The little things

RufRydyr

QSC Map Maker
Joined
Mar 26, 2002
Messages
584
Location
Ft. Walton Beach, FL USA
I'd like to see these available:

  • When pollution strikes cities with governor on sometimes those tiles wind up in another city. I'd like to see them stay in their original city.
  • The option for workers to convert all mines to irrigation.
  • An F12 screen that would list total cities and other data like how close you are to the domination limit (integration of Mapstat).
    Also on the new F12 screen show ALL the AI attitudes and trades without having to click on each civ.
  • Let workers, settlers, and arty use airports.
  • Ability to sell all libraries or all of anything on a continent or world. Like sell all granaries when the Pyramids are built/acquired. Sell all barracks, etc.
  • Better governors. Like the ability to have happiness for all citizens first with extra citizens followed by all science or all money. I hate it when the governors switch the extra citizens to scientists or tax people when I'm messing with the slider.
  • Ability to automatically lower slider when there is only one turn left to research something to limit waste and raise it to it's previous level on the next turn before it asks what you want to research next. Also, show the gpt and turns to research for all levels on the sliders in a graph so you don't have to manually slide the sliders up and down to see.
  • Show how many units are needed in a captured city to prevent a culture flip.
  • NUMBER OF CULTURE ON HISTOGRAPH. Why is it so hard to figure out the exact number of culture? And why not add this info to the new F12 screen and show culture per turn for every civ?

These are some of the things on my mind. Hope to see them implemented!
 
I don't like you first idea. the pollution should wind out to another city and and stay on its originas city so it actually spreads out just like in the real world
 
Originally posted by RufRydyr
  • NUMBER OF CULTURE ON HISTOGRAPH. Why is it so hard to figure out the exact number of culture? And why not add this info to the new F12 screen and show culture per turn for every civ?

This could apply to all the graph types, just change the table to show the ranking/values according to whether Score/Culture/Power are selected.
 
Originally posted by EddyG17
I don't like you first idea. the pollution should wind out to another city and and stay on its originas city so it actually spreads out just like in the real world

I'm talking about when I'm milking and there are two cities at maximum growth. Pollution hits, the auto-workers clean it up immediately and then the stupid governor switches the now clean tile to a different city. I then have a city that is starving and one that is growing instead of 2 stable cities.

I want to leave the governer on for happiness. In the case of a war they will keep the cities from going into disorder. But they need to stop messing with the other things!
 
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