I don’t know about the rest of you but I think the way actoscrap did tile imps borders on laziness.( I know I am lazy but come on
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Right what I am going at is this there a three farming tile imps yet there are five ages
What I am proposing is that we re-model the number of tile imps and the way we can use them.
For example I think we need two more tile imps of each type. So we don’t have a gap between the agricultural revelation farm and the genetic one ( which if you look at we have modern farms of large amounts of machinery. The we have hydroponics farms, then we need one more .)
I would also like to sea a separation between shallow seas and deep seas for example a set of shallow sea imps and a set of deep sea imps
I don’t care if this goes historical as long as we get some ideas put up.
)Right what I am going at is this there a three farming tile imps yet there are five ages
What I am proposing is that we re-model the number of tile imps and the way we can use them. For example I think we need two more tile imps of each type. So we don’t have a gap between the agricultural revelation farm and the genetic one ( which if you look at we have modern farms of large amounts of machinery. The we have hydroponics farms, then we need one more .)
I would also like to sea a separation between shallow seas and deep seas for example a set of shallow sea imps and a set of deep sea imps

I don’t care if this goes historical as long as we get some ideas put up.
those autofeatures.........
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, kind of showing the bad impact of erosion. Later in the game we could have a forest TI which would bring maybe not so much 'income' but would live the forest intact, this model would be representing 'modern' Lumber-yards, where they replant what has been cutted down. My suggestion would be, that this would be available with university (better studying of natures model
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