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  • #76
    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
    Monkey!!!

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    • #77
      Prospecting sounds like just a bunch more MM...

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      • #78
        I'm leaning toward that view of it too, young Kuciwalker (nice merger of old and new names, btw).

        It sorta sounds neat... until I consider the actual in-game action. I don't think it adds anything much in the way of strategy, and what it does add in "immersion" seems likely to be cancelled out by tedium. IMO, of course.

        -Arrian
        grog want tank...Grog Want Tank... GROG WANT TANK!

        The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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        • #79
          not to sound too silly


          Would hydroponics be a:

          Terrian Improvement?
          Tech?
          engineering?
          half breed?


          what's the verdict?
          anti steam and proud of it

          CDO ....its OCD in alpha order like it should be

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          • #80
            Hydroponics? - A city improvement?

            The MMing for prosepect could be a problem. However, it's not like you HAVE to do it.
            Monkey!!!

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            • #81
              Originally posted by Japher
              Hydroponics? - A city improvement?

              The MMing for prosepect could be a problem. However, it's not like you HAVE to do it.
              Just like you don't *have* to build roads, or try to find good locations for new cities?

              -Drachasor
              "If there's a child on the south side of Chicago who can't read, that matters to me, even if it's not my child. If there's a senior citizen somewhere who can't pay for her prescription and has to choose between medicine and the rent, that makes my life poorer, even if it's not my grandmother. If there's an Arab American family being rounded up without benefit of an attorney or due process, that threatens my civil liberties. It's that fundamental belief -- I am my brother's keeper, I am my sister's keeper -- that makes this country work." - Barack Obama

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              • #82
                Hydroponics could be either city improvement or terrain improvement, depending on your view of it.

                You certainly could make prospecting an option (checkbox). Then you wouldn't HAVE to do it. And it could also be made only to work with luxuries or something that's not vital to the game, just a bit of an advantage.

                However, I'd like to argue that it's not necessarily going to add a lot of complication or micromanagement. Particularly if it's automated well. A good automation would include an option to "Prospect TO here" as well as "Prospect around" (prospect in an ever-increasing-radius circle, or in some AI-decided "good pattern".) Heck, how much more tedious would this then be than any of the other worker actions you use? Yes, it's just one more worker action, but i'd say that is compensated by the fact that you'd have more resources out there to be found, and thus more likelihood it's near by and not way the heck out halfway across the world for one saltpeter, which requires an awful lot of MMing to road all the way to it (unless you automate it.
                <Reverend> IRC is just multiplayer notepad.
                I like your SNOOPY POSTER! - While you Wait quote.

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                • #83
                  Prospecting wouldn't be so much MM if it was done as a 'funded Public Works' action-instead of a 'worker action'. Also, cities with governers set would probably automatically assign PW points to prospecting within there city radius. Lastly, as has been mentioned elsewehere, tiles with terrain improvements on them already would automatically 'prospect' for resources!

                  Yours,
                  Aussie_Lurker.

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                  • #84
                    It's still just another, useless, step in the chain.

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                    • #85
                      sigh ... prospecting as a funded public works action would be horribly boring. It would just be another science... much cooler to have different types of terrain have different types of resource, and choose to expend resources prospecting in certain areas hoping to find certain things. More strategic.

                      And yes, a PW could do that too. But it would be horribly complex, and at that point might as well build the workers.

                      <Reverend> IRC is just multiplayer notepad.
                      I like your SNOOPY POSTER! - While you Wait quote.

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                      • #86
                        Originally posted by snoopy369
                        Not really. Mining will generally find *something*.
                        Yes, generally lots of soil and rocks.

                        Originally posted by snoopy369
                        Deposits, in civ3 at least, are meant to indicate *large* quantities of that mineral. Unless you're going to tell me that there are only 8-10 locations in the world that have coal?
                        Very close to the surface? Probably not more than that.

                        Originally posted by snoopy369
                        Certainly the civ3 concept of mines is intended to balance gameplay, not to be perfectly realistic.
                        I don't see how it is balancing to grant more shields for holes in the ground on any tile.
                        (\__/) 07/07/1937 - Never forget
                        (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                        (")_(") "Starting the fire from within."

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                        • #87
                          Originally posted by Dominae
                          What a great idea!! Workers could also gain the "Prospecting" ability, that takes a certain number of turns to determine if there really is a mineral resource available on a tile.
                          Nah, don't do that. Just make it an implicit ability, so when a tile is mined the first time, it will take a bit longer (2 turns sounds good). You will then know if there are any mineral deposits underground.
                          (\__/) 07/07/1937 - Never forget
                          (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                          (")_(") "Starting the fire from within."

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                          • #88
                            So pollution will only show in active mine sites?

                            Nothing worse than five mines and all pollute.

                            All those who agree say hurrumph
                            anti steam and proud of it

                            CDO ....its OCD in alpha order like it should be

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                            • #89
                              Remember comrades, this is a GAME. Just because something is realistic doesn't mean it would be a good addition.

                              Realistic things that are bad additions:

                              Decisions made for you by a governing body (cursed democracies)...

                              Military coups performed on YOU. (or non-military ones)...

                              Hurricanes, Earthquakes, dealing with the issue of weather patterns, worker rights, individual monopolies, corrupt government officies (that aren't bribed by foreign interests), etc, etc, etc.

                              Oh, and prospecting.

                              [semi-rant]

                              Seriously, what does prospecting add to the game but annoyance and tedium? It is already assumed that prospecting is done. You get a small boost in production out of a regular mine, and a much larger one when that mine is over a particular concentration of resources (such as iron or coal). That's all the hassle I want to deal with, and I think you'd quickly tire of building mine after mine and finding out there is nothing there, or constantly building workers just to prospect around your territory.

                              It isn't fun, and it isn't a good change to make to the game. It adds basically nothing except tedium.

                              [/semi-rant]

                              -Drachasor
                              "If there's a child on the south side of Chicago who can't read, that matters to me, even if it's not my child. If there's a senior citizen somewhere who can't pay for her prescription and has to choose between medicine and the rent, that makes my life poorer, even if it's not my grandmother. If there's an Arab American family being rounded up without benefit of an attorney or due process, that threatens my civil liberties. It's that fundamental belief -- I am my brother's keeper, I am my sister's keeper -- that makes this country work." - Barack Obama

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                              • #90
                                Seriously, what does prospecting add to the game but annoyance and tedium?
                                What does it add?

                                -A limiting factor to urban sprawl and settler diahrea
                                -A limiting factor to creating super cities
                                -A time limiting factor to keep settlers from just randomly building mines, rail, farms for no other reason but to give a town resources which it might not otherwise have, or maybe should have
                                -Unique city traits
                                -Trade limitations
                                -The second guess in your head that maybe I should of made sure that was the best place to irrigate, what if there are diamonds or gold in them thar hills?

                                I can agree that it is a game and that ot everything needs to be reality based. I can also concur that prospecting may add too much MMing to the game. However, I like MMing and I don't think adding another worker function that has similar risk/reward options will hinder more than it will help in maintaining control of the game and stop people from terraforming their continent into mines and railroads.
                                Monkey!!!

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