Introduction
Traditionally, city improvements have played a large role in the strategy of any civ player, because of their large infulence on the productivity of the cities in the game. I suppose we have reason to believe that they will still occupy a prominent position in Civ4. Howoever, there is still plenty to discuss: new buildings, new building effects, revision of old buildings - all that goes here.
Summary
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Related Threads
Get Rid of Building Every Improvement Everywhere by polypheus
Potentially Crazy Production/City Improvement/Tile Improvement idea! by Drachasor
Corruption/Waste/Riots/Pollution by Drachasor
Table of Contents
None Yet
The Ideas
1. More Variety:
2. Building Prerequisites:
3. Negative Improvement Effects:
4. Improvemens Becoming Obsolete:
Conclusion
None Yet
Traditionally, city improvements have played a large role in the strategy of any civ player, because of their large infulence on the productivity of the cities in the game. I suppose we have reason to believe that they will still occupy a prominent position in Civ4. Howoever, there is still plenty to discuss: new buildings, new building effects, revision of old buildings - all that goes here.
Summary
None Yet
Related Threads
Get Rid of Building Every Improvement Everywhere by polypheus
Potentially Crazy Production/City Improvement/Tile Improvement idea! by Drachasor
Corruption/Waste/Riots/Pollution by Drachasor
Table of Contents
None Yet
The Ideas
1. More Variety:
There's a general desire for more variety in buildings. It takes manifestation in different, ideas, but it all can be summed up the same way - more variety is desirable.
1.1. Culturally-Linked Improvements:
Chrush: I'd like to have culturally related city improvements. For instance the temple could be culturally subdivided in Shrine, temple, chapel or whatever. They wouldn't change if you conquer a city, so that you keep a part of that culture.
Daz: if the civ whose city your invading is of the same religion(?!) you keep the culture....
1.2. Branching Improvements:
General Ludd: A branching tree of small wonders, which in effect would allow you to "personalise" or basically define the culture of your nation through the different wonders you decide to build or forfeit.
1.3. Civ-Specific Improvements:
Japher: If you are playin a specific race. Yeah, yeah, we all complain about the Germans building the Pyramids, but what about civ specific improvements? Each getting their own wonder and small wonder, similar to the UU?
1.4. Improvements Changing Over the Ages:
Fosse: Could we please have the names and graphics of buildings update according to discovered technologies? It feels absurd to be building "aqueducts" in a city founded in the information age, after all.
Let aqueducts in the ancient age become sewers after the middle ages.
Let collesseums turn into stadiums.
etc.
The building could keep the same effect through time and a small (optional) message could alert the player that "Burial Mounds" have been replaced with "Memorial Cemetaries" so that they don't get lost.
The graphics already change, just make the names change too!
2. Building Prerequisites:
Japher: I would like more city improvements that come available only if: you have the correct resource available to make it. Not only have more luxury resource, but then a special building that can be made from this luxury. I.e. farmers markets, totem poles, or the like. Also have similar building for if you have coal you can make x, if you have oil you can make y. Sort of like with that one building you could build if you only had oil AND coil, but for just one resource...
3. Negative Improvement Effects:
Fosse: Bring negative effects into improvments. The punishment sphere from SMAC was a neat improvment, because it had only limited use (and role play value!). The only negative effect of improvments is upkeep costs,and that's a little boring.
4. Improvemens Becoming Obsolete:
lajzar: I'd prefer to see older buildings simply become irrelevant.
The ancient age barracks improvement only provides its benefit to pre-gunpowder units, then you need a military camp improvement to get that benefit for more modern units.
After a certain tech (plumbing?), a small wonder (national water grid?) becomes available which will build an aqueduct-equivalent in every city.
The coloseum improvement loses a point of effectiveness with electronics, and another with mass media. You can stil benefit from it if you really need that extra point of happiness, but except for the largest cities, you'll be better served by destroying it and buildinbg a more modern stadium.
Basically, the old improvements should become irrelevant through natural changes within the game.
Conclusion
None Yet
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