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Patch idea: City improvements have negative effect

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  • Patch idea: City improvements have negative effect

    Now the only negative effect that can be set to building is polution. I think that few options should be added to civ3edit.
    Allow make improvements with negative money effects. For example i want "Huckers union" as small wonders that makes citizen happy but reduce tax revenu.
    Or allow building that decrease other factor for example Sewer system that reduce pollution but also reduce food in water.
    money sqrt evil;
    My literacy level are appalling.

  • #2
    Re: Patch idea: City improvements have negative effect

    Originally posted by muxec
    Now the only negative effect that can be set to building is polution.
    That's not true, there's a number of negative values you can add. You just haven't been trying hard enough.

    Comment


    • #3
      One suggestion I would say is take the Matt. Project wonder and do this:


      Unhappy In All Cities: 4


      Works for me.
      I drink to one other, and may that other be he, to drink to another, and may that other be me!

      Comment


      • #4
        Well, I would never build the Manhat. Project if it had that drawback. Every game, I could wait for the AI to build it for me...
        Lime roots and treachery!
        "Eventually you're left with a bunch of unmemorable posters like Cyclotron, pretending that they actually know anything about who they're debating pointless crap with." - Drake Tungsten

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        • #5
          Does the AI build it?

          BTW, How does the AI rate wonder priority?
          For your photo needs:
          http://www.canstockphoto.com?r=146

          Sell your photos

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          • #6
            I would like to see Matt Proj not allow others to build nukes. Make everyone build it beofre they can have nukes.

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            • #7
              Agreed. It should be a minor wonder.
              "Giving money and power to government is like giving whiskey and car keys to teenage boys."
              --P.J. O'Rourke

              Comment


              • #8
                Can't you have negative culture points too??

                It's a while since I last checked the editor, but IIRC it was possible back-then.
                Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                Then why call him God? - Epicurus

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                • #9
                  Yes negative culture is also good idea. For example Whorehouse improvement "kill" one culture per turn
                  money sqrt evil;
                  My literacy level are appalling.

                  Comment


                  • #10
                    And who is going to build these improvements of yours, knowing their detremental? If you want to use negative values, you have to tie it into a structure that someone has to have.

                    And yes, you can have negative culture numbers, however it won't actually shrink your existing culture. It will just nullify some of the culture that another structure develops.

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                    • #11
                      Originally posted by muxec
                      Yes negative culture is also good idea. For example Whorehouse improvement "kill" one culture per turn
                      Why would that make other people less likely to love your cities?

                      Comment


                      • #12
                        Re: Patch idea: City improvements have negative effect

                        Originally posted by muxec
                        Or allow building that decrease other factor for example Sewer system that reduce pollution but also reduce food in water.
                        Why should the Sewer system decrease food production? Nobody eats the things in the sewer as far as I know.
                        Dance to Trance

                        Proud and official translator of Yaroslavs Civilization-Diplomacy utility.

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                        • #13
                          Casino's: culture - 1
                          gold + 2
                          Just an example btw

                          (please don't start about the great cultural achievements of Vegas )
                          Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                          Then why call him God? - Epicurus

                          Comment


                          • #14
                            Originally posted by cyclotron7
                            Well, I would never build the Manhat. Project if it had that drawback. Every game, I could wait for the AI to build it for me...

                            Who said anything about me building it.


                            The ultamit revenge, take a wonder, give it 10 unhappy in all cities and 100 maintainence costs and ride out to the sunset a winner.
                            I drink to one other, and may that other be he, to drink to another, and may that other be me!

                            Comment


                            • #15
                              I can't imagine an example of "negative" culture. Could somebody clarify how culture could be reduced?
                              Lime roots and treachery!
                              "Eventually you're left with a bunch of unmemorable posters like Cyclotron, pretending that they actually know anything about who they're debating pointless crap with." - Drake Tungsten

                              Comment

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