Thanks for the response, Wes, such early on saturday morning.
As I am already 6 hours further in the day, here are another 2 shillings (we dont have cents until next year with the Euro).
My opponents do build railroad but no trading posts so far. To limit trading posts/shopping malls to some kinds of tiles only, is the answer to a question I wanted to raise now. Later in the games (after shopping malls are available) you can easily cope with financial requirements by placing tons of those trade/commerce boosters. I noted that I never needed more than two tiles for farm improvement and two for mines, because the city growth has to relate somehow with the speed of counter-owercrowding-inventions (no, this word doesnt exist in Austria either). And the production supported by two mines (advanced mines) pushes the pollution beyond the limit anyway. So the rest of city squares is avilable for shopping malls, destroying the balance unless the AI could use the same strategy.
The way to limit these improvements is a great solution. No, actually it is a must.
On the other hand in later stages of the game, upkeep of improvements becomes really expensive. Is there a way to make some builings (of those which are calculated by cost per citicen) obsolete with the invention or building of new versions.
(I have in mind things like auto-selling granary after a city has built food silo, or auto-selling mill after building factory etc.). This would of course mean to increase the value of the new buildings as replacement of the accumulative effect of building types of different eras (as is now!?? isnt it?)
This approach would seem more realistic to me and the upkeep might be a little easier to survey.
What about restricting mines and farms (no farms are already i think) as well, so that mines would go only for mountains and hills?
Can't wait for the new files,
Regards
Thomas
As I am already 6 hours further in the day, here are another 2 shillings (we dont have cents until next year with the Euro).
My opponents do build railroad but no trading posts so far. To limit trading posts/shopping malls to some kinds of tiles only, is the answer to a question I wanted to raise now. Later in the games (after shopping malls are available) you can easily cope with financial requirements by placing tons of those trade/commerce boosters. I noted that I never needed more than two tiles for farm improvement and two for mines, because the city growth has to relate somehow with the speed of counter-owercrowding-inventions (no, this word doesnt exist in Austria either). And the production supported by two mines (advanced mines) pushes the pollution beyond the limit anyway. So the rest of city squares is avilable for shopping malls, destroying the balance unless the AI could use the same strategy.
The way to limit these improvements is a great solution. No, actually it is a must.
On the other hand in later stages of the game, upkeep of improvements becomes really expensive. Is there a way to make some builings (of those which are calculated by cost per citicen) obsolete with the invention or building of new versions.
(I have in mind things like auto-selling granary after a city has built food silo, or auto-selling mill after building factory etc.). This would of course mean to increase the value of the new buildings as replacement of the accumulative effect of building types of different eras (as is now!?? isnt it?)
This approach would seem more realistic to me and the upkeep might be a little easier to survey.
What about restricting mines and farms (no farms are already i think) as well, so that mines would go only for mountains and hills?
Can't wait for the new files,
Regards
Thomas
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