FoxURA
Warlord
- Joined
- Jan 20, 2006
- Messages
- 261
Note: This topic is out of date and will not be revised. Because of the wide range of suggestions in this thread I decided that this topic was improperly named. For this reason I have placed all of the suggestions from this thread and placed them in a new thread called Suggestion Collection. In addition to moving them I have revised many of them and added several new ones.
A lot of people are annoyed because the random map generator often places large deserts in the middle of continents all the time. Here are some solutions to that problem. Give workers three additional improvement options.
The first one is a canal improvement that could allow fresh water and ships to be moved through any flat tile that will function as an artificial river, bonuses and all. Also, the canal would not take up the entire tile meaining that the canal tiles can still be improved like regular river tiles. This is done in real life, why not in Civ?
Canal Prerequisites: Engineering
Build speed bonuses (all bonuses are cumulative):
+10% build speed with steam power
+10% build speed with combustion
+10% build speed next to road or +15% next to railroad
notes:
* can be pillaged by land units and naval units in the canal
*canal tile containing a naval unit cannot be pillaged unless there is an open canal or water tile for it to be moved into
The second other improvement would be Desert Reclamation that would allow for desert tiles to be transformed into plains or grassland tiles depending on what the surrounding tiles are like. Again, this is being done in real life so why not in Civ?
Desert Reclamation Prerequisites: Civil Service, Biology
notes:
*The resulting terrain will be determined based on the surrounding terrain. If there is only fresh water brought in by canals than plains are more likely to be formed. If there a natural sources of fresh water than grasslands are more likely to be formed due to the higher nutrient content deposited in the surrounding soil.
* Reclaimed terrain is not subject to razing or reverting to desert due to the canal bringing fresh water to the tile being destroyed.
* The reclaimed terrain is subject to the effects of Global Warming but can be reclaimed again.
* If a reclaimed terrain is effected by Global Warming and is reclaimed, it will be restored to its previous state if reclamation begins within 10 turns of the terrain becomming desert.
The third improvement option would be a late game improvement for desert tiles boardering large bodies of water and ones holding an oaisis, a beach resort improvment. Beach resort improvements would offer a commerce increase to the improved tile and if enough are being worked an additional happines could be gained in the home city as well. For example, for every oasis resort one happiness would be gained in the home city, for every 2 lakefront or oceanfront resorts 1 happiness would be gained in the home city regardless if the resorts are being worked. The commerce would work something like this if the resorts are being worked:
Resort Prerequisites: Currency, Civil Service
Resort Base Income: 2
Possible Income Bonuses:
+1 with oaisis (builds on +2 gold base for unimproved oasis for a total of 3 gold)
+.5 with Free Market civic
+1 with radio
+1 with Mass Media
notes:
*random event should be created such as:
*An attraction at this resort has become famous. +1 gold
*Tourism has decreased at this resort due to a tragic accident during the main performance. -1 gold for (insert random number of turns ranging from 1-10) turns.
* People have started traveling great distances for a spa treatment at this resort that is rumored to heal minor skin ailments. +1 gold
*Due to a viral outbreak this resort has temporarily closed as a result no income will be generated for (insert random number ranging from 1-10) turns.
*Due to an influx of wealth in the surrounding area this resort has had record profits this year. (recieve between 10-30 gold)
*A terrorist attack on this resort has resulted in a temporary closure until repairs are completed and secutity increased. (no income from resort for 5-15 turns)
Notes:
*Any oasis wealth bonuses still have a chance to happen even with the resort.
* Any wealth bonuses that happened before the building of a resort will still be added to the income of the tile.
Another improvement that could be created is a fish farm improvment that worker would be able to construct in fresh water lakes right on the coast. Essentially, they would be ordered to make the improvement while on the shore adjacent to the desired location and then move into the water to build the improvment there and reapear on land upon completion or if the build order is inturupted. Likewise, if an enemy wants to pillage they can move onto the completed improvment, pillage, and then reapear on land once the improvement has been destroyed. Also, if an enemy moves onto the land tile that the worker moved from to begin consruction of the improvement while the worker is still building it, the worker will be captured.
Fish Farm: +2 food, +1 gold
Prequisites: Biology, Plastics
Bonuses: +1 food with Refrigeration
chance of discovering fish, clam, or crab
notes: *Infantry can enter the tile but sea vessles cannot.
*Can be pillaged both by land and sea units.
*If resource was found, ie. fish, clam, or crab, the resource will remain after the destruction of the Fish Farm.
*Bonus food production granted by light house does not apply to the tile holding a Fish Farm.
*Can only be built on fresh water tiles.
* If fish, clam, or crab are discovered than the same food bonus wil be added to the production of the tile that would be given if workboats were working the tile.
Possible Random Events:
* (if clams available) This Fish Farm has discovered a way to increase the production of pearls.
