MasterDinadan
Warlord
- Joined
- Mar 2, 2008
- Messages
- 235
Oh, and very obvious request:
Allow us to choose which tiles the city grabs when it expands culturally.
It shows good judgment in most cases, but sometimes is very weird.
Recently, my city culturally took a Desert tile, in spite of the fact that plenty of productive tiles were available at the same distance. I assumed that the city was probably expanding their because their was a strategic resource that the game was taking into account even though I wasn't advanced enough to see it. Sure enough, when I researched Biology thousands of years later, oil popped up in that hex.
Which brings me to my next few ideas:
Allow us to see strategic resources that we can't access yet (giving no bonus)
Allow us to build non-matching improvements on a resource, though it will take away the bonus. A tile with horses will only take a pasture, even though in a later era I might prefer a trading post when I no longer need horse units.
Allow us to choose which tiles the city grabs when it expands culturally.
It shows good judgment in most cases, but sometimes is very weird.
Recently, my city culturally took a Desert tile, in spite of the fact that plenty of productive tiles were available at the same distance. I assumed that the city was probably expanding their because their was a strategic resource that the game was taking into account even though I wasn't advanced enough to see it. Sure enough, when I researched Biology thousands of years later, oil popped up in that hex.
Which brings me to my next few ideas:
Allow us to see strategic resources that we can't access yet (giving no bonus)
Allow us to build non-matching improvements on a resource, though it will take away the bonus. A tile with horses will only take a pasture, even though in a later era I might prefer a trading post when I no longer need horse units.