Funny Screenshots

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Deanej-- Would that work? Having a resource on a coast in a city's fat cross with sailing doesn't automatically make it accessible; I'm positive I've had to build a road to corn or whatever in that situation. I should dig up the savegame and check that out.

Even if it does work, though, the problem with that is that I would have to research a way to get culture (probably mysticism), then build the culture thing (again, a monument), then wait x more turns for the pop to occur, THEN build a mine. Oh, and I'd have to find time to build a galley in between then. And THEN I can start building my first prat. By the time I built a respectable amount of them, it seems they'd be fast approaching obsoleteness.

If I can find a savegame, I might post it somewhere so people can play with it. It's an interesting challenge.
 
Doesn't sailing allow trading over coast? Also, prats are still the best city attackers even when macemen are around - useful until the enemy gets gunpowder units.
Maceman are stronger only because they have the +50% against melee units. Every other stat is the same AFAIK.
 
Spoiler :
WorkMountain.JPG

Spoiler :
WorkMountain2.JPG

I present to you---the world's only workable mountain.
 
Maybe if you don't use a specialist economy and have enough pop to bother working a 1 food 1 gold tile? Also, without the mountains Incas have very little tiles to work with.
 
Maybe if you don't use a specialist economy and have enough pop to bother working a 1 food 1 gold tile? Also, without the mountains Incas have very little tiles to work with.

yeah, i know. thats why it was done. but did you actually see what they managed to do in the mountains? insane!
 
I think there should be a tech in the modern era which allows you to work mountains for 1 P and 2 C (tourism)

I like that idea very much. That tech could also give tourism bonus for city ruins and airports (increased number of passengers). The negative effect would be, that those tiles giving 2 base commerce would make Financial trait even more powerful than it is now.
 
yea. Financial is good enough as it is, we don't want it to get even better.

But i do agree with the tech.
 
I like that idea very much. That tech could also give tourism bonus for city ruins and airports (increased number of passengers). The negative effect would be, that those tiles giving 2 base commerce would make Financial trait even more powerful than it is now.

hmm... how about it doesn't provide a bonus for airports, but instead increases the pollution generated by them, there by costing civs 1 gold... or two if their financail trait (if thats not too hard to incorporate).
 
I like that idea very much. That tech could also give tourism bonus for city ruins and airports (increased number of passengers). The negative effect would be, that those tiles giving 2 base commerce would make Financial trait even more powerful than it is now.


it could give only one :commerce:, so Financial wouldn't benefit that much...

and it could give no :hammers:, making the tile (and the tech) almost useless...

of course it stills better than a non-workable tile!
 
hmm... how about it doesn't provide a bonus for airports, but instead increases the pollution generated by them, there by costing civs 1 gold... or two if their financail trait (if thats not too hard to incorporate).

I think that Financial trait having bad financial effects wouldn't be good, even if it would balance the game.

making the tile (and the tech) almost useless...

That wouldn't be an optimal new tech ;). Maybe +1 production and +1 commerce base with extra 1 gold with Airport in city which uses it (same for both peaks and city ruins) after the tech has been researched.
 
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