Ok. I have a little rant to get off my chest. Water. What's the deal? I've learned to subdue my anger, but it's time to let go.
Rivers & Bridges - One of the pinnacles of engineering is represented by a tech advance, and not a worker function? This is not cutting it guys. Bridges aren't just everywhere on rivers and keys. They are strategic industrial wonders, specific in location. Why can we not have a worker build a special terrain improvement? EX: Worker builds special terrain improvement bridge A. Another worker builds a terrain improvement bridge B. Both bridge A&B would search for it's counter part up to one tile away, and make a bridge. You could have advanced bridges that search up to two tiles away. and specific railroad bridges that can bridge over rough terrain like hills and mountains.
Also, why aren't rivers navigable? They are aren't they? Solution = two types of river. Just like coast and ocean. Deep river, and shallow river. That simple, ones a little darker. River vessel units could me made appropriately, and some sea units could go deep river.
Could not a dam follow the same principle as above with the bridge, and create a lake? The lake could flood nearby tiles, and create more fresh water and fish.
Canals - Ok, seriously now... Why would you have a civilization not be able to terraform a canal. It should be a worker type wonder. Hundreds of turns to do one tile. These are miracles of modernity. Would you have Egypt without the Pyramids? Is the Panama Canal no less a feat?
Movement - In the ancient world a trading mission from Greece to Egypt took basically one year to accomplish. If one turn represents one generation or so....It would stand to reason that marine units should move, and move fast. 6-50 would be a decent range. They were railroads before there were railroads. Land = Slow, until railroads (but water is still faster for the most part), and superhighways/bullet trains which should be a little faster than water.
Merchant trading vessels- Much like the great people of trade....these units seek out friendly ports of call generating treasure units of varying value. Not a new concept. What is strange to me is that it's fun, it's alot of fun to move units around. Units that need guarding, which equals pirates. Who doesn't like pirates and privateers. Hell Sid made a game of just that, and it was fun.
I would've always liked to see every special resource you have generate a merchant unit that must find a place to go trade, but that's more than on the water...
Resources- Can we get some production from sea tiles....please. Most cities are on the water. A large part of them are hubs of industry. Cities on water are very productive, and they should be in Civilization as well. I would like to point out as well that land resources are in the surprising majority? Is not the aquatic world bursting in variety and diversity, many times more so than non marine environs? The water is not fun in this game, b/c it is not made so in this game, in general.
Fluctuation of water level - Rivers change course. The sea swells and recedes. If we are representing large annals of time, and it's possibilities...Can we please have some map activity that marks changing times. A good random event engine that doles out earthquakes, floods, tidal waves, changing water levels, volcanos, drought and desert formation...etc. These events formed the essence of what civilization is all about.
Cough. Man steps down from the soap box, and shuffles off.
Rivers & Bridges - One of the pinnacles of engineering is represented by a tech advance, and not a worker function? This is not cutting it guys. Bridges aren't just everywhere on rivers and keys. They are strategic industrial wonders, specific in location. Why can we not have a worker build a special terrain improvement? EX: Worker builds special terrain improvement bridge A. Another worker builds a terrain improvement bridge B. Both bridge A&B would search for it's counter part up to one tile away, and make a bridge. You could have advanced bridges that search up to two tiles away. and specific railroad bridges that can bridge over rough terrain like hills and mountains.
Also, why aren't rivers navigable? They are aren't they? Solution = two types of river. Just like coast and ocean. Deep river, and shallow river. That simple, ones a little darker. River vessel units could me made appropriately, and some sea units could go deep river.
Could not a dam follow the same principle as above with the bridge, and create a lake? The lake could flood nearby tiles, and create more fresh water and fish.
Canals - Ok, seriously now... Why would you have a civilization not be able to terraform a canal. It should be a worker type wonder. Hundreds of turns to do one tile. These are miracles of modernity. Would you have Egypt without the Pyramids? Is the Panama Canal no less a feat?
Movement - In the ancient world a trading mission from Greece to Egypt took basically one year to accomplish. If one turn represents one generation or so....It would stand to reason that marine units should move, and move fast. 6-50 would be a decent range. They were railroads before there were railroads. Land = Slow, until railroads (but water is still faster for the most part), and superhighways/bullet trains which should be a little faster than water.
Merchant trading vessels- Much like the great people of trade....these units seek out friendly ports of call generating treasure units of varying value. Not a new concept. What is strange to me is that it's fun, it's alot of fun to move units around. Units that need guarding, which equals pirates. Who doesn't like pirates and privateers. Hell Sid made a game of just that, and it was fun.
I would've always liked to see every special resource you have generate a merchant unit that must find a place to go trade, but that's more than on the water...
Resources- Can we get some production from sea tiles....please. Most cities are on the water. A large part of them are hubs of industry. Cities on water are very productive, and they should be in Civilization as well. I would like to point out as well that land resources are in the surprising majority? Is not the aquatic world bursting in variety and diversity, many times more so than non marine environs? The water is not fun in this game, b/c it is not made so in this game, in general.
Fluctuation of water level - Rivers change course. The sea swells and recedes. If we are representing large annals of time, and it's possibilities...Can we please have some map activity that marks changing times. A good random event engine that doles out earthquakes, floods, tidal waves, changing water levels, volcanos, drought and desert formation...etc. These events formed the essence of what civilization is all about.
Cough. Man steps down from the soap box, and shuffles off.