 arguments against the cottages, first is general, 2 are Civ5-specific.
1. Improvement growing over time can't be balanced with other improvements. So early-built cottages are more powerful than other improvements, while those built later are weaker.
2. One of the most important thing about cottages was protecting them against pillaging. With SoD this works ok, but with 1UPT it's almost impossible to protect tiles from pillaging during serious war. That's one of the reasons why in Civ5 improvements aren't pillaged to the ground.
3. With more game systems to come, developers have to balance output of gold and happiness by limiting its sources. Adding improvement which grows gold output over time would make the things difficult.
So, I think the improvement was quite ok in Civ 4, but doesn't suit well in Civ 5.