Balderstrom writes
I would also contribute to Sangelis
1. I would call the resources at the start of the game natural resources, which give much better crops (bread, gold hammer) than the planted ones. Natural resources cannot be destroyed, only for example plantations. Planted resources can be completely destroyed. In this way the best of the original idea of resources is kept and we also get a new possibility:
2. I would have special buildings for each resource.
Example: you have planted ten silk resources -> you can build ten buildings producing silk textiles in any ten of your cities. Loose a resource - loose a building.
But the usefulness of these buildings is related to their number in world - if there are 100 silk producers in the world, a new producing building would mean economic defeat (for all the producers, though).
Maybe even the Apostolic palace could play a role here.
3. I would also change factory in a similar way (see my previous post).
Now instead of only repeating myself I have worked on a new leader personality represented in my previous posts.
Great tradesman
+ the trade-like buildings above work better for you
+ main harbor +2 happines for the next turn instead of +1, for the incoming trade ships
+ trade navy works better for you (more gold)
And let us have creative fun in this thread (and the whole forum, of course) in a sister- and brotherhoodlike spirit. If I love an idea I promise to buy the creator a pullakahvit in Helsinki.
I would like to increase complexity in CIV, but I agree with you that it sould be done in a way which increases also the thrill which has alway been in the game.Generally I try and keep my ideas within the spirit of CIV ...
I would also contribute to Sangelis
.4. Realistic Resources...
1. I would call the resources at the start of the game natural resources, which give much better crops (bread, gold hammer) than the planted ones. Natural resources cannot be destroyed, only for example plantations. Planted resources can be completely destroyed. In this way the best of the original idea of resources is kept and we also get a new possibility:
2. I would have special buildings for each resource.
Example: you have planted ten silk resources -> you can build ten buildings producing silk textiles in any ten of your cities. Loose a resource - loose a building.
But the usefulness of these buildings is related to their number in world - if there are 100 silk producers in the world, a new producing building would mean economic defeat (for all the producers, though).
Maybe even the Apostolic palace could play a role here.
3. I would also change factory in a similar way (see my previous post).
Now instead of only repeating myself I have worked on a new leader personality represented in my previous posts.
Great tradesman
+ the trade-like buildings above work better for you
+ main harbor +2 happines for the next turn instead of +1, for the incoming trade ships
+ trade navy works better for you (more gold)
And let us have creative fun in this thread (and the whole forum, of course) in a sister- and brotherhoodlike spirit. If I love an idea I promise to buy the creator a pullakahvit in Helsinki.