Bjorn Bjornson
Libertarian
jimcat, i think that it is made so railways only increase the effects of terrain improvements, and since forest cant have any improvements, railroads wont add anything.
although yeah i agree with what you are talking about - which brings up my gripe: the terrain improvements are severly lacking in civ3.
im sure that you irrigate a tile back in the days of mesopotamia and food production will never increase from then on.
what about the agriculural revolutions brought on by the plow, horse harness, and then to self powered machinery? i mean really now a days in a modern country what, like 5% of the population actually is involved with food production?
at least civ2 had their farmland improvement - WHY THE HELL WAS THAT TAKEN OUT?
i think there should be levels of terrain improvement development, or just an improvement flag to give +1 food on land tiles, that would allow you to have certain improvements like "supermarket" increase land food production - its just like with how water is done now! it cant be that radical an idea!
and mining. yeah, explosives, electricity, and automated machinery would not in the least bit improve the efficiency of mines.
and where are the airbases? yeah limiting fighter bases to cities or carriers is really effective. sepcially if yer borders flare out atleast 3 spaces from the nearest city! im surprised they remembered to put in fortresses!
and speaking of cities, i think the AI in this game is too land-grabby. i mean i always play on a huge map (the only size worth playing IMO), and yet even with only 8 total civs, by 1000 ad the entire map is pretty much cultured! i'd spy on newly created rival cities, and the first thing an enemy city builds is a ****ing settler!
"well yeah bob, this is a pretty site for a town.... well, we've been here a week - we better go settle some place new."
i just wish there would be a limiting factor so you cannot build settlers until a city reaches a certain size (or maybe after so many turns since founding)
or another neat idea would be to spontaneously create settlers if the city keeps revolting/ or cannot support the growth. that would simulate people leaving an undesireable city. of course with that you should make it so a settler.worker can only join a city if it has room and isnt revolting
roads. why, after the advent of the automobile and beyond, are roads still all dirt? and then the damn railroads. argh i get so sick of having railroads in EVERY tile on the freaking map - maybe if possible itd be nice to have ti so railroads can only be built BETWEEN cities and colonies, not every damn tile there is!
also, maybe railroads, instead of unlimited movement, have very fast movement - like roads x3, or maybe just 10 moves for 1 movement point? given the size of civ3 maps, this would be more than effective for military movement
another thing id like to see is a "open space" or "wildlife preserve" or "nat'l park" tile improvement, with ecology advance - this tile in a city radius would take out any other improvement and cannot be developed - although putting a citizen to "work" this tile would give luxuries to make ppl happy - simulating tourism and recreation, which are massive chunks of a modern economy (atleast where im from
)
then id like to see some more diplomatic states, like in right of passage, have it so you can specify naval, land, or both, and have a no tresspassing state as well - entering the other's territory during this state will incite war (and as such advisor should warn if yer doing so)
i like the ideas about unit transfer too - that way you can more directly help that little backward or resource-less ally of yers; but how should advanced units effect the recieving civ? like in civ2 you give a musketeer to a civ which doesnt know gunpowder, it learns gunpowder - should it be the same in this case? but then should you be able to give units that the reciever cant even research the techs required yet?
anyway, i think this game could really use an overhaul in the development or tiles outside cities - specially with how important local tiles are in this game structure
ok well im done, sorry for posting a freakin' essay!
oh yeah - support for CANALS - a tile improvement allowing naval units access to
{/ENDLESSRANT]
although yeah i agree with what you are talking about - which brings up my gripe: the terrain improvements are severly lacking in civ3.
im sure that you irrigate a tile back in the days of mesopotamia and food production will never increase from then on.

at least civ2 had their farmland improvement - WHY THE HELL WAS THAT TAKEN OUT?
i think there should be levels of terrain improvement development, or just an improvement flag to give +1 food on land tiles, that would allow you to have certain improvements like "supermarket" increase land food production - its just like with how water is done now! it cant be that radical an idea!
and mining. yeah, explosives, electricity, and automated machinery would not in the least bit improve the efficiency of mines.

and where are the airbases? yeah limiting fighter bases to cities or carriers is really effective. sepcially if yer borders flare out atleast 3 spaces from the nearest city! im surprised they remembered to put in fortresses!
and speaking of cities, i think the AI in this game is too land-grabby. i mean i always play on a huge map (the only size worth playing IMO), and yet even with only 8 total civs, by 1000 ad the entire map is pretty much cultured! i'd spy on newly created rival cities, and the first thing an enemy city builds is a ****ing settler!
"well yeah bob, this is a pretty site for a town.... well, we've been here a week - we better go settle some place new."
i just wish there would be a limiting factor so you cannot build settlers until a city reaches a certain size (or maybe after so many turns since founding)
or another neat idea would be to spontaneously create settlers if the city keeps revolting/ or cannot support the growth. that would simulate people leaving an undesireable city. of course with that you should make it so a settler.worker can only join a city if it has room and isnt revolting
roads. why, after the advent of the automobile and beyond, are roads still all dirt? and then the damn railroads. argh i get so sick of having railroads in EVERY tile on the freaking map - maybe if possible itd be nice to have ti so railroads can only be built BETWEEN cities and colonies, not every damn tile there is!
also, maybe railroads, instead of unlimited movement, have very fast movement - like roads x3, or maybe just 10 moves for 1 movement point? given the size of civ3 maps, this would be more than effective for military movement
another thing id like to see is a "open space" or "wildlife preserve" or "nat'l park" tile improvement, with ecology advance - this tile in a city radius would take out any other improvement and cannot be developed - although putting a citizen to "work" this tile would give luxuries to make ppl happy - simulating tourism and recreation, which are massive chunks of a modern economy (atleast where im from

then id like to see some more diplomatic states, like in right of passage, have it so you can specify naval, land, or both, and have a no tresspassing state as well - entering the other's territory during this state will incite war (and as such advisor should warn if yer doing so)
i like the ideas about unit transfer too - that way you can more directly help that little backward or resource-less ally of yers; but how should advanced units effect the recieving civ? like in civ2 you give a musketeer to a civ which doesnt know gunpowder, it learns gunpowder - should it be the same in this case? but then should you be able to give units that the reciever cant even research the techs required yet?
anyway, i think this game could really use an overhaul in the development or tiles outside cities - specially with how important local tiles are in this game structure
ok well im done, sorry for posting a freakin' essay!

oh yeah - support for CANALS - a tile improvement allowing naval units access to
{/ENDLESSRANT]