Perhaps what is needed is to make buildings/improvements in your cities a "draw" for population.
Temples, Markets, Factories, etc. attract people to a city and are what drive population growth provided that you have the food to feed those people. The more developed a city is, the greater a...
Kinda, yeah. 2 squares is what is needed for them to hit an enemy unit while taking cover behind a friendly unit.
moscaverde had is absolutely right - make maps that fit the game mechanics, not mechanics to fit the map.
Frankly, at the end of the day, if Archers can fire across the English...
That's true to a point. But in III and IV, without ZOC, you literally had to make an absolutely continuous line or the enemy would slip through as if there was nothing to stop them. One point where you left a diagonal? Whoops, might as well not have bothered at all.
I think the ZOC if II was...
Perhaps better as (to use IV terms) a National Wonder. Not every city can be Orlando, you will always have your Milwaukees. But that just reminds me, IV had a park National Wonder - another example of tourism in the game.
I suppose you could also have a more "resort"-oriented National Wonder...
Tourism has already been represented well enough:
- Money earned by holy cities
- Culture (I can't remember if IV did this, but I know III increased the culture/turn as the wonder got older)
- Forest preserves in IV
Anything more explicit, as the OP is suggesting, is going overboard.
That's what I plan on doing, updating my Sengoku Jidai scenario (see signature), should be fun to try and make a new map in hexes (I was able to cheat last time, having found a map of Japan already converted into a grid).
But I'm no modding genius like Dale, so it would be pretty basic (I can...
I really missed the ZOC too, but imagine that CiV will fix your problem without actually needing it (some of these have already been mentioned):
- With hexes there are fewer movement options, making it both easier to build a wall of units, and harder for the enemy to slip by.
- With ranged...
It would be neat if they could tie UU's into what you're actually doing. Maybe the first to research a tech like "Republic" can field Legions, while the first to research "Navigation" gets the Dutch Indiaman. Though it might be best if there were some way to prevent the same Civ from taking...
The front page does have a quote from Meier basically saying he's not a fan of too much randomness in games.
I wonder if the new system of city states, which can give you missions to fulfill, may partially (or fully) replace random events? Now instead of a random pop-up telling you to build 7...
If the OP is perfectly happy playing Civ IV I can definitely respect that and more power to him or her.
That attitude is infinitely better than folks who do want Civ V . . . but don't want Firaxis to actually change anything.
Imagine you have ten units, and the enemy has ten units.
You want to advance ten hexes into enemy territory.
Your army is now down to 1 unit at the head of a long snake, while the enemy enjoys the full use of her ten units.
Obviously there is a process to the whole thing and some decisions to make (but not many): first you bombard the city to reduce its defences over a couple of turns, then you first attack with artillery to cause collateral damage and finally you throw units at the enemy depending on combat...
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