Before the idea of oil in the sea/coast got hindered since we had no way to build a road to it to connect it to the city.
Ironworks is a building which requires coal & iron to be within a city's 20square area to be built. The *same* idea can apply for a Drilling Expendition (better name?). In the Civ3 Editor - simply have the following things:
1>Add Drilling Expendition as a Small Wonder;
2>Required Resources - Oil;
3>Check Required Resources must be within City Radius box;
4>Check Increases Shields in Water (which should have a cumulative effect to the Offshore Platform);
5>Cost: 30shlds(300), Maintenance: 2gold/turn, Pollution: 2
6>Check Coastal Installation
But how would one determine how rare oil appears on the coast vs. elsewhere?
Anyways, I would like to see more improvements like Ironworks - example if you have gold & gems both within a city's 20square area allow DeBeers Jewelry Market to open for example (resulting in a +5% to treasury, +2culture). Any other ideas?
Ironworks is a building which requires coal & iron to be within a city's 20square area to be built. The *same* idea can apply for a Drilling Expendition (better name?). In the Civ3 Editor - simply have the following things:
1>Add Drilling Expendition as a Small Wonder;
2>Required Resources - Oil;
3>Check Required Resources must be within City Radius box;
4>Check Increases Shields in Water (which should have a cumulative effect to the Offshore Platform);
5>Cost: 30shlds(300), Maintenance: 2gold/turn, Pollution: 2
6>Check Coastal Installation
But how would one determine how rare oil appears on the coast vs. elsewhere?
Anyways, I would like to see more improvements like Ironworks - example if you have gold & gems both within a city's 20square area allow DeBeers Jewelry Market to open for example (resulting in a +5% to treasury, +2culture). Any other ideas?
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