Map Improvements

Well if you wanted to put log flumes in game I could see it having a river and forest in vicinity requirement and a bonus perhaps something like + Hammers for tiles that have river and forest.
 
Arg this is a retype, evil browser killed my first post.

I would like to see a dual improvement model, similar to alpha centuri. Example: Watermill+farm, farm+Windmill, Lumber-mill + Watermill, Mine+Lumber-mill, Workshop + Watermill, etc. We can categorize all improvements as primary (the ones that grow with time usually) and secondary (Which basically buffs the primary function or balances the resource output).

One problem I found so far is figuring out how to stick cottages into this. But I see them as starting with no viable secondary improvements, or possibly a workshop, and getting some shiny new improvements in modern era, like solar panels and wind turbines.

Also, special improvements like pastures, plantations, quarries. Some could function as primary, some simply as secondary (probably pastures and camps).

Ground water well can be a secondary improvement, allowing for pairing with farms.

Also another improvement I'd like to see would be making nature preserves spawn animals for hunting. This would allow us to get some animals late in the game, once everything has been take over by culture. The animals would be stuck in the preserve, unable to leave, and waiting to be haunted basically :) Allow for a later era haunting units that would have higher chance of subduing the animals.
 
Arg this is a retype, evil browser killed my first post.

I would like to see a dual improvement model, similar to alpha centuri. Example: Watermill+farm, farm+Windmill, Lumber-mill + Watermill, Mine+Lumber-mill, Workshop + Watermill, etc. We can categorize all improvements as primary (the ones that grow with time usually) and secondary (Which basically buffs the primary function or balances the resource output).

One problem I found so far is figuring out how to stick cottages into this. But I see them as starting with no viable secondary improvements, or possibly a workshop, and getting some shiny new improvements in modern era, like solar panels and wind turbines.

Also, special improvements like pastures, plantations, quarries. Some could function as primary, some simply as secondary (probably pastures and camps).

Ground water well can be a secondary improvement, allowing for pairing with farms.

Also another improvement I'd like to see would be making nature preserves spawn animals for hunting. This would allow us to get some animals late in the game, once everything has been take over by culture. The animals would be stuck in the preserve, unable to leave, and waiting to be haunted basically :) Allow for a later era haunting units that would have higher chance of subduing the animals.

That would require a LOT of coding, as the game generally only expects to see one improvement (non-route) per tile, so to change that all sorts of other things would need to change. I'm not saying it's not possible, just that it's unlikely to happen.
 
Damn, I was hoping it was much much easier!

So in essence we would have to create a new set of improvements that were already joined together? Like instead of farm, windmill, and waterwheel/mill, you would have "farm," "farm+windmill," and "farm+watermill?"
 
I've been thinking about that sort of thing too. No promises but I at least support it and could eventually implement it (when I say eventually I mean it very underlined...)
 
Building can already have promo so I don't see why improvements could not*

*When I say possible I don't think easy, if it was it would already be here.
 
How would that work? How would improvements get xp to purchase promotions with? How would that be different from the current Improvement upgrade system?

Wouldn't be XP-driven. Would be buildable. Maybe only by workers with XP perhaps?? (that they get from building stuff)
 
I dunno bout this XP stuff... Seems like it would be a needless complexity. I think I should see an example before I can make figure out if its a good idea :/ I mean if it was something along the lines of a way to get bonus resources, that may be cool.
 
Hey wait! Technically we can have second improvements.... what if we make them count as forests?! This would be pretty sweet as forests already serve as a natural secondary improvement in many cases to the tiles. Well technically not jsut forest, but grass etc.
 
hmm... I'm not sure but I would predict some complexity that would more readily be solved by enabling multiple improvements under certain circumstances than implementing as another feature. I mean, I can see what you mean in that we can already get workers to add/manipulate map features with terraforming missions, so it may be a valid option to go about it that way. But I can also see the potential for some unfortunate pitfalls. For one thing, off the top of my head, you can't pillage a feature.
 
That's true too. Can a feature be linked to an improvement? Like you pillage improvement, it removes the feature?
 
It would have to be programmed into the dll. Given programming would be necessary anyhow, I'd think multiple improvements or improvement promotion paths would be a superior method.
 
It would have to be programmed into the dll. Given programming would be necessary anyhow, I'd think multiple improvements or improvement promotion paths would be a superior method.

Given the choice I'd go for multiple improvements. Giving improvements promotions seems like needless complexity to me, and adds more micromanagement, which we don't need.
 
Given the choice I'd go for multiple improvements. Giving improvements promotions seems like needless complexity to me, and adds more micromanagement, which we don't need.

Actually why does this need multiple improvements. Surely it's just replacing on improvement with an upgraded version?
 
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