Public Works & Worker combination!

Wich terraforming system do you prefer?

  • Civ's Worker.

    Votes: 6 46.2%
  • Call to Power's Public Works.

    Votes: 0 0.0%
  • A combination of the above.

    Votes: 7 53.8%

  • Total voters
    13

J-S

Crusader
Joined
Apr 4, 2002
Messages
264
Location
Argentina
Exchanging posts with The_Unforgiving in the Supply units thread, it ocurred to me that instead of battling over the Public Works (CtP) or Civ Worker systems, we could implement a mix of these two.

This is how it could work basically:

> Use the Public Works system for basic terrain enhancement functions within a city's radius, such as irrigation, roads, pollution clearing, etc.

> Use Civ's Worker system to build advanced and more important engineering functions, such as terraforming, missile silos, etc.; or just simple terrain enhancements but outsied of city radius.

Note that city radius does not mean the 20 tiles around a city, but rather all the tiles that city is capable of exploiting, since I think cities should expand beyond 20 tiles as they increase in size (like in Call to Power 2).

This way, the tedious micromanagement from every day terrain imps (such as pollution) is avoided by using PW, and worker management is limited to important and strategic terrain imps.
 
It seems to me you are against all micromanagement as city imps. and pollution... and I agree. IMHO it isn´t very realistic, you sure can see farms around your city, but mines???????
It is also unrealistic for me that if a city doesn’t produce enough food its citizens starve, so, the luxuries and strategic resources can get to a city thorough the railroads but not food?. The food could be handled as a whole for the empire, some cities could be dedicated to produce food and others to industrial production.

Of course, it is only how I would like the game to be. (Although off topic I agree with you about the pollution, it should be possible to eliminate it completely with the editor, then everybody would mod the game as he or she likes it).
 
Originally posted by J-S
I think cities should expand beyond 20 tiles as they increase in size (like in Call to Power 2).
.

YEAH, that was nice. A city like well say, New york can't be supported by the same number of tiles as say, Amsterdam (both would have the 20 tiles used), so the # of tiles schould grow!
This would also eliminate the IMHO boring OCP.
 
PW for roads within city radius and the like and specialists for advanced ****. Then micromanagement of cities would have more focus in my games (it already has a lot of focus, but even more,hehe). and even sometimes, when I feel like doing something WILD, I don't have to micromanage at all
WOOT! :D
 
Originally posted by Paulo Posso
The food could be handled as a whole for the empire, some cities could be dedicated to produce food and others to industrial production.
Have you ever played Master of Orion 2? Because the system it used was great, exactly what you are talking about: surplus food production is put into a 'pool'. Cities that need food drain from that pool provided you have enough freighters available that turn (1 freighter can transport 1 food). Freighters are not millitary units, but rather once they are built they are 'stacked', waiting to be used for food or pop transport.
I really loved that since a high production colony could focus on that and receive surplus food that a very fertile colony produced.
 
Top Bottom