Suggestions from Sid Meier's Colonization

Teabeard

Prince
Joined
Oct 3, 2004
Messages
372
Hello, this is my first post here.

I don't know if this has been suggested before or not, but one thing I liked from Colonization is that you could put a citizen onto the buildings you have built and they could make certain things (furs, ore, timber, etc.) or they could produce certain things (crosses, liberty bells, etc.). I would like to see the same for CIV where maybe you would put a citizen onto a cathedral to generate culture and religious points, or onto a palace silk square to generate silks, or on a factory to generate shields, well, you get the idea...

And perhaps also there could be specialized citizen types, such as missionaries which you could move onto a goody hut and "establish a mission" or put a regular unit there to learn a skill from the natives, just as you could in Colonization.

Well, I don't think we should get too specific with things like lumberjacks, but something simple would work nice. What do you think? :)
 
I support this idea, as long as it doesn't lead to too much micromanagement. However, Bishops (the ones that work in a cathedral ;)) shouldn't produce culture, but something related to the new religion model. that way, we can have other new buildings (theatres, museums, etc.) that produce culture (and science?)

mfG mitsho
 
I think some of this needs to happen, I agree.

The issue would be game play complexity and micromanagement. The solution would involve having it managed at a high enough level that you're not playing with individual citizens in individual cities. Like a provincial management system. (My northern province happens to be my "rust belt", that provides lots of manufacturing. My western province happens to be my "silicone valley" that provides technology as a commodity. And my overseas colony is my "ivory coast" that provides various ivory luxuries.)

Alternatively, it could involve a shift in focus. Putting less emphasis on what buildings you build, and more emphasis on how you allocate citizens once they are built.

I don't think it could just be "tacked on". The developers wouldn't go for that.
 
One thing I miss about Colonization was your score rating at the end. It told you what had been named after you, depending on how well you played. It ranged from an infectious disease (for a really bad game) to a roadside stand to a fast food chain to a ship to a city to some things I never scored high enough to find out.
 
CTP had something like this. You needed a factory to make labourer specialists, a bank for tax specialists etc. I think it could be improved, by adding a limit on the number of specialists you have that varies by the buildings you have. A marketplace allows up to 1 tax guy, a bank up to 3, a stock exchange up to 6, etc.
 
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