Re: Constructive Ideas
[QUOTE] Originally posted by To_Serve_Man
Too much and too little salt in the food, is not tasty either way. I think that very few want to get rid of the R&RR trade/shield-bonuses all together. I just want downtune them somewhat further, since the countermeasures in Civ-2 wasnt enough.
Any suggestions? Personally, I just want (some) new military enhancements on terrain-squares (like navy-bases). Civil enhancements and some other military imrovements is best implemented in the form of traditional city-improvements, I think.
I am a little ambivalent about this one. Maybe, if there is a simple and non-complex way to implement it, without stretching the RR-rax idea too far.
Are you trying to promote the CTP "Public works" concept?
Perhaps. The main issue is however about how we can get less end-game RR "spiderwebs", without loosing out production-bonuses.
Click on THIS THREAD and read below, posted by Dan Magaha, FIRAXIS:
"7) Resources *do* deplete, depending on use. When this happens, you need to find a new source of iron/oil/uranium/whatever if you want to continue cranking out units that depend on that resource. You *can* find new resources inside your city radius as well."
The critisism is not about "lack of realism". You missing the point, rah. Its a gameplay- and graphics-issue: Its far to easy to slide around effortlessly on late-game AI-civ empires, that is more or less covered with RR:s. Also; too dense and commonly available RR-spiderwebs just looks plain ugly.
[QUOTE] Originally posted by To_Serve_Man
Take away all Road and RailRoad land bonuses and only allow them faster unit movement.
Make other map improvements to supplement the loss of the additional RailRoad shields/additional Road trade arrows.
Tax Infustructure
Change the way Roads and RailRoads are built
keep them the way they are in Civ2 but make the art look nicer on the map instead of icky gray lines or wavey brown lines. Maybe smaller, less noticable?
Originally posted by Ilkuul
This is slightly off-topic, but... "our mines would expire"? Did I miss something? Where was it suggested that mines/resources are liable to expire? Aaargh!!
This is slightly off-topic, but... "our mines would expire"? Did I miss something? Where was it suggested that mines/resources are liable to expire? Aaargh!!
"7) Resources *do* deplete, depending on use. When this happens, you need to find a new source of iron/oil/uranium/whatever if you want to continue cranking out units that depend on that resource. You *can* find new resources inside your city radius as well."
Originally posted by rah
Actually I'm surprised at the negative outbursts about too many railroads and roads. Especially from a lot of people that otherwise have posted in favor of increased realism.
Actually I'm surprised at the negative outbursts about too many railroads and roads. Especially from a lot of people that otherwise have posted in favor of increased realism.
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