KrikkitTwo
Immortal
- Joined
- Apr 3, 2004
- Messages
- 12,418
A number of Semi-connected ideas
Horses: as a strategic resource, once you begin exploiting them should begin randomly popping up nearby your cities...ie the Americas didn't have that 'resource' until the 1500s
Farming: the idea that Agriculture relied on a 'strategic resource' that before Irrigating a plot of land you would need to 'Agriculture' it... Agriculture could (like Irrigation) only be done in tiles adjacent to existing Agriculture (some tiles would start 'Agricultured' at the beginning of the game for the seeds, NPI)
Salination: Ancient Irrigation should only be necessary on Floodplain/desert tiles, and should run the Long term (100s of years) risk of "salination" making the square much less usable for agriculture..until more advanced agriculture allowed cleaning it up.
My basic idea is reproducable "strategic" type resources (or even bonus resources... imagine if you developed terrain by putting Cows or wheat there..but to do that you needed Cows or wheat nearby)
Also the idea that there would be other 'terrain effects' of what you do both tile wise and globally. Hopefully, pollution isn't only a 'local health concern' but has some global effects as well
Forests should expand and contract 'on their own' based on in game factors. The changes should be small but significant
Other Ideas? Withering Criticisms? Free Money?
Horses: as a strategic resource, once you begin exploiting them should begin randomly popping up nearby your cities...ie the Americas didn't have that 'resource' until the 1500s
Farming: the idea that Agriculture relied on a 'strategic resource' that before Irrigating a plot of land you would need to 'Agriculture' it... Agriculture could (like Irrigation) only be done in tiles adjacent to existing Agriculture (some tiles would start 'Agricultured' at the beginning of the game for the seeds, NPI)
Salination: Ancient Irrigation should only be necessary on Floodplain/desert tiles, and should run the Long term (100s of years) risk of "salination" making the square much less usable for agriculture..until more advanced agriculture allowed cleaning it up.
My basic idea is reproducable "strategic" type resources (or even bonus resources... imagine if you developed terrain by putting Cows or wheat there..but to do that you needed Cows or wheat nearby)
Also the idea that there would be other 'terrain effects' of what you do both tile wise and globally. Hopefully, pollution isn't only a 'local health concern' but has some global effects as well
Forests should expand and contract 'on their own' based on in game factors. The changes should be small but significant
Other Ideas? Withering Criticisms? Free Money?