FoxURA
Warlord
- Joined
- Jan 20, 2006
- Messages
- 261
Note: New suggestions have been added and revisions were made on 9/17.
The following is from my Solutions To Deserts thread that quickly outgrew its name. For this reason I have taken all of my suggestions from that topic and moved them this one because the thread has a lot of suggestions that have little to nothing to do with deserts. Also, I will periodically update and expand on my suggestions by editing this first post. When I do this I will make a post letting everyone know that an update has been made and will also italicize the title of each new suggestion.
Also, Please do not post links to your suggestion threads in other peoples threads for the purpose of claiming that yours are better! Comparing threads is OK but please do not post in this topic for the purpose of doing something like claiming your ideas are better.
Canal Improvement:
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 meaning 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
Desert Reclamation
Desert Reclamation 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 becoming desert.
Beach Resort
Beach Resorts would be a late game improvement for desert tiles bordering large bodies of water and ones holding an oasis. Beach resort improvements would offer a commerce increase to the improved tile and if enough are being worked an additional happiness 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 lake front or oceanfront resorts 1 happiness would be gained in the home city regardless if the resorts are being worked. The gold on the other hand would only be granted if the Resort Improvement is actually being worked. The Details for the Beach Resort are as follows:
Resort Prerequisites: Currency, Civil Service
Resort Base Income: 2
Possible Income Bonuses:
+1 with oasis (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. (receive between 10-30 gold)
*A terrorist attack on this resort has resulted in a temporary closure until repairs are completed and security 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.
Fish Farm
The fish farm improvement could be construct in fresh water lakes right on the coast or on ocean tiles at a -1 food penalty. Essentially, they would be ordered to make the improvement while on the shore adjacent to the desired location, move into the water to build the improvement, and then reappear on land upon completion or if the build order is interrupted. Likewise, if an enemy wants to pillage they can move onto the completed improvement as if it were a land tile, pillage, and then reappear on land once the improvement has been destroyed. Also, if an enemy moves onto the land tile that the worker moved from to begin construction of the improvement while the worker is still building it, the worker will be captured.
Fish Farm: +2 from fresh water and + 1 food, +1 gold from fresh water
Prerequisites: Biology, Plastics
Bonuses: +1 food with Refrigeration
chance of discovering fish, clam, or crab
notes: *Infantry can enter the tile but sea vessels cannot.
*Can be pillaged both by land and sea units.
*Infantry units are the only type of units that can enter the fish farm and pillage a fish farm because armored vehicles would be too heavy.
*If resource are 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 will be added to the production of the tile that would be given if work boats were working the tile.
*The ability to build Fish Farms was added to allow cities not built on the coast to receive benefit comparable to the one granted by a lighthouse and as such produce 1 less food in order to reflect this.
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.
Woodworking
For much of history the ability to work wood to form tools, shelter, and even means of transport such as wagons, boats, and ships was vital for the survival of civilization. Despite this fact woodworking has been passed up for other primitive technologies despite the fact that the technologies (masonry, agriculture, sailing, and many others) would have been difficult or even impossible without the use of wood and wooden tools. For that reason I propose that Woodworking be introduced into Civilization as a new technology that would act as a prerequisite technology for many of the existing ancient technologies.
River Width
Suggestion Category: Terrain Characteristic
Throughout the world there are bodies of flowing water ranging from small streams to mighty rivers like the Mississippi. Yet only a generic river is represented in the Civilization series despite the importance different types of rivers have played in the history of mankind. For that reason I propose the reworking of the River in Civilization to include, small, medium, and large rivers. Small rivers would be good for little more than providing fresh water and as such would only be represented by a narrow strip of water running through a tile. Medium rivers would be useful for navigation by small watercraft such as small barges and paddle wheelers and be represented as being roughly twice the width of small rivers. Large rivers, like the Mississippi, would allow even ocean going vessels to enter and would allow ocean trading to extend up river to inland ports, like the Port of Houston, and would be roughly twice the size of a medium river.
