davidtylr
Chieftain
What if you need rubber to build a highway.
Yes, it's obvious that this is what you intended.What i am seeing with this is just like real life have movement between citys faster as the civilization advances.
I think it would be good with the more advance road to have some sort of ongoing price so civilasation is a bit ore reluctent in putting the more advance roads everywhere and more into creating a route.
I don't know, what if you do?What if you need rubber to build a highway.
I don't know, what if you do?
What if you need rubber to build a highway.
[Question: why have you got pollution giving +1 gold when adjacent to a river? If anything, I would make pollution worse when it's adjacent to a river, perhaps doubling the sickness penalty, because then it's getting in the water supply. I would also give pollution an associated food penalty, a significant one, because it ain't too bright to eat crops grown on dioxin-tainted soil]
Hmm. How about-Yep, I'll make the Highway require rubber and oil. I'm thinking I'll keep it relatively straightforward: Roads --> Paved Roads --> Railroads ---> Highways. I'm still working out the details but how does that sound?
I was kinda hoping of giving Railroads and Highways somewhat different functions so that you'd build networks of each but Civ4's route system just isn't flexible enough unfortunately. Railroads ---> Highways makes a certain amount of sense historically, and Railroads ---> Electric Railroads feels a bit naff.
Fine by me. There should be SOME serious penalty, though- if the AI is too dumb to handle it, we could always go the Civ II route and turn nuclear fallout into 'just another' form of pollution. The AI knows what to do about fallout, right? If fallout tiles suddenly appear on its land, it'll be smart enough to clean them up, I'd think.A side effect of the way I implemented pollution is that it blocks the +1 wealth that most cleared riverside tiles normally get. That was the only way to restore it. I'm fine with removing it, pollution should be economically harmful as well as unhealthy.
I propose that the early, slow-movement "road" be renamed "path" or "trail." I think that more accurately conveys the idea that this represents a caravan route through howling wildnerness, or some other largely unimproved route unfit for moving large armies at speed the way Roman roads were.
Also, if "paved roads" require stone, railroads require coal, and highways require rubber AND oil, it's going to be damned hard for a civilization to build any kind of transportation network if it gets unlucky with resource allocation. Stone, especially, isn't really all that common on most maps- it's almost as rare as marble quarries.
Fine by me. There should be SOME serious penalty, though- if the AI is too dumb to handle it, we could always go the Civ II route and turn nuclear fallout into 'just another' form of pollution. The AI knows what to do about fallout, right? If fallout tiles suddenly appear on its land, it'll be smart enough to clean them up, I'd think.
Then we just rename "fallout" something like "contamination," being ambiguous about whether the contaminant is arsenic from mine tailings or cobalt 60 from the nuclear groundburst that just went off next door.
Railroads
Requires Railroad
Requires Iron, Coal or Oil
Built by Labourers (4 turns)
Units can move 8 Tiles per turn *
Connects Improved Resources and Cities
+1 production with Mine, Quarry, Lumbermill
Highway
Requires Automobile
Requires Rubber and Oil
Built by Labourers (4 turns)
1/5 movement cost *
Connects Improved Resources and Cities
+1 commerce with Village, Town, Workshop
* Railroads would be faster for foot units but highways would be faster for vehicles and mounted units.
Okay, let me know what you think of this:
Road
Requires The Wheel
• Built by Workers or Labourers (2 turns)
• Connects Improved Resources and Cities
Paved Road
Requires Engineering
Requires Stone
• Built by Workers (4 turns) or Labourers (3 turns)
• 1/2 movement cost
• 1/3 movement cost with Civil Service
• Connects Improved Resources and Cities
Railroads
Requires Railroad
Requires Iron, Coal or Oil
• Built by Labourers (4 turns)
• Units can move 8 Tiles per turn *
• Connects Improved Resources and Cities
• +1 production with Mine, Quarry, Lumbermill
Highway
Requires Automobile
Requires Rubber and Oil
• Built by Labourers (4 turns)
• 1/5 movement cost *
• Connects Improved Resources and Cities
• +1 commerce with Village, Town, Workshop
* Railroads would be faster for foot units but highways would be faster for vehicles and mounted units.
Since I'm fixing up an Earth Map how shall I deal with the resources that spread like cows and horses in North America?
I disagree about revealing Stone and Marble at Masonry, if only because Masonry unlocks the Pyramids which are easier to build with Stone. As it currently stands, if I see stone within my borders or close by I can make the decision to head for Masonry and build the Pyramids. If you make Stone appear with Masonry, I'd be researching Masonry without knowing if I was going to get much use out of it. It's no big deal at the moment because you're gonna research Masonry ASAP to get to Monarchy, but you've indicated that you intend to tease those two apart at some point; once you do Masonry becomes a somewhat more optional tech. Without knowing ahead of time whether or not you've got Stone and Marble you have no way of knowing whether or not spending the resources to research Masonry is a good idea.
