The prosepecting is a great idea! Would it be an ancient skill though? Also, a unit that could only prospect has good and bad points, it would be nice to see the engineer unit comeback with the prospecting bonus of being able to prospect in a greater number of skills as well as build mines, roads, rail, landfills(?), wetlands, protected forests/land etc... pretty much the same thing a worker would be able to do only more efficiently (even if it takes longer).
A "mill", IMO, wouldn't be a mine replacement, but a farm replacement along a river that would sacrifice food some food resources for sheild bonuses. A mine replacement would be something like a "quarry" that would produce stone or a luxury resource like marble as well as give shield bonuses, but less than a mine of stone or coal.
I think what we are looking at is to have terrain surrounding a city play a greater role in what it is the city can make, how it behaves, and how it influences the town in general. As well, we want to make the surrounding areas contribute more to the uniqueness of the city (which there doesn't seem to be any of) and to have the town also effect the surrounding areas in return.
Adding prosepecting would add another dimension to city uniquess and the game through trade realtions (can't trade it if you don't know if you have it, even if you have the required tech to know it exists), civilization type (ag, science, etc... building farm land because it's easier for your civ, only to have to destroy it when you discover plutonium under the corn), and unit management.
Good ideas
A "mill", IMO, wouldn't be a mine replacement, but a farm replacement along a river that would sacrifice food some food resources for sheild bonuses. A mine replacement would be something like a "quarry" that would produce stone or a luxury resource like marble as well as give shield bonuses, but less than a mine of stone or coal.
I think what we are looking at is to have terrain surrounding a city play a greater role in what it is the city can make, how it behaves, and how it influences the town in general. As well, we want to make the surrounding areas contribute more to the uniqueness of the city (which there doesn't seem to be any of) and to have the town also effect the surrounding areas in return.
Adding prosepecting would add another dimension to city uniquess and the game through trade realtions (can't trade it if you don't know if you have it, even if you have the required tech to know it exists), civilization type (ag, science, etc... building farm land because it's easier for your civ, only to have to destroy it when you discover plutonium under the corn), and unit management.
Good ideas
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