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What TileImps Should be included?

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  • What TileImps Should be included?

    And so, here it is,
    Ladies,gentlemen and otherwise,
    you are lucky enough to have the oppurtunity to tell us what you think should be included in Civ3, Tile Improvement wise.

    Any ideas, from farms, irrigation and installations,
    to PW's and Infrastructure itself and engineers,
    would be much appreciated

  • #2
    walls and canals.

    Comment


    • #3
      How about several forts throughout history.

      Start with a basic stone age palisade, then work up to a mediaeval Bailey followed by a keep.

      Then, a more modern fort and battlements.

      Well said Brent, definitely include canals.

      Comment


      • #4
        Bridges spanning single tiles of water, early in the game.
        Somebody told me I should get a signature.

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        • #5
          yeah, such eloquence, if I do say so myself.

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          • #6
            roads, irrigation, mining. The fundamentals. Can't live without 'em.
            *grumbles about work*

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            • #7
              how about more military tiles cuz there r a few that i would love to see

              1)SAM sites & flak towers-air defense
              2)Field hospitals-heal infantry units
              3)Repair Bays-repair vehicle units such as tanks
              4)Upgrade Center-upgrading obsolete units in the field
              5)Trenchs-defensive bonus & units on them would be hidden
              6)Military Labs-these specialized labs would contribute to research if the civ is reseaching military techs
              7)Naval bases-placed on beach tiles, repair & upgrade naval unit
              8)Improve the function of air bases to include repairing & upgrading aircrafts

              civ III should keep other military tiles from SMAC & CTP II like bunkers & listening posts

              Considering forts, like in CTP II, should be able to hold claims on land & different types should be available like Matthew said

              1 other thing if there r like 4 or 5 different military improvments on 1 tile, the improvements should combine into 1 massive military base that offers all the bonus of all military tiles & maybe more

              there should be future techs that give automatic defense tiles meaning that there doesn't have to a unit in that tile in order to defend against the enemy

              1 last thing, Brent what do u mean by including walls, if there anyone who could explain it please do cuz i thinkin' u build the great wall of china & find it useless like in history

              --------------------------
              if it is darkest before dawn, then that is when u should steal ur neighbor's newspaper
              [This message has been edited by New Yorker (edited January 10, 2001).]

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              • #8
                well I think Hadrian's wall was effective for a time, and maybe whether the wall in the game is effective depends on how and where you build it. It may be that you can't build an effective one where you need it.

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                • #9
                  i guess u r right Brent but if u want an effective wall u could always just build a system of forts with units in them but than again ur way could just be cheaper

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                  • #10
                    yeah, I wasn't thinking about forts.

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                    • #11
                      Not that important, and not exactly within above subject, but anyway:

                      I hope they come up with a good tile-improvement evolution naming-convention. Its so boring and unimaginative with "mine level-1 > mine level-2 > mine level-3", or "farm level-1 > farm level-2 > farm level-3", and so on.

                      [This message has been edited by Ralf (edited January 11, 2001).]

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                      • #12
                        As for the walls, how that would work is you build it between two tiles, and then you can't pass between those two tiles without breaking down the wall. If you get enough of these walls put together then you can call it the Great Wall (after all, that was all the great wall was is the chinese built walls scattered throughtout the countryside and in the ming dynesty, they decided to connect them and call it the Great Wall).

                        Of course, air units ignore the existance of any walls, and artillary/howitzers can shoot over them without having to worry about them.
                        [This message has been edited by airdrik (edited January 11, 2001).]
                        I don't have much to say 'cause I won't be here long.

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                        • #13
                          I would appreciate the ability to build bridges across single water tiles, but only very late in the game, at the equivalent of early 21st century tech.
                          "Harel didn't replay. He just stood there, with his friend, transfixed by the brown balls."

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                          • #14
                            I was thinking walls should take up a line of the squares themselves. Not everything can be to scale. Ships, planes, diplomats, caravans in the real world would not be visible at the scale of Civ maps. Then again, settler units, which can board ships, represent like 10000 people per unit. Other units can represent many more people than one. I think a real world trireme, at least, couldn't hold that many people. Not even larger ships can carry the tens of thousands of people in settler units can carry. So maybe one ship unit represents more than one ship? I'm not sure if walls should take up squares or be between squares.

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                            • #15
                              How about when a unit fortifies the fort it creates is left behind, even after it leaves the tile

                              It's efficiency would gradually degrade and it would eventually disappear, unless it was within a city's radius or was reoccupied by a land unit.

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