Save_Ferris
Admiring Myself
I would like to see a civ that has a replacement to workers, ones that can defend against barbs and others. Maybe Mayans or Ethiopia?
I would like to see a civ that has a replacement to workers, ones that can defend against barbs and others. Maybe Mayans or Ethiopia?
lol, you say "only" like that is short. And if they had needed to make it longer, they could have, but the lakes were there, so they just dumped it into the lakes where it could connect to the interior of America.
And while I see your logic in making the worker consumed, that would be very annoying game-play-wise and could be better illustrated through having it take a really long time to build.
What transport costs? Is transport costs a feature in the game? I don't recall it...
but what I would suggest is just to add +2 or +3 gold to that tile being worked. But it could be argued that it's good for productivity too, so I think the better idea would be to give a +2 or +3 productivity boost (the cities on the canal were very industrious) and then have a maintenance cost to the canal. That would prohibit someone from doing one too long (I already hate making long roads due to maintenance costs) or from covering every tile with it to get the gold benefit.
I think that it should maybe give a +2/+3 food boost too then? I think that since we'd have it take soooo long to make and cost money to keep up, that it wouldn't hurt to give it a really nice benefit.
I really like the canal idea, the scale of canals OP suggest would make it like the Suez or Panama canals.
There are also smaller canals, like The Grand Canal in China or Canal du Midi connecting the Atlantic to the Mediterranean across France.
These smaller canals had great trade benefits when created, and later they helped with industrialization.
However these smaller canals have never been able to transport warships, and I think that has to be the distinction.
The small canal could give +1 gold innitially, and later give +1 production.
The great canal could either give a larger bonus and override any other feature in the tile, or be similar to a road and cost some mentainance while allowing any other improvement.
Canals are a popular idea provide they remain limited.
How about making a canal a national or world wonder?
A national wonder for a canal wouldn't be a bad idea; limiting it to one canal per civ would seem to be better than allowing for a whole bunch of them.
I`ve made a post earlier about this and I`d like to see your outpost. It`s just like the Civ3 colony wich unfortunately was a little ahead of its time.
I think CiV would benefit from having a outpost/colony terrain improvement. In my opinion one shoud have to sacrifice a worker and a get an outpost/colony with a influence radius of one hex. Since it is a colony it should not be possible to expand this radius. It should also have a nice upkeep to prevent outpost/colony spamming.
Engineers are covered by having faster workers. That was Civ II though. They could terraform and such. It WAS awesome. Mountains into mole hills my friend.
But I meant COMBAT engineers. They can fight somewhat, not too strong, but they could put up fortifications like bunkers and trenches and such.
National wonder would be cool. I was thinking world wonder, and that would just suck.
Nah, that's not really what people are looking for. Unless you're saying the wonder unlocks canals for your Civ? But then that's kinda lame... only one person can make canals?
I think someone who knows how should make it a mod. Then if you like it, you use it. If not, not.
I was just trying to suggest a way to limit spam and make it more realistic.
A national wonder would limit spam and allow various civs to have one. If in addition there was an ocean linking world wonder such as the Panama or Suez canal, that should satisfy those who want more.
I understand, but isn't that what the maintenance fees do? I don't know about you, but I don't make any unnecessary roads now because they're too darn expensive paying 1g for each. I really hate it and have tested out a mod that makes them free. I think I'm going to see if I can't do .25g or .5g per turn though. 1g just seems like too much.
Yes, I play V much the same way. I can't say I applaud the fee approach, but perhaps it could be tweaked. I like the limit on railroads, but I preferred the old way of hooking up special resources with roads. It seemed more realistic to me in terms of a trade network, and besides, on a national level, don't roads pay for themselves?
But anyway, the wonder approach was just a simple way of preventing wholesale spamming/terraforming of what I consider to be a major project.
I understand, but isn't that what the maintenance fees do? I don't know about you, but I don't make any unnecessary roads now because they're too darn expensive paying 1g for each. I really hate it and have tested out a mod that makes them free. I think I'm going to see if I can't do .25g or .5g per turn though. 1g just seems like too much.
Agreed on roads. They shouldn't cost more per tile than a working mine, which costs nothing!
This is slightly off-topic, but I find the fee approach to roads quite interesting. The reason for creating road maintenance was ridiculous; to make the map look prettier. They could've easily gone with a realism argument instead. Roads in themselves do cost money. The point is that the benefit you get out of them outweighs that cost, so long as you're not building useless roads.