Inland Port
Allows a city built on a large river or canal to participate in ocean bound trading.
Prerequisites: Sailing
*An Inland Port does not enable a city to build ships if it was previously unable to do so
*Grants and additional trade route providing the city is withing 2 tiles of the coast with sailing, 5 tiles with steam power, or 7 with combustion.
Primitive Bridge
Suggestion Category: Automatic Improvement
Available with Woodworking
Man kind has been constructing primitive bridges for most of known history. For this reason it is unrealistic to have to research Construction in order for bridges to be build across rivers. For that reason I propose the addition of a new automatic improvement that would work in the same manner as bridges only they would only be able to bridge small to medium width rivers.
Causeway
The Causeway is a raised roadway that would be built by a worker that would be able to span small bodies of water in order to allow for the quicker movement of land units from one landmass to another. The actual distance across water and characteristics of causeways would be determined by the technology available to the civilization building it. For the sake of convenience, each type of causeway is listed along with the accompanying technological requirements and characteristics.
*Primitive Causeway: Causeway is constructed by hauling loads of stone and dumping them into a body of water until either a) the remaining gap between either the shore or second half of causeway is small enough to build a wooden bridge to be built across to allow for small boats to still cross or b) the artificial land bridge completely spans the body of water allowing for land traffic but completely blocking of water borne traffic.
Primitive Causeway notes:
*requires: Masonry (for solid causeway)
*can be built in any era
*can only be built across a maximum of 1 water tiles (from coast to coast)
*can only be built a maximum of 1/2 tile from the coast requiring that the other half be started from the opposite shore in order to span full water tiles
*cannot be used to span rivers
*water units cannot pass through a solid land bridge.
*can be razed by both land and water units though a complete solid land bridge will require more than 2 turns to demolish, a land bridge containing a bridge in the middle can be razed in 2 turns.
**Standard Causeway: causeway is constructed by sinking wooden or stone piers deep into the bottom of the body of water and then the roadway is built on top of these piers.
Standard Causeway Notes:
I have gotten tired of typing so I will finish up the Causeway section later as well as making further revisions to the canal suggestion.
The following is from my Solutions To Deserts thread that quickly outgrew its name. For this reason I have taken all of my suggestions from that topic and moved them this one because the thread has a lot of suggestions that have little to nothing to do with deserts. Also, I will periodically update and expand on my suggestions by editing this first post. When I do this I will make a post letting everyone know that an update has been made and will also italicize the title of each new suggestion.
Also, Please do not post links to your suggestion threads in other peoples threads for the purpose of claiming that yours are better! Comparing threads is OK but please do not post in this topic for the purpose of doing something like claiming your ideas are better.
Canal Improvement:
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 meaning 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
Desert Reclamation
Desert Reclamation 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 becoming desert.
Beach Resort
Beach Resorts would be a late game improvement for desert tiles bordering large bodies of water and ones holding an oasis. Beach resort improvements would offer a commerce increase to the improved tile and if enough are being worked an additional happiness 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 lake front or oceanfront resorts 1 happiness would be gained in the home city regardless if the resorts are being worked. The gold on the other hand would only be granted if the Resort Improvement is actually being worked. The Details for the Beach Resort are as follows:
Resort Prerequisites: Currency, Civil Service
Resort Base Income: 2
Possible Income Bonuses:
+1 with oasis (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. (receive between 10-30 gold)
*A terrorist attack on this resort has resulted in a temporary closure until repairs are completed and security 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.
Fish Farm
The fish farm improvement could be construct in fresh water lakes right on the coast or on ocean tiles at a -1 food penalty. Essentially, they would be ordered to make the improvement while on the shore adjacent to the desired location, move into the water to build the improvement, and then reappear on land upon completion or if the build order is interrupted. Likewise, if an enemy wants to pillage they can move onto the completed improvement as if it were a land tile, pillage, and then reappear on land once the improvement has been destroyed. Also, if an enemy moves onto the land tile that the worker moved from to begin construction of the improvement while the worker is still building it, the worker will be captured.
