^ What it says:
1. My sea tiles are corrupted. I'm using them as space tiles, so I have them as largely black with a few pixels here and there of other colors for a starfield. Same deal with the river mouth terrain squares. The only problem is that it seems like some of the squares are transparent and "hold" whatever color pixel previously occupied that square.
So say I move the map around. Little artifacts of pixels remain lying on the sea squares. Or I move a Trireme (or a Star Destroyer) across the sea. Same happens.
Anybody know how to solve this? I can post a screenie if it would help.
2. It struck me that today's globalized world is extremely dependent on trade. But in Civ2, trade is just a purely optional icing on the cake. So I was wondering how to remedy this. For example, if China and Taiwan were represented only using Civ2 terms, there would be little incentive not to go to war. But in the real world there's so much essential trade between the two that war would be so destabilizing that neither government wants it.
I was thinking about bumping up the costs of all improvements by quite a bit. Maybe even reduce the trade arrow benefits of most squares. That would make caravans and freights the only real sources of trade arrows for cities. So in order to even have a hope in hell of building a high-maintenance improvement (say it costs 8 gold per turn just to maintain a Supermarket), nations would be much more worried about keeping the peace and sending trade units far and wide.
Maybe even bump all the cities up to crazy-high populations and force them to swap out food supply trade units every so often.
1. My sea tiles are corrupted. I'm using them as space tiles, so I have them as largely black with a few pixels here and there of other colors for a starfield. Same deal with the river mouth terrain squares. The only problem is that it seems like some of the squares are transparent and "hold" whatever color pixel previously occupied that square.
So say I move the map around. Little artifacts of pixels remain lying on the sea squares. Or I move a Trireme (or a Star Destroyer) across the sea. Same happens.
Anybody know how to solve this? I can post a screenie if it would help.
2. It struck me that today's globalized world is extremely dependent on trade. But in Civ2, trade is just a purely optional icing on the cake. So I was wondering how to remedy this. For example, if China and Taiwan were represented only using Civ2 terms, there would be little incentive not to go to war. But in the real world there's so much essential trade between the two that war would be so destabilizing that neither government wants it.
I was thinking about bumping up the costs of all improvements by quite a bit. Maybe even reduce the trade arrow benefits of most squares. That would make caravans and freights the only real sources of trade arrows for cities. So in order to even have a hope in hell of building a high-maintenance improvement (say it costs 8 gold per turn just to maintain a Supermarket), nations would be much more worried about keeping the peace and sending trade units far and wide.
Maybe even bump all the cities up to crazy-high populations and force them to swap out food supply trade units every so often.
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