Food, Factories, Future
Age of genetics; very much is seen as a potentially next generation name, unless you'd preferr the Age of China ... the future world power to endanger the USA
However, here comes the radical suggestion to the future combination rather than elimination of ideas.
Food
In a game Call To Power a improvement for cities called a Pig Vat existed (long time since played so may be wrong name)
The use of this improvement was essentially no loss of life due to lack of food .... very next generation; further the supermarket was a favorite too, but consider expanding the supermarket idea again .... up to the public or programmers how.
For programmers, one food could = 2 food with one type of improvement and then with another 3 or 5 and then 5 to 10 ...... could make senarios varying that controlled variable.
Thus the food supply could multiply exponentially allowing for mammoth cities, try strategy in that .... makes things insane money and production wise. True improvement and Battle possibilities, plus threats from that little country slowly building UP not OUT.
Just opinion, and to do that in a war situation expands risks of the massive unrest lol take a city with 100 DISSENTERS now try that for strategy to stop the riots while risking a nuke up your butt.
Factories
Next, factories need to be revamped; honestly having multiple types of factories drives me nuts in Civ. III, that is in itself micromanagement isn't it but for the little city builders. Haters on my expansion of ideas on armies .
take that.
Factories with levels of construction not types to multiply productivity. Simplified lots lots.
However, to have no lag time between making tanks and making consumer goods? What nut thought that up?
Why can't I make multiple items, such as say one tank and left over for consumer goods ..... isn't that more realistic? Perhaps not if factories are ONE factory and not MORE THAN ONE. Thats why we have MANY per city.
Plus it be fun if could concentrate food imports to one city to make say 5 tank units a turn (more ppl with more production = more overall production) ha ha take that for strategy .... so evil.
For strategists why not shift all production to one city, though to do so at a acceptable loss of productivity. Was caravans in Civ. II ... my personal fav. way of racing computer to wonders of the world.
Factory workers exist as usual, thats the fun of huge cities .... small guy can build up and make a threat.
Though larger countries always have upper hand .... if you find a way around that then let me know. Let everyone know your genius.
Future
My other suggestion is pull a Call to Power, I loved underwater city idea myself .... talk about insane races to technology.
Combination of the games into one with these excellent graphics only make a better game, and leave the option for the classicists to turn off underwater city options.
Plus the idea of space cities more than is a interest, no one has yet streamlined them into a civilization game well though .... perhaps in the future (no pun intended) that will be possible.
And again for classicists leave the option to halt at the modern age, but allow for other Sci. Fi. fans to enjoy the limitless options of the future.
Onward and Upward, strategically planned of course.
And if you want radical ideas argued and debated just ask me always open to debate on everything from modern politics to Civilization tactics to abortion.
Thanks for listening to the banter and now do bring on your opposition, I know I may be wrong, and these are just ideas .... to each idea is a equal opposite one.
Micro vrs. Macro .... Simplicity vrs. Complexity
PS. oh I forgot to add, why can't we barter food for money or threats etc. ? extorting food .... sounds so Roman whahahah;
food is a very valueable commodity and more controlling than money on a country when in limited supply (starve 'em out)
Age of genetics; very much is seen as a potentially next generation name, unless you'd preferr the Age of China ... the future world power to endanger the USA
However, here comes the radical suggestion to the future combination rather than elimination of ideas.
Food
In a game Call To Power a improvement for cities called a Pig Vat existed (long time since played so may be wrong name)
The use of this improvement was essentially no loss of life due to lack of food .... very next generation; further the supermarket was a favorite too, but consider expanding the supermarket idea again .... up to the public or programmers how.
For programmers, one food could = 2 food with one type of improvement and then with another 3 or 5 and then 5 to 10 ...... could make senarios varying that controlled variable.
Thus the food supply could multiply exponentially allowing for mammoth cities, try strategy in that .... makes things insane money and production wise. True improvement and Battle possibilities, plus threats from that little country slowly building UP not OUT.
Just opinion, and to do that in a war situation expands risks of the massive unrest lol take a city with 100 DISSENTERS now try that for strategy to stop the riots while risking a nuke up your butt.
Factories
Next, factories need to be revamped; honestly having multiple types of factories drives me nuts in Civ. III, that is in itself micromanagement isn't it but for the little city builders. Haters on my expansion of ideas on armies .
take that.
Factories with levels of construction not types to multiply productivity. Simplified lots lots.
However, to have no lag time between making tanks and making consumer goods? What nut thought that up?
Why can't I make multiple items, such as say one tank and left over for consumer goods ..... isn't that more realistic? Perhaps not if factories are ONE factory and not MORE THAN ONE. Thats why we have MANY per city.
Plus it be fun if could concentrate food imports to one city to make say 5 tank units a turn (more ppl with more production = more overall production) ha ha take that for strategy .... so evil.
For strategists why not shift all production to one city, though to do so at a acceptable loss of productivity. Was caravans in Civ. II ... my personal fav. way of racing computer to wonders of the world.
Factory workers exist as usual, thats the fun of huge cities .... small guy can build up and make a threat.
Though larger countries always have upper hand .... if you find a way around that then let me know. Let everyone know your genius.
Future
My other suggestion is pull a Call to Power, I loved underwater city idea myself .... talk about insane races to technology.
Combination of the games into one with these excellent graphics only make a better game, and leave the option for the classicists to turn off underwater city options.
Plus the idea of space cities more than is a interest, no one has yet streamlined them into a civilization game well though .... perhaps in the future (no pun intended) that will be possible.
And again for classicists leave the option to halt at the modern age, but allow for other Sci. Fi. fans to enjoy the limitless options of the future.
Onward and Upward, strategically planned of course.
And if you want radical ideas argued and debated just ask me always open to debate on everything from modern politics to Civilization tactics to abortion.
Thanks for listening to the banter and now do bring on your opposition, I know I may be wrong, and these are just ideas .... to each idea is a equal opposite one.
Micro vrs. Macro .... Simplicity vrs. Complexity
PS. oh I forgot to add, why can't we barter food for money or threats etc. ? extorting food .... sounds so Roman whahahah;
food is a very valueable commodity and more controlling than money on a country when in limited supply (starve 'em out)
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