planetfall
Emperor
Originally posted by Bamspeedy
Is this Civ, or is this Lumberjacking 101?![]()
Corn Farming with trees, of course.

And before you ask, no we don't want SimCity4.
Originally posted by Bamspeedy
Is this Civ, or is this Lumberjacking 101?![]()
Originally posted by nihil8r
i also have wanted the ability to make navies but i don't see that happening with civ 3 ... just like an army except it uses ships. that would be totally cool. i always wondered why boats couldn't create great leaders and why you couldn't make navies in vanilla civ 3.
Where "harvested" means just "used", and "chopped" means "chopped".So, a forest would give 2 shields initially, if "harvested" and 10 shields, when "chopped". After a road exists, the harvest goes up to 5 shields, but no commerce will be gained from the forest tile. That way, you really have to think, if and for what reasons you will make use of that given tile
Originally posted by Dr Elmer Jiggle
IMHO the single biggest improvement that could be made to forestry
Originally posted by Charis
Again, great job Tavis, and good luck on the changes.
-- On forest chopping, it's a nice feature that can get a temple in a far flung land is less than a gazillion years, and it does so by ravaging the local land. Long term lumberjacking is a *major* pain, and I've only tried it for one game. The biggest downside BY FAR is not knowing what is 'original' and what is a replant.
Solution: Split 'Forest' into 'Forest' and 'Renewed Forest'. These have identical charateristics, F/S/C, bonuses, movement, etc. The game map is generated with only the original kind, and plant forest only produces the latter. For graphics give one a reddish tinge or some other subtle change to see at a glance. This would be a HUGE help and would not change the existing rule of one-good-chop AT ALL.
Solution1: to avoid lumberjacking: Take planting forests out of the game, would it really be that much of a loss?
Solution2: Take chopping out of the game, and add allow them to be 'mined' for +1 shield. Call it 'tree farm' instead of mine, but same idea. You set it up once and forget it. So a forest would be +1/+3 with the farm in place. That's identical to the +1/+3 of a railroaded mined plains, which is what forests end up becoming anyway. (Actually, the RR-plains still wins by one commerce point, so most forests will still disappear by game end) The downside is that pre-RR that's really kinda powerful. It could be setup to take a huge number of worker turns though, e.g. 24 or 32, or like clearing a jungle.
So that's my two cents plus support of some ideas raised by others,
Charis
Originally posted by Mallek
: I may even include the planes indians of north america but I might run out of room as i want to do quite a detailed map, and you cant turn the map on it's end so it's taller rather than wider ,,, or can you?![]()
Originally posted by Ekmek
1) Is this true too? I was happy to see govt units, but building-specific units is much needed.
2) Does the stealth attack fix mean that it will work for aircraft and other bombard units now?
3) "missing assets allowing continue into game" does this mean the game wont crash after you are missing a pedia text etc or is this something else?