new types of colonies

timberwolf4545

Chieftain
Joined
Apr 16, 2003
Messages
81
What about resoruces way out in the ocean outside of your area? I also think valuable stuff should be available out in the ocean and a civ should be able to claim fishing resources/oil resources by putting a new derek unit or some kind of a fishing colony type unit out there. One mor ething about "colony" type ideas. What about putting tiny little islands out in the middle of the ocean that are of very high scientific value? You could build a science colonist type unit that woudl go out there and do Darwin type research and up your science output? I think all of these concepts up the interest level of the Ocean Squares.

Science colonists would also be able to set up shop on volcanoes and other designiated scientific areas of interest (swamps, ruins, some caves, mountains for astronomy, etc.) it might be interesting that there would be a slight chance that each turn a science colony may randomly discover some new tech. Science colonies might also mitigate unchecked expansion. Like if you build a city too close to a science colony that becomes an observatory, you loose that colony to light polution. If you build or improve on ruins/swamplands, you loose that science bonus.

Pearls would also be a great resource. I think that's enough to say about that.
 
I agree. I also think that you should be able to build a colony on any square, not just a tradeable resource, and it should give the food, shields and commerce from that square to one of your cities.
 
Oh - and a science colony on a far flung island could also be pre-requistite to something really important - like theory of evolution.
 
The idea is extremely interesting.

What it think about goes more like using workers to do it. See what we have right now. Cities have 9 to 21 tales to work on. Those tales can be used in building irrigations, mines, roads and railroads, each having it own effect. But out those tales, you can't do anything. So, sometimes there are interesting but unusable tales. Civ III has introduced something that should have resolved this lack : border. Because I'm not so sure anybody will not use a fertile terrain just because it is a little too far from a city.

My idea is to build a worker. You put that worker on the tile you want to exploit. On a flat one you can build a farm or a factory, an observatory on mountains, based on the fact that there also are some small villages in every country.With use of a boat, fishing zones on sea or ocean tales, based on the fact that some fishes can only be found in deap sea.

However, I don't see what we can do with the swamp tales.
 
so this allow me to create my very own sealab?
 
You could also use the islands as a prison for all ur unhappy citizens. Like austrailia in the 18 th century
 
yes oil should be an offshore resource.But instead of having to go out there and build a colony,you should just get the offshore oil if you build an offshore platform and the square is being worked.
 
a couple comments about those colonies away from cities,
1 maybe make them mobile units, then can deploy into a colony and with another techcan be undeployed and moved
2 once the world was populated they would hold little use unless they could somehow be converted to aquatic at a city with a harbor, but would nee
3 they sound like those units in alpha centauri that collect resources for the base that made them, also being able to convert them to water useage reminds me of the alpha centauri game
 
Back
Top Bottom