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  • #16
    Originally posted by JtheJackal


    Railroads should get limited movement and highways should get infinite because the main purpose of highways is to transport the military in case of invasion
    Hmmm... How about highways being a city improvement instead of a suburban tile improvement? It was like that in Civ2 and it worked quite well.
    Vini, Vidi, Poluti.

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    • #17
      I think terrain improvements should differ much more,
      so you havo to make more decisions on the way you improve the terrain. Examples:

      - theme park (++ happyness)
      - farmland: animals (+ food + production)
      - farmland: grain (++food)
      - industry (++ production)
      - nature parks (+happyness +food)
      - sport (+ happyness + production)
      - airport (++production ++trade)
      - harbor (++ production ++trade)
      Go play SimCity then!

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      • #18
        I agree with Tiberius, to me railroads don't mean literally railroads, but rather the abstracted modern transportation infrastructure. As such, it is about right in effect (if somewhat ugly to look at).
        Seemingly Benign
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        • #19
          Agreed, that's what I always take rails as being. Rails early on, canals, and motorways.

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          • #20
            Originally posted by WarpStorm
            I agree with Tiberius, to me railroads don't mean literally railroads, but rather the abstracted modern transportation infrastructure. As such, it is about right in effect (if somewhat ugly to look at).
            Ya, but they are transportation, not food production...
            Vini, Vidi, Poluti.

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            • #21
              Originally posted by CyberShy
              I think terrain improvements should differ much more,
              so you havo to make more decisions on the way you improve the terrain. Examples:

              - theme park (++ happyness)
              - farmland: animals (+ food + production)
              - farmland: grain (++food)
              - industry (++ production)
              - nature parks (+happyness +food)
              - sport (+ happyness + production)
              - airport (++production ++trade)
              - harbor (++ production ++trade)

              all with restriction
              theme parc: only first 3 increase happyness.
              nature parc: only first 2 increase happyness
              airport: decrease happyness
              harbor: only first 4 increase happyness, only next to rivers / sea squares)

              etc. etc. etc.
              that way you have to manage your terrain more, right now terrain improvement doesn't really matter. Just improve it to the max.

              Of course you must be able to manage the city surrounding in one screen, ie. 20% happyness, 50% food etc. etc. and the workers will obbey to this)
              Very cool ideas. I would like to see some stuff like this. But, it won't happen in Civ III. Maybe Civ IV.

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              • #22
                Originally posted by XOR


                Ya, but they are transportation, not food production...
                Get rid of the modern transportation and see how much fresh food there is in the store. It's not "just transportation". Transportation is the lifeblood of a modern economy. If the goods don't get where they're needed when they're needed they may as well not have been produced.
                Seemingly Benign
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                • #23
                  Originally posted by WarpStorm


                  Get rid of the modern transportation and see how much fresh food there is in the store. It's not "just transportation". Transportation is the lifeblood of a modern economy. If the goods don't get where they're needed when they're needed they may as well not have been produced.
                  Get rid of the cultivation technology and see how much fresh food there is in the store. It's not "just food production". Farm cultivation is the lifeblood of a modern nutrient production. If the goods don't get produced in the amouns they're needed when they're needed they may as well not have been transported.

                  It's just transportation, really, if you want to take food from one place to another trucks can do the job very well even if they have to travel trough miles of non-paved roads. (except, non-paved roads are unusable when it rains).

                  Railroads producing food is silly, and Rail+Irrigation tiles look ugly.
                  Vini, Vidi, Poluti.

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                  • #24
                    I'll disagree with you on the transport issue, but I'll agree rails everywhere looks ugly. Truth be told, I'd rather a feeder system like Imperialism II.
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                    • #25
                      It makes perfect sense for rails to increase food. At least in the USA, railroads (and later, refrigerator cars) enabled the mass transport of meats and foodstuffs from their sources to the urban areas of the east coast. Without railroads, the East Coast would not have been able to support the dense urban population that it does.
                      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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                      • #26
                        My only real problem with the whole "RR increase food" thing is that it does lead to that awful RR sprawl! What should happen, in my opinion, is that if your city is connected to your internal trade network, by even a single RR, then you should gain a bonus to trade, production and food based on the number of cities also connected up! Example, if your city is connected, by rail, to an internal trade network consisting of 15 other cities, all of them connected by rail, then that city should recieve about +3 food, +2 commerce and +2 production! This would reflect the movement of commodities and wealth along these networks, without that awful SPRAWL effect! There should also be a similar bonus from roads, but to a lesser effect (Maybe +1 per 8 cities for roads, and +1 per 6 cities for rail!)
                        This might also provide an interesting side to international trade. For instance, instead of just trading resources, you might be able to trade commodities, such as production and food! To make it simple, you would not require any surplus of either commodity, you would simply gain bonuses to food or production based on the number of cities in THEIR internal trade network, and vice versa. You would also recieve bonus commerce, to reflect the money gained from your export trade!
                        I have to say, though, that I still do agree with XOR that we also need farms to make a comeback! At the very least, I'd like to be able to EDIT and ADD terrain improvements via the editor, so that I can have things like Early farms and Modern farms, Early Mines and Modern Mines and even more advanced transportation than RR's!!
                        Anyway, just a thought!

                        Yours,
                        The_Aussie_Lurker.

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                        • #27
                          The RR sprawl is realistic. I had got a railroad map over the USA somewhere, and it shows that in the heavily populated areas the rail network is very fine.

                          If you think the railroads are ugly, make them more discrete. I believe it wouldn't be too hard to make them some pixel thinner.

                          I think that railroads are overpowered, however. Letting the food bonus to another improvement would be just fine.
                          The difference between industrial society and information society:
                          In an industrial society you take a shower when you have come home from work.
                          In an information society you take a shower before leaving for work.

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                          • #28
                            In the civ2 manual a programer(don't remember his name) says that in civ1 there were only railroads and irrigation and that the final result looked ugly.So they decided to add farmlands as an upgrade of irrigation, as RR was an upgrade of roads plus it would look cooler.

                            Unless i am mistaken were not the same men who made civ2, responsible for civ3?
                            "Military training has three purposes: 1)To save ourselves from becoming subjects to others, 2)to win for our own city a possition of leadership, exercised for the benefit of others and 3)to exercise the rule of a master over those who deserve to be treated as slaves."-Aristotle, The Politics, Book VII

                            All those who want to die, follow me!
                            Last words of Emperor Constantine XII Palaiologos, before charging the Turkish hordes, on the 29th of May 1453AD.

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                            • #29
                              Originally posted by Palaiologos
                              Unless i am mistaken were not the same men who made civ2, responsible for civ3?
                              Actually, most of the people responsible for Civ2 no longer work for Firaxis.
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                              • #30
                                Originally posted by WarpStorm
                                Actually, most of the people responsible for Civ2 no longer work for Firaxis.
                                Not only that, but they left Firaxis in the middle of the development of civ3. Thank God, may I say, because right now they are working on the first [disgusted]real time civ game [/disgusted] (namely Rise of Nations).
                                "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
                                --George Bernard Shaw
                                A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
                                --Woody Allen

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