ocean improvements?

SniperDevil said:
i dont believe that there will be a "worker unit" for the sea.. but you can build improvements for resources such as whales and fish.

Considering that was in SMAC, I couldn't believe it wasn't in Civ III :ack:
 
SMAC = Sid Meiers Alpha Centuri

Glad resources will be more abundant, had a civIII game with no horses or iron on starting continent (and it wasn't tiny either)
 
I assume that oil is on land and in the ocean based on history.

But man, imagine if oil were only put in the ocean tiles and what affect that would have on the strategy/gameplay. I know it goes against history, but I might be for it just so that navies will be vital in civ4.

Navies were vital in civ2, but not vital in civ3 particularly on deity level where I won over and over with no navy to speak of (a few exploration ships). :mad:
 
rbis4rbb said:
Why is there oil in ancient times
Actually, the ancient civilizations of Mesopotamia were already aware of liquid petroleum and natural gas vents in their vicinity. The Greeks had a term for this (Nalptha) and recorded its flammable properties, which would later make it a primary element in the "Greek fire" used by the Byzantines going into medieval times. Although its lubricant properties were well known for centuries, oil didn't exactly become known as a fuel source until the development of the internal combustion engine late in the 19th Century AD.

If the "oil visible in ancient age" rumor is true, then it wouldn't surprise me if civs could develop Greek fire as a weapon with the advent of techs like mathematics (catapults) or mapmaking (dromons).
 
rbis4rbb said:
Why is there oil in ancient times
Game could just be in debug mode...

That being said i think that oil only being in the ocean (even if unrealistic) is a great idea as it will make the navy that much more important.
 
"as it will make the navy that much more important."


Has anyone every done a poll to see what the biggest let down of civ3 was? I think it was easily the navy. 1) Taking away caravens majorly took away the importance of navies. 2) Preventing battleships from directly being able to attack costal cities also greatly took away the importance of navies. Nothing was added to offset this.

I am hopeful that either 1) traderoutes of somekind will add their importance back or 2) this whole oil and improvements on sea tiles will add their importance back.


A while back I posted a screenshot of a civ3 game where I was able to build a huge canel (due to natural lakes) right through the middle of a continent. Everyone thought it was really cool. But then someone asked me if I was able to get a strategic advantage from it and sadly my answer was no. I was on a big continent I only needed land units.
 
I agree that resources in water is a good thing and I agree on lifting importance of Navy!! I disagree strongly on workboats! More MMing, great!!! :shakehead
 
i dont know how much micro the work boats will add..i think they've dumbed up the game enough in other areas..that theres room for so more mm in others. but oil will be on land too.the pre-release info shows coast,ocean and desert
 
Well, maybe it's just me but I don't find a lot of fun in pushing my workers around! I won't find fun in pushing my workboats around either! And automating them is not really an option because they're SOOOOO stupid! :p If automation is so greatly improved that it won't be a problem to automate them without loosing a major advantage to the AI, you could have as many workboats and workers running around as you like, AFA I'm concerned!!! :p
I would have liked a more abstract approach on worker-tasks as stated quite often in other threads... Maybe next time...
 
yeah i would also like to have alot more information on how exactly this is to work..having problems finding it though...and as far as loosing an advantage to the AI by automating.....thats all the AI is. :) no but i do agree..im not so sure i want to move around small boats..im hoping its more of an improvement style build then a unit
 
There also needs to be some sort of farming thing in the coastal squares (mussel farms here in NZ). I like the idea of having the option to add further terrain enhancements in the water, and maybe even cities.
 
yeah, the kelp farms looked really bad.. but it evened out the strategic importance of ocean tiles, and dominance of the ocean, which is something a lot of people overlook...
 
as far as we can see so far, there will be 'farming' for the ocean tiles, ie fishing net and whaling boats, that we think will be implimented by the worker boats.

in the water, and maybe even cities.

this idea is just silly - how many cities do you know of that exist solely on the ocean? maybe the equivalent to a cruise ship or aircraft carrier, but no cities as of yet. we have the underwater lab in florida, but that only supports like 6 people, so i don't think we are close to ocean cities yet, sorry...
 
Haven't the Japanese been planning an ocean city for a couple of decades now? I think they were planning to build one outside Tokyo...

Of course, plans don't always have to be realistic...
 
well they attempted and successfully built an airport where the ocean used to be, but that isn't really in the middle of the ocean, it was just an extension of the land that already existed. And i think it is sinking to some degree or another. Not sure though.
 
The Chep Lap Kok airport in Hong Kong is built on an artificial island. I believe Narita airport (Tokyo's international) is on ordinary land.
 
I can only wonder what they were thinking. When I have a huge empire to govern, I don't want to spend my time laying nets in ocean.

Drillable oil is a good idea though. Maybe they should only make the strategic and luxury resources require improved tiles.
 
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