I'm new to this forum so perhaps this point has been raised before. (Though I can't find it anywhere)
What I want is for a bit of plain old luck to be introduced into the decision of where a city is founded. As CivII is now, you scout around a bit looking for a spot with lots of resources, even though with the technology of the time, there is no way you could even locate, let alone utilise, these resources.
Realistically, a city is not founded on the site of resources that will be useful 3000 years in the future.
I mean, at the begining of a game, just because a square has oil in it, why should I be able to see that? It's 4000 BC how could my guys know there was oil under the ground and even if there was what would that mean to them? So what if there's a whale off the coast, that's not much good if I don't even have boats with which to hunt it? Building a city near these resources is purely coincedental and CivIII should reflect this.
What I would like to see (or more to the point not to see) is that specific resources are not visible to the player until they have both the means for locating it, and some reason for wanting to.
What I want is for a bit of plain old luck to be introduced into the decision of where a city is founded. As CivII is now, you scout around a bit looking for a spot with lots of resources, even though with the technology of the time, there is no way you could even locate, let alone utilise, these resources.
Realistically, a city is not founded on the site of resources that will be useful 3000 years in the future.
I mean, at the begining of a game, just because a square has oil in it, why should I be able to see that? It's 4000 BC how could my guys know there was oil under the ground and even if there was what would that mean to them? So what if there's a whale off the coast, that's not much good if I don't even have boats with which to hunt it? Building a city near these resources is purely coincedental and CivIII should reflect this.
What I would like to see (or more to the point not to see) is that specific resources are not visible to the player until they have both the means for locating it, and some reason for wanting to.
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