Both my wife and I have been playing CIV since its creation and have enjoyed it immensely. With the advent of the internet ad the ability to play others online, it has become even more challenging...and time consuming. Be that as it may, I do have a few questions/suggestions that I would like to add and have wondered if any one had thought of these ideas also.
I have always wondered why it doesn't cost any money to perform the functions of the worker. In other words, why doesn't the respective civ pay 1 gold per road, 2 gold per irrigation, and perhaps 3 gold for mines/bridges and 5 gold for fortifications/airfields? I think it would be more "interesting" to see civs pay for these "improvements", as that it really might reflect the true nature of tax payer dollars going to "projects".
Speaking of those fortifications, I personally would like to see a more robust function to those fortifications: The ability to build artillery and place them within the fortifications, having them function as fortifications during other player turns. To further explain, let us say that with the creation of the "fort" or fortress during someone elses turn, provided that I am at war with them, that the cannons would fire at any unit within the range of the guns, (perhaps even at the outer range?). And what about locations that I deem strategic in nature, an isthmus or valued piece of costal land that is positioned within relative proximity to a city. Why couldn't those gun fire on ships on another players turn?
Another "frustrating" point that I would like to present to the audience is: why can't workers build a "minor" wonder, like a navigable canal? everyone who has played this game, I think, knows the frustration of taking a ship and having to go all the way 'round the point' when, if you could build a canal, it would reduce the amount of turns that it take a ship to its final destination. It would be rather nice to have something of the equivalent of the Panama Canal or Suez Canal that would encourage shipping (more "trade" produced).
Other unit questions: 1. Why can't cruise missiles be "loaded" or "equipped" (like an aircraft carrier) onto destroyers or cruisers? 2. Why do explorers show up so late in the game? 3. What happened to those partisans that up rose when your city was captured?
Game functions: 1. why can't I establish internal supply routes (at some nominal fee) to prevent my cities from starving? 2. How do you become "expert" in espionage?
These are just a few suggestions and questions that I have had for many years. I would have contacted the "design team" way back when, but could never figure out how. I still would bring these ideas up to them, but I really havent a clue about how to contact these guys.
Thank you for your time and consideration.
Ross.
(If the moderator needs to move this article, please do so, I JUST signed into the forum late last night).
I have always wondered why it doesn't cost any money to perform the functions of the worker. In other words, why doesn't the respective civ pay 1 gold per road, 2 gold per irrigation, and perhaps 3 gold for mines/bridges and 5 gold for fortifications/airfields? I think it would be more "interesting" to see civs pay for these "improvements", as that it really might reflect the true nature of tax payer dollars going to "projects".
Speaking of those fortifications, I personally would like to see a more robust function to those fortifications: The ability to build artillery and place them within the fortifications, having them function as fortifications during other player turns. To further explain, let us say that with the creation of the "fort" or fortress during someone elses turn, provided that I am at war with them, that the cannons would fire at any unit within the range of the guns, (perhaps even at the outer range?). And what about locations that I deem strategic in nature, an isthmus or valued piece of costal land that is positioned within relative proximity to a city. Why couldn't those gun fire on ships on another players turn?
Another "frustrating" point that I would like to present to the audience is: why can't workers build a "minor" wonder, like a navigable canal? everyone who has played this game, I think, knows the frustration of taking a ship and having to go all the way 'round the point' when, if you could build a canal, it would reduce the amount of turns that it take a ship to its final destination. It would be rather nice to have something of the equivalent of the Panama Canal or Suez Canal that would encourage shipping (more "trade" produced).
Other unit questions: 1. Why can't cruise missiles be "loaded" or "equipped" (like an aircraft carrier) onto destroyers or cruisers? 2. Why do explorers show up so late in the game? 3. What happened to those partisans that up rose when your city was captured?
Game functions: 1. why can't I establish internal supply routes (at some nominal fee) to prevent my cities from starving? 2. How do you become "expert" in espionage?
These are just a few suggestions and questions that I have had for many years. I would have contacted the "design team" way back when, but could never figure out how. I still would bring these ideas up to them, but I really havent a clue about how to contact these guys.
Thank you for your time and consideration.
Ross.
(If the moderator needs to move this article, please do so, I JUST signed into the forum late last night).