tech upgrades - beyond districts and units

Should upgrades be possible beyond districts and units?

  • Yes, give me some additional options.

    Votes: 1 100.0%
  • No, it's complicated enough.

    Votes: 0 0.0%
  • I just want to click on something.

    Votes: 0 0.0%

  • Total voters
    1

Pitboss

Prince
Joined
Aug 9, 2006
Messages
308
Location
Belgium
Units and districts can be upgraded after being unlocked through new tech.
The encampment, for instance, can go from baracks to stable to armory to military academy.

But why does it stop there?
Other aspects of the game should be upgradable as well.

As long as a civ game starts at 4 000 BC a few base techs should be known.
With the understanding that they are not fully unlocked.

Just like a dam can exist without generating electricity, just ask some beavers.
Or that a tunnel can be created without explosives, it just takes more time.

A few examples to expand upon
  • Tunnels
    • 2800 BC : tunnel in Tirol
    • 1479-1480 : tunnel created through "iron, fire, boiling water and vinegar"
    • 1627 : experiments with gunpowder
  • Dams : protection again seasonal floods, like a moat for defence, ...
  • Canals
    • 4000 BC : irrigation canals in Mesopotamia
  • Rails : wagonways , trams
    • 600 BC : Diolkos
    • 220 BC : Qin Dynasty railway (1,2)
  • Glass
  • Aquaduct
  • Farming
  • Water crossing
    • raft building : allows early crossings when your unit/scout can see the coastline he wants to get to, faster movement along rivers limited by waterfalls
    • canoe exploration : faster exploration along rivers and lake coast lines
    • rowing : before sailing, guarentees a minimal movement
 
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