You could definitely make Rubber and/or Incense appear later. Gas and Oil seem to appear quite a bit before they really need to, as well. You could easily hold off on them until somewhere in the mid-Industrial Era. The only one of the 4 I've mentioned that I would consider an absolute need is Rubber.
Playing the Polynesians I discovered at least on the one Earth map that New Zealand has no real resources other than a crab. I'm not an expert, but I would think New Zealand and Parts of Australia could have some additional resources -- sheep?
As for techs revealing resources, I favor all resources being tied to technological achievements. I argue that exploration and exploitation of resources is part of the game, just as much as the Fog of War. It is not that one cannot guess where resources are from the circles the game creates as one moves a settler around the landscape, but it does offer enough "guess work" where you simply are "not" given the keys to the resources from turn 1 of the game.
This is a good point. Deciding which techs to research in the early game, and in which order, is critical to getting your civilization off to a strong start. Civilizations that don't start near a coastline would be foolish to emphasize fishing; civilizations that start near lots of cattle and sheep need to get Animal Husbandry (or whatever we're calling it now) early on, and so on.I disagree about revealing Stone and Marble at Masonry, if only because Masonry unlocks the Pyramids which are easier to build with Stone. As it currently stands, if I see stone within my borders or close by I can make the decision to head for Masonry and build the Pyramids. If you make Stone appear with Masonry, I'd be researching Masonry without knowing if I was going to get much use out of it. It's no big deal at the moment because you're gonna research Masonry ASAP to get to Monarchy, but you've indicated that you intend to tease those two apart at some point; once you do Masonry becomes a somewhat more optional tech. Without knowing ahead of time whether or not you've got Stone and Marble you have no way of knowing whether or not spending the resources to research Masonry is a good idea.
Why is it important that these resources become invisible until shortly before they become necessary?You could definitely make Rubber and/or Incense appear later. Gas and Oil seem to appear quite a bit before they really need to, as well. You could easily hold off on them until somewhere in the mid-Industrial Era. The only one of the 4 I've mentioned that I would consider an absolute need is Rubber.
Especially since, for now, Rubber is a low-priority resource. It provides a minor productivity boost and that's it, so you don't frantically build cities to tap rubber resources any more than you would to tap, say, fish. There's no harm done by revealing it early.Rubber is currently revealed at Calendar because it's used by the Ballcourt (Mayan UB) and history was used by Mesoamerican cultures since ancient times. I agree that for the rest of the world this is pretty early but i don't think it's detrimental to gameplay to have it this way.
Since potatoes were introduced to New Zealand circa 1800 (kicking off the oddly named Potato Wars among the locals), I'm not entirely sure they should be available on the island from 4000 BC.I forget how big New Zealand is on those maps but I would add Potatoes (kumara) in the North Island, Jade (pounamu/greenstone) in the South Island, flax (harakeke) in both, and fish, shellfish, whales and seals in the surrounding water. Gas in the waters off Taranaki (the promontory on the west coast of the North Island).
Incense has been used in Indian since before the game even starts, likewise for Egypt.This is a good point. Deciding which techs to research in the early game, and in which order, is critical to getting your civilization off to a strong start. Civilizations that don't start near a coastline would be foolish to emphasize fishing; civilizations that start near lots of cattle and sheep need to get Animal Husbandry (or whatever we're calling it now) early on, and so on.
So I think that there's no point, and some harm done, by making any resource that can be tapped in the early game invisible at game start, with the possible exception of copper, horses, and iron.
Why is it important that these resources become invisible until shortly before they become necessary?
Incense was, historically, used from very early in ancient times- there was a lot of trade in it during the classical era. And it provides a happiness bonus even without cathedrals in your cities in the current edition, doesn't it?
If so, I'd say incense should be visible early on so that you know it's worth building cities somewhere in the vicinity of the incense tiles in the desert- same argument as with stone and marble.
Especially since, for now, Rubber is a low-priority resource. It provides a minor productivity boost and that's it, so you don't frantically build cities to tap rubber resources any more than you would to tap, say, fish. There's no harm done by revealing it early.
Since potatoes were introduced to New Zealand circa 1800 (kicking off the oddly named Potato Wars among the locals), I'm not entirely sure they should be available on the island from 4000 BC.
If we're going to put potatoes in New Zealand, we should also put them in Ireland (where their availability in the 1700s had just as big an effect as it did in New Zealand, greatly changing the way the poor tenant farmers of Ireland lived on their small plots). And in other parts of the world where they are now cultivated heavily, but where they weren't available until the Columbian exchange.
The same arguments apply to horses in the New World (since there weren't any historically- actually, for game balance we'd probably want some horses in the New World on our Earth map even if it means breaking history). And to cotton, which was a New World crop in real life but which spread quickly to Egypt, India, and other places post-Columbus. And to sugar... and, well, you get the idea.
So which way are we doing it? Are natural resources to be placed wherever they played a major historical role, or only in places where they were available in nature to the natives circa 4000 BC? Because of the Columbian Exchange this is a big deal.