Cacaso
Warlord
- Joined
- Apr 9, 2020
- Messages
- 254
Significant Coasts and Oceans
Motivation
Currently, coast and ocean tiles, if within the working range of a city, are weak in all yields. There are also few luxury resources for coastal cities (only 4 in total: crab, pearls, coral, and whales), and many cities in the game end up being coastal. There are also very few features (only the atoll), and improvements on tiles only occur on tiles with resources, which marks a very pronounced weakness when compared to land tiles.
Proposal
- Add an improvement called Ocean Fishery. It is built on ocean tiles (all of which are without features/resources) by a work boat consuming the unit and cannot be built adjacent to another Ocean Fishery improvement. It gives +2
and +1
to the ocean tile. The goal of this improvement is to turn an almost useless tile like the ocean tile within a city's working range into a minimally usable tile. This serves as a power-up for those cities on small islands/coastal cities in general.
EDIT
1# AMEND
Due to the greater difficulties/work required to add the luxury resource variants to coastal tiles, this part of the proposal will be cut to keep only the "ocean fishery" improvement section.
Thus, even the proposal's name will change from "Significant Coasts and Oceans" to "Ocean fishery improvement (a fishing boat on ocean tiles)".
The improvement proposal has been supplemented with tech unlock information, pillage details, and tech boosts.
- Add some coastal luxury resources that would be "variants" of their respective land resources, so you would only need to get the images for the icons of these resources.
The idea here would be to simply take resources that already exist in the game and then create variant resources that would produce the same luxury resource but from coastal sources because I find this part of the map very empty (since all the coastal areas of the map only have 4 luxury resources and the bonus resources fish and atoll feature)..
Since the Ambar and Murex resources are static, it would be simpler to represent them on the map. The seal resource, being an animal, could be more complicated, because if it remained completely still, it might look bad.
Motivation
Currently, coast and ocean tiles, if within the working range of a city, are weak in all yields. There are also few luxury resources for coastal cities (only 4 in total: crab, pearls, coral, and whales), and many cities in the game end up being coastal. There are also very few features (only the atoll), and improvements on tiles only occur on tiles with resources, which marks a very pronounced weakness when compared to land tiles.
Proposal
- Add an improvement called Ocean Fishery. It is built on ocean tiles (all of which are without features/resources) by a work boat consuming the unit and cannot be built adjacent to another Ocean Fishery improvement. It gives +2
and +1
to the ocean tile. The goal of this improvement is to turn an almost useless tile like the ocean tile within a city's working range into a minimally usable tile. This serves as a power-up for those cities on small islands/coastal cities in general.- Pillage grants half the gold/heal plunder reward of a normal fishing boat.
- Unlocked by tech Compass, the workboats could already be sailing on ocean tiles within the cultural domain of cities to build ocean fishery improvements by the time caravels and explorers emerged. (IRL: the development of star-based navigation practices for fishing increasingly far from the coast was an important driver in the development of techniques/technologies that enabled the great European voyages of discovery)
- The Tech boosts:
Navigation - +1
and +1
Refrigeration - +2
- NO bonuses given by the seaport and harbor buildings (so that the tile doesn't become as strong as a coast tile with resources)
EDIT
1# AMEND
Due to the greater difficulties/work required to add the luxury resource variants to coastal tiles, this part of the proposal will be cut to keep only the "ocean fishery" improvement section.
Thus, even the proposal's name will change from "Significant Coasts and Oceans" to "Ocean fishery improvement (a fishing boat on ocean tiles)".
The improvement proposal has been supplemented with tech unlock information, pillage details, and tech boosts.
Seal luxury resource - spawns on coast tiles adjacent to ice/tundra tiles (in the colder/polar parts of the map), is activated by the improvised fishing boats. It would be the "furs" resource but spawning on a coast tile, representing the 19th-century hunt for seals to extract their valuable fur.Amber luxury resource - spawns on coast tiles, is activated by the improvised fishing boats. It would be the "Amber" resource but spawning on a coast tile. It would represent the amber fishing that takes place in Baltic Sea countries.Murex luxury resource - spawns on coast tiles, is activated by the improvised fishing boats. It would be the "Dyes" resource but spawning on a coast tile. This would represent the purple dye that was worth fortunes in ancient times. https://en.wikipedia.org/wiki/Tyrian_purple
Since the Ambar and Murex resources are static, it would be simpler to represent them on the map. The seal resource, being an animal, could be more complicated, because if it remained completely still, it might look bad.
Last edited:
Culture
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