Options: Let them keep their secrete. +3 gold in Fish Farm
Spread the word! -500 gold and +1 Gold in all Fish Farms with oysters.
I will expand on these improvments later by editing this post.
A lot of people are annoyed because the random map generator often places large deserts in the middle of continents all the time. Here are some solutions to that problem. Give workers three additional improvement options.
The first one is a canal improvement that could allow fresh water and ships to be moved through any flat tile that will function as an artificial river, bonuses and all. Also, the canal would not take up the entire tile meaining that the canal tiles can still be improved like regular river tiles. This is done in real life, why not in Civ?
Canal Prerequisites: Engineering
Build speed bonuses (all bonuses are cumulative):
+10% build speed with steam power
+10% build speed with combustion
+10% build speed next to road or +15% next to railroad
notes:
* can be pillaged by land units and naval units in the canal
*canal tile containing a naval unit cannot be pillaged unless there is an open canal or water tile for it to be moved into
The second other improvement would be Desert Reclamation that would allow for desert tiles to be transformed into plains or grassland tiles depending on what the surrounding tiles are like. Again, this is being done in real life so why not in Civ?
Desert Reclamation Prerequisites: Civil Service, Biology
notes:
*The resulting terrain will be determined based on the surrounding terrain. If there is only fresh water brought in by canals than plains are more likely to be formed. If there a natural sources of fresh water than grasslands are more likely to be formed due to the higher nutrient content deposited in the surrounding soil.
* Reclaimed terrain is not subject to razing or reverting to desert due to the canal bringing fresh water to the tile being destroyed.
* The reclaimed terrain is subject to the effects of Global Warming but can be reclaimed again.
* If a reclaimed terrain is effected by Global Warming and is reclaimed, it will be restored to its previous state if reclamation begins within 10 turns of the terrain becomming desert.
The third improvement option would be a late game improvement for desert tiles boardering large bodies of water and ones holding an oaisis, a beach resort improvment. Beach resort improvements would offer a commerce increase to the improved tile and if enough are being worked an additional happines could be gained in the home city as well. For example, for every oasis resort one happiness would be gained in the home city, for every 2 lakefront or oceanfront resorts 1 happiness would be gained in the home city regardless if the resorts are being worked. The commerce would work something like this if the resorts are being worked:
Resort Prerequisites: Currency, Civil Service
Resort Base Income: 2
Possible Income Bonuses:
+1 with oaisis (builds on +2 gold base for unimproved oasis for a total of 3 gold)
+.5 with Free Market civic
+1 with radio
+1 with Mass Media
notes:
*random event should be created such as:
*An attraction at this resort has become famous. +1 gold
*Tourism has decreased at this resort due to a tragic accident during the main performance. -1 gold for (insert random number of turns ranging from 1-10) turns.
* People have started traveling great distances for a spa treatment at this resort that is rumored to heal minor skin ailments. +1 gold
*Due to a viral outbreak this resort has temporarily closed as a result no income will be generated for (insert random number ranging from 1-10) turns.
*Due to an influx of wealth in the surrounding area this resort has had record profits this year. (recieve between 10-30 gold)
*A terrorist attack on this resort has resulted in a temporary closure until repairs are completed and secutity increased. (no income from resort for 5-15 turns)
Notes:
*Any oasis wealth bonuses still have a chance to happen even with the resort.
* Any wealth bonuses that happened before the building of a resort will still be added to the income of the tile.
Another improvement that could be created is a fish farm improvment that worker would be able to construct in fresh water lakes right on the coast. Essentially, they would be ordered to make the improvement while on the shore adjacent to the desired location and then move into the water to build the improvment there and reapear on land upon completion or if the build order is inturupted. Likewise, if an enemy wants to pillage they can move onto the completed improvment, pillage, and then reapear on land once the improvement has been destroyed. Also, if an enemy moves onto the land tile that the worker moved from to begin consruction of the improvement while the worker is still building it, the worker will be captured.
Fish Farm: +2 food, +1 gold
Prequisites: Biology, Plastics
Bonuses: +1 food with Refrigeration
chance of discovering fish, clam, or crab
notes: *Infantry can enter the tile but sea vessles cannot.
*Can be pillaged both by land and sea units.
*If resource was found, ie. fish, clam, or crab, the resource will remain after the destruction of the Fish Farm.
*Bonus food production granted by light house does not apply to the tile holding a Fish Farm.
*Can only be built on fresh water tiles.
* If fish, clam, or crab are discovered than the same food bonus wil be added to the production of the tile that would be given if workboats were working the tile.
Possible Random Events:
* (if clams available) This Fish Farm has discovered a way to increase the production of pearls.
Options: Let them keep their secrete. +3 gold in Fish Farm
Spread the word! -500 gold and +1 Gold in all Fish Farms with oysters.
I will expand on these improvments later by editing this post.

