Thibaulthc
Prince
a trade bonus seems very interesting; I like the highway idea, that would double gold from traderoute in this city
* I would design it the opposite around from Reality. The coastal fortress would either create a Zone of Control of 2 tiles around the city or enhance the defense of the city based on the number of adjacent sea tiles to the city square. This would mean that a one tile island would benefit a lot from it. And those are now quite easy to take since you can bombard it from a lot of points and sneak into to capture the city even if a fleet is around you. On the other hand, cities in a bay wouldn't gain many defense points if there's only on tile from which to attack anyways... (Off topic, I would also love a late era world wonder that acts as a great wall but only for sea tiles.
I would love to see this happen. This is a great idea. I've been asking for a some kind of coastal defense for a long time. Love the way it could could increase depending on the number of coastal tiles...
Suggestion for Great Wonder... Atlantic Wall/ Fortress Europe... basically a great wall that protects you from onshore invasion. Possibly making all coastal tiles and all mainland tiles within 1 tile of the coast - 1 movement.
I would say there should be building which enhance the rest of the luxuries. Luxuries like spices & gold are enhanced by granary & mint respectively.
What if the Skyscraper gives 1per Population? That way it helps Tall Cities way more than small ones. May use up one Iron (i.e. Steel) if you feel it's too powerful.
About coupling ressources, I like the idea behind it. A real economy has always been lacking from civ, for example food distribution to make cities not too dependent on the food potential of the land around it.... If there's something done like that I would combine it with a Food distribution system, i.e: A wheat ressource has 3 wheats, each city that gets one of the ressources (trade route necessary), gets +3, additionally, granaries grant +3 food per ressource. Or something like that.
- Later era faith generator: For those that want to keep up in religion and for those that want to take this route to Great Persons, i.e. the Cemetery
- Trade Route Enhancer: This whole line can start in the medieval or renaissance era and should reward trade routes, be it naval or overland (i.e. the Warehouse, Postal Office, Trainstations)
- Coastal Defense: Depends on AI capability but it's a classic one.*
- Information Era Tier 4/5 buildings: Another tier in the commerce, culture or another line of buildings, the Skyscraper, Subway System or even a Central Park would fit in there.
- Airports and Airfield, Hangars: This is just missing from Civ V...
* I would design it the opposite around from Reality. The coastal fortress would either create a Zone of Control of 2 tiles around the city or enhance the defense of the city based on the number of adjacent sea tiles to the city square. This would mean that a one tile island would benefit a lot from it. And those are now quite easy to take since you can bombard it from a lot of points and sneak into to capture the city even if a fleet is around you. On the other hand, cities in a bay wouldn't gain many defense points if there's only on tile from which to attack anyways... (Off topic, I would also love a late era world wonder that acts as a great wall but only for sea tiles.
Since it seems that the idea of adding a later era faith building is popular,I'm going to suggest how it can be implemented:
Building:Cemetery
Cost:200
Pre-Requisite Technology: Architecture
Pre-Requisite Building: Temple
Maintance: 2/per turn
Faith: 1per 5 citizens
What do you guys think about it?
I'm not sure how well that can be implemented for trade of resources, but some way to use things like wheat or cows or fish as in civ4 as trade resources providing other benefits would be useful. Luxuries already provide a global benefit in the form of happiness. So there's a model for doing this in game. I generally agree that provisions of additional food through building some agricultural or trade building would be best here. Possibly similar structures for providing additional happiness. The trouble with this idea is that then we're talking about a whole subset of buildings rather than just adding two or three and its also a very substantial departure from vanilla GK. As a modmod it makes sense. But probably not for GEM purposes.
I'm not sure the game needs a late game faith producer per se. I'm not opposed to the concept, and can see a historical parallel in some societies (US) that retained large faith-based communities into the modern era in other cultural ways. I'm not really sure that a cemetery provides something that's lacking and is appropriately modern enough. Maybe something like televangelist types? An alternative here might be to allow civs to add modern/reformation religious benefits through social policies rather than to construct new concepts of buildings.
Cemetaries don't seem religion-specific: What about something like Sanctuary (it could even provide a modest unit healing benefit in that city (see Age of Wonders games for precedent).
Also I think 2 gold/turn is way too cheap. It would need to be more like 5 since it's more powerful than the religion-specific buildings we already have (cathedral, mosque).
Cemetaries don't seem religion-specific: What about something like Sanctuary (it could even provide a modest unit healing benefit in that city (see Age of Wonders games for precedent).
Also I think 2 gold/turn is way too cheap. It would need to be more like 5 since it's more powerful than the religion-specific buildings we already have (cathedral, mosque).
It would be cool to introduce a "highest building in the world" competition, using some simple function based on tech level and city gold output.
EDIT: Also wasn't that discussed in the new wonders thread as well, with the "Tallest Building in the world" project giving you benefits until someone else builds it (and then you can build it again with rising costs).
Oh sorry, my bad. I'm quite bad at detecting jokes in written form on these forums![]()
I guess how competitive the AI would be would depend on their personality, not? If we give those buildings high value, they should build it...
However, that would help wide empires, not? Not sure those need *Food* bonuses.
Now, if there's a possibility to give Food for Trade Connection * Population, meaning the effect scales with bigger cities, I could see that more.
The kind of cemetery I'm suggesting is the kind it has been becoming common worldwide since the 18th and 19th century,whose main characteristic is the fact that it can be completely detached to any religious organization . For more details,see this page:
http://en.wikipedia.org/wiki/Cemeteries#Graveyards_replaced_by_cemeteries
It wouldn't be more powerful than religious buildings avaliable through beliefs,because its bonus would beonly,while these buildings provide
,
,
and they don't have any maintance cost . And it'll only be avaliable at the end of Renaissance era,while these buildings can be avaliable much earlier .
I think iron is just too common in the modern era (thanks to modern mining techniques) for it to make sense as a strategic resource. I think it is appropriate that iron and horses are important strategic resources for a long time, but eventually they lose importance and are replaced by oil and aluminium. This is particularly important in a world where there is more variation in resource yields; you might have a weak early game because of a lack of resource access, but eventually your territory will turn out to be better.Thinking of a game-to-world idea, what modern infrastructure could consume iron (steel)?