In Civ2 we have fortresses and airbases; to that CtP adds listening posts, radar and sonar buoys. What would you like to see added/removed and why?
And here's my suggestion, dregged up from a previous thread and slightly editted:
I'd like to see a seaport or harbour or drydock of some sort that could be build along a coast for ships to take refuge in to recover from battle and made available in the age of sail sometime (a la Gibraltar etc). It could be combined with a fort and later an airbase whilst it couldn't be built beside another port so as to prevent it from becoming an excessively quick and easy method of canal building across continents - a movement rate halting like an airbase might help to quell that sort of nonsense as well.
(come to think of it - not allowing airbases to be built directly beside each other would prevent human players from building airbase walls as a cheap shield against nukes and air attacks as well)
I'd allow for installations to be built anywhere in the world (as in Civ2) and not just on the end of a road or whatever as in CtP (or so it seems so far - I just got the game a few weeks ago for dirt cheap). Also, installations would be built by engineers and other units with that ability, unlike tile improvements which I suggest continue to use the PW model. But roads could be built either way - by engineers and certain units or out of public works. Engineers wouldn't be able to settle, they could only build whilst settlers could only settle and build roads (like some military units, such as legions and other infantry). This would require having 3 different flags for units - settle, build roads, build installations.
I haven't thought as much about terraforming, but I'm inclined to go with PW on that one, esp. for things like draining swamps (which should come fairly early on) and clearing forest.
And here's my suggestion, dregged up from a previous thread and slightly editted:
I'd like to see a seaport or harbour or drydock of some sort that could be build along a coast for ships to take refuge in to recover from battle and made available in the age of sail sometime (a la Gibraltar etc). It could be combined with a fort and later an airbase whilst it couldn't be built beside another port so as to prevent it from becoming an excessively quick and easy method of canal building across continents - a movement rate halting like an airbase might help to quell that sort of nonsense as well.
(come to think of it - not allowing airbases to be built directly beside each other would prevent human players from building airbase walls as a cheap shield against nukes and air attacks as well)
I'd allow for installations to be built anywhere in the world (as in Civ2) and not just on the end of a road or whatever as in CtP (or so it seems so far - I just got the game a few weeks ago for dirt cheap). Also, installations would be built by engineers and other units with that ability, unlike tile improvements which I suggest continue to use the PW model. But roads could be built either way - by engineers and certain units or out of public works. Engineers wouldn't be able to settle, they could only build whilst settlers could only settle and build roads (like some military units, such as legions and other infantry). This would require having 3 different flags for units - settle, build roads, build installations.
I haven't thought as much about terraforming, but I'm inclined to go with PW on that one, esp. for things like draining swamps (which should come fairly early on) and clearing forest.
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