brianshapiro
King
- Joined
- Mar 6, 2003
- Messages
- 775
a. Have within any the city radius residences, industries, and commerce appear on the map like they do in Railroad Tycoon, so that factories, farms, housing, and city improvements are shown directly on the world map.
b. Have industries form on their own related to the geography, so that in grasslands farms form, in wooden areas, lumbering industries form over time. What industries grow not only depends on the geography but on the number of trade units per that city, so trade units work like the commercial alternative to shields. ie, light industry requires 10 commerce, heavy industry 20, etc.
c. The development of certain commodities require other commodities, like in Colonization. But to make this simple, the amount of a certain commodity produced is shown on the map next to the building, so say a silk factory has three silks shown next to it. When roads between cities are connected so that all the required resources are gained for the production of another commodity, then that industry starts cropping up. This all happens by itself, without input from the player.
d. What the player can do is build the infrastructure of roads, and also build city improvements that increase the amount of commerce generated, like marketplaces and banks.
e. Have the ability for enemy units to fortify on roads and block the flow of commerce and commodities (much like a naval blockade), have the ability to fortify on industries to shut them down entirely (or pillage them depending on the players wishes). Fortifying on roads should allow a chance of piracy per turn where the resources and commerce are deverted to the enemy civilization.
b. Have industries form on their own related to the geography, so that in grasslands farms form, in wooden areas, lumbering industries form over time. What industries grow not only depends on the geography but on the number of trade units per that city, so trade units work like the commercial alternative to shields. ie, light industry requires 10 commerce, heavy industry 20, etc.
c. The development of certain commodities require other commodities, like in Colonization. But to make this simple, the amount of a certain commodity produced is shown on the map next to the building, so say a silk factory has three silks shown next to it. When roads between cities are connected so that all the required resources are gained for the production of another commodity, then that industry starts cropping up. This all happens by itself, without input from the player.
d. What the player can do is build the infrastructure of roads, and also build city improvements that increase the amount of commerce generated, like marketplaces and banks.
e. Have the ability for enemy units to fortify on roads and block the flow of commerce and commodities (much like a naval blockade), have the ability to fortify on industries to shut them down entirely (or pillage them depending on the players wishes). Fortifying on roads should allow a chance of piracy per turn where the resources and commerce are deverted to the enemy civilization.