Whale Watching improvement for when whales go obsolete. Similar to the Safari, currently the whale does not go obsolete and the plot returns change dramatically when they used to go obsolete. They should allow a building in the nearest city if they are not in the vicinity of any city.
Whale watching Cruise: - need a graphic of a modern ship w/out the net.
We will be having a whole bunch of "Nomadic Start" improvements at some stage. We may need to convert them from improvements to features at some stage to get all the advantages we want. We can have multiple features on a plot and we can have buildings require features in the vicinity. I am not sure if city buildings can get extra "yields" from features or not yet.
Geoglphs probably fit here also.
Proposed Needed Features: (recycle the art) we can make this in advance and hook them up later. I guess they should be mentioned in the features thread also.
City Ruins
Arcology Ruins
Ancient Temple (N America Culture)
Geoglyph (S America Culture)
Stonehenge (European Culture)
Pyramids (African Culture)
Moai (Oceania Culture)
??? (Asian Culture)
??? (Middle Eastern Culture)
This improvement and the thatch cutter were put in in a hurry with out full analysis. They are improvements which should be as good or better than the equivalent cottage/workshop at particular periods in time.
Peat is a fuel and so should provide a bonus equivalent to a coal mine. This is one of those improvements that would benefit from a latitude adjustment as peat is a very fertile place for farms in warm temperate areas but still used for fuel elsewhere.
Farming should not remove peat bog but replace it with some more productive farm.
I don't know if they should be as good or better than though, but at least they will usually be low in number based on the frequency of sword grass and peat bogs.
Although you might make a farm not remove the peat bog, you have to do a feature swap to make a "farmed Peat bog" type of feature to give it more yields.
Probably a merging thing. I think Sea Mills were introduced because people forgot about Tidal Harness.
I would turn Tidal Harness off then until we have maps with accessible current data in them.
These are not the floating type but under water type. Although they could be both. I agree that they should upgrade if worked but should take a lot longer than their land based equivalent. They should be a combination of the cottage and workshop line.
I know that was the intention, but what do the look like to someone who doesn't know that name currently assigned to them? We have artificial islands now, and they will be far easier to develop tech wise and be developed sooner than and submerged cities.
I think these should be restricted to the various sea "mineral" resources and should not spawn geothermal vents. Should be equivalent to the land based mining line.
Sea Floor Vent, Methane Ice, Oil and Natural Gas are the only sea 'mineral' resources. Oil and Natural Gas are already handled by the Oil rig/Platform improvement. If this becomes a bonus only improvement, I dont see why we can't just add Methane Ice and the vents to the existing Platform improvement. They don't get reveal until later techs anyway.Alternatively make the Extraction Facility an upgrade on the Oil-Platform chain.
Transport seems a better idea to me too.
We will probably having a "Social Reform" mission for the Great Merchant and Great Statesman which will force upgrade all Cottage to Hamlet at the appropriate tech with another to force upgrade cottages and hamlets to towns latter.
The current town chain tech requirements IIRC (not looking atm) is pottery, city planning, civil service, social contract. Those are not entirely related to transport. I figured Consumerism was good because that is why the typical post WWII boom of suburbs and consumerism began. Railroads IMO would be too early, but highways could do so.
I am not sure I like the requirement for the improvement in the vicinity to have the building in the city. It badly restricts cities on one plot islands.
Again there should be a Great Person mission to force upgrade at the correct tech.
I don't want to necessarily turn stuff off in a city for lack of the improvement in the CV, but that depends onwhat building we are talking about. These at least need some better incentive to build them, or at least make you have to weight your option ratrher than dismiss it outright.
Agreed. Should there be a Great Person mission to force upgrade?
Throughout most of history, clear-cutting was the main means of harvesting timber. Sustainable approaches are a more recent method. It certainly was not being done all that much during the classical and medieval eras, when the machinery tech enabled lumbermills. Should this be modeled in some way? Should lumber mills / loggings camp give nice yields but eventually deplete the forest they are on? For that matter should regular clear-cutting give staggered gains per turn of cutting rather than all at once? for this to work right though each forest when need to track some kind of internal "timber supply" value, which decreases while being worked (down to zero), and increases when left alone. (slow regrowth)
I agree that Treefarm/Hybrid forest (if they are both kept) should be ni the logging/lumbermill chain. (though I don't think the food gain on them is appropriate)
The
Modern Mine is an open cut mine it strips everything away. It should not be in this upgrade line but should
- require a resource to be built
- provide a large boost to the and amount of ore mined when we have the quantitative system
- have a larger chance of depletion which can't be turned off
- create more pollution
- depleted modern mine should produce nothing except pollution and can be removed by a forester or the worker with some rehab work.
Actually the open cut method has been used back as far as 5000 BC so perhaps there should be a different line for this and the Modern Mine moved to it.
"depletion which can't be turned off" I don't think this is going to make people happy.
Why bother having it as an option then?
Making two different mining improvement chains seems unnecessarily complicated. We can't make everyone happy, I don't think there is anything wrong with removing forests for building the mine chain buildings. If someone doesn't want to do that then don't build them there. Mine chain builds are valid or the proper bonuses, plus, rocky terrain and hills. What if these were valid on bonuses only, or only bonuses and rocky? At some future point, if we have tile values that indicate the metal content (georealism) of a tile, the validity check will probably just be a minimum threshold value, which would arguably be high enough that you would not want to build something else there except a mine in most cases.