Tile improvements.

rupertslander

Chieftain
Joined
Oct 14, 2004
Messages
42
Location
Canada
A question - why on earth is there no way (even in the editor) to improve on food production in a land tile after standard irrigation? That does not represent real history at all.

Also, just as city improvements need maintenance, so should tile improvements. This maintenance would be performed by workers as part of their duties assigned by the player - without maintenance, roads, etc. will invariably crumble.
 
They simplified it and made it so railroads improve everything on a square -- technically rails are a farming upgrade.
 
rupertslander said:
Also, just as city improvements need maintenance, so should tile improvements. This maintenance would be performed by workers as part of their duties assigned by the player - without maintenance, roads, etc. will invariably crumble.

That's what the citizens working the tiles do. :D
 
This is all represented in the game. Maintaince on tiles is represented in the fact that if a tile isnt worked you dont get anything from it. and as for the irragation it does improve over time with advancements you just dont notice it.
 
@colonel
Irrigation improves over time? With the exception of granaries for growth and rails (somewhat non-intuitive that one), what boosts food production in civ3?
 
A non-despot gov is the only other thing I am aware of (well, rivers but that isn't ever time).
 
Teabeard said:
I think roads should require maintenance costs, especially if they are not worked.
That deafeats the purpose by taking the money. Also

@rhialto thats what I meant along with the better goverments
 
How would you determine how much each tile would cost to maintain? Having fractions of gold in costs per tile would probably get somewhat sticky (whilst dealing with integer values).

Make roads for movement only, make rails cost maintenance and no infinite movement.
 
I say make rails a city improvement instead of a tile improvement. That way you can do a civ2-style-airport-move, and prevent enemy civs from using your "rails", solving both major problems.
 
I agree that RR should not be a tile improvement and that they should support only city-city transport (discussed in several threads). Adding maintainance costs for roads may be more realistic but make absolutely no sense in gameplay as in civ (and this will not change) they produce commerce.
Lets imagine they would bring for instance 2 commerce (or 3 for Rep and Demo), but one is automatically subtracted for maintainance. I hope this makes you happy.
I vote for a small wonder to improve food production and shield production (no. of grainaries and factories as prequesite), coming with maybe improved chemistry (in early/middle industrial ages) and industrialisation as I dont like to move worker stacks in industrial ages just to improve every single tile
 
By "maintenance" of tile improvements, especially roads, fortresses etc. I don't think that should be a cost to the treasury - I meant that workers should have to be periodically assigned to maintain the improvement, so that the roads don't crumble and the castle's roof doesn't cave in. This might be necessary, say, every 20-30 turns and you'd probably want a band of workers automated to "Maintain improvements".
 
You have to go back to each tile every now and then to maintain it? too much like micro-management to me.
 
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