Fishing

Drewcifer

Agent of Karma
Joined
May 1, 2002
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Perhaps I am the only one who thinks that this is a good idea but I think that empty pre-modern naval transports should be able to fish on unclaimed fish and whale resources. They could stay on the resource until they were full and then return to the port of their choice and give it a boost in food (or food and shields in the case of whales). In the modern era you could build fishing trawlers. At times you may need to use your warships to defend your fishing vessels -- as in real life.
 
Just like Platforms (colonies in the sea)
Maybe you could expand this idea, lets say some luxury or strategic resources appeard on the coast, sea or ocean squares such as pearls or oil.
There is oil beneath seas, what if oil appeard on sea or ocean squares and you being able to build a platform (colony) on then to ... you get the idea
 
Originally posted by EddyG17
Just like Platforms (colonies in the sea)
Maybe you could expand this idea, lets say some luxury or strategic resources appeard on the coast, sea or ocean squares such as pearls or oil.
There is oil beneath seas, what if oil appeard on sea or ocean squares and you being able to build a platform (colony) on then to ... you get the idea

This sound like a good idea..
it'll put navies (read frigates ;)) into new light and we'll finally see England's Man-O-War's comes into use
:thumbsup:
 
a touch off-topic since im not refering to conquests, but resources-in-the-sea. :)

ive considered modding some of the resources, like oil, to be in water.. but then i thought "would it still be useable as a strategic resource?" since, AFAIK, it has to have a road built to it.

anyone have any soluition to that? :)
 
There is one solution, but the AI can't do it.

Go in the editor and allow water tiles to be roaded. Make the oil (or other resources) allow to appear on water. Put a worker in a boat (so he can get on the water). Wake worker in boat and use the 'build road' command and you'll get the roads on water to hook up the resources.

The AI, of course wouldn't be able to figure this out (putting a worker into a ship to build a road on water), so it is unbalancing in favor of the human.
 
whats wrong with it being unbalanced? (Muhahahahahaha:devil2: :mwaha:)
 
Originally posted by Jurimax
A little bit like the supply crawlers in Alpha Centauri.
Yes, this is what I would prefere too. IMHO it should not be a Sea-Colony, it should be a movalble unit with different look in different ages (small fishing boat in aincient/medivial times, trawler in modern times). I also think, it shoud be limited.

Examlple: Workers in a city with harbor (or with a new "fishing harbor" -> with fishing harbors you could also go fishing at lakes) could be turned into "fishing boats" like leaders actually could be turned into armies. The number of fishing boats depends on the number of harbors. Water works like roads and the benefits from techs like astronomy etc. are also important here. If you develop astronomy, you could use the new worker action "fishing" also on sea, not only on coast. And so on.
 
Originally posted by Bamspeedy
There is one solution, but the AI can't do it.

Go in the editor and allow water tiles to be roaded. Make the oil (or other resources) allow to appear on water. Put a worker in a boat (so he can get on the water). Wake worker in boat and use the 'build road' command and you'll get the roads on water to hook up the resources.

I have just checked the editor and there is no build road command for terrains, aparently this feature is burried in the hard code. It is too bad, it would have been a great fix.
 
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