Fish Farm: +2 from fresh water and + 1 food, +1 gold from fresh water
Prerequisites: Biology, Plastics
Bonuses: +1 food with Refrigeration
chance of discovering fish, clam, or crab
notes: *Infantry can enter the tile but sea vessels cannot.
*Can be pillaged both by land and sea units.
*Infantry units are the only type of units that can enter the fish farm and pillage a fish farm because armored vehicles would be too heavy.
*If resource are 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 will be added to the production of the tile that would be given if work boats were working the tile.
*The ability to build Fish Farms was added to allow cities not built on the coast to receive benefit comparable to the one granted by a lighthouse and as such produce 1 less food in order to reflect this.
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.
Woodworking
For much of history the ability to work wood to form tools, shelter, and even means of transport such as wagons, boats, and ships was vital for the survival of civilization. Despite this fact woodworking has been passed up for other primitive technologies despite the fact that the technologies (masonry, agriculture, sailing, and many others) would have been difficult or even impossible without the use of wood and wooden tools. For that reason I propose that Woodworking be introduced into Civilization as a new technology that would act as a prerequisite technology for many of the existing ancient technologies.
River Width
Suggestion Category: Terrain Characteristic
Throughout the world there are bodies of flowing water ranging from small streams to mighty rivers like the Mississippi. Yet only a generic river is represented in the Civilization series despite the importance different types of rivers have played in the history of mankind. For that reason I propose the reworking of the River in Civilization to include, small, medium, and large rivers. Small rivers would be good for little more than providing fresh water and as such would only be represented by a narrow strip of water running through a tile. Medium rivers would be useful for navigation by small watercraft such as small barges and paddle wheelers and be represented as being roughly twice the width of small rivers. Large rivers, like the Mississippi, would allow even ocean going vessels to enter and would allow ocean trading to extend up river to inland ports, like the Port of Houston, and would be roughly twice the size of a medium river.
Inland Port
Allows a city built on a large river or canal to participate in ocean bound trading.
Prerequisites: Sailing
*An Inland Port does not enable a city to build ships if it was previously unable to do so
*Grants and additional trade route providing the city is withing 2 tiles of the coast with sailing, 5 tiles with steam power, or 7 with combustion.
Primitive Bridge
Suggestion Category: Automatic Improvement
Available with Woodworking
Man kind has been constructing primitive bridges for most of known history. For this reason it is unrealistic to have to research Construction in order for bridges to be build across rivers. For that reason I propose the addition of a new automatic improvement that would work in the same manner as bridges only they would only be able to bridge small to medium width rivers.
Causeway
The Causeway is a raised roadway that would be built by a worker that would be able to span small bodies of water in order to allow for the quicker movement of land units from one landmass to another. The actual distance across water and characteristics of causeways would be determined by the technology available to the civilization building it. For the sake of convenience, each type of causeway is listed along with the accompanying technological requirements and characteristics.
*Primitive Causeway: Causeway is constructed by hauling loads of stone and dumping them into a body of water until either a) the remaining gap between either the shore or second half of causeway is small enough to build a wooden bridge to be built across to allow for small boats to still cross or b) the artificial land bridge completely spans the body of water allowing for land traffic but completely blocking of water borne traffic.
Primitive Causeway notes:
*requires: Masonry (for solid causeway)
*can be built in any era
*can only be built across a maximum of 1 water tiles (from coast to coast)
*can only be built a maximum of 1/2 tile from the coast requiring that the other half be started from the opposite shore in order to span full water tiles
*cannot be used to span rivers
*water units cannot pass through a solid land bridge.
*can be razed by both land and water units though a complete solid land bridge will require more than 2 turns to demolish, a land bridge containing a bridge in the middle can be razed in 2 turns.
**Standard Causeway: causeway is constructed by sinking wooden or stone piers deep into the bottom of the body of water and then the roadway is built on top of these piers.
Standard Causeway Notes:
I have gotten tired of typing so I will finish up the Causeway section later as well as making further revisions to the canal suggestion.