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Topic: CITY IMPROVEMENTS (ver2.0): Hosted by CyberShy |  |
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Theben Emperor Indianapolis, #1 in Syph cases! b.02-15-99
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posted July 20, 1999 01:58
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I realized I never posted this here. It is also on the OTHER thread: STRUCTURE DAMAGE This supercedes my post on the "suggestions" page.
Structures have hit points= to the cost of building them. Certain units (spies/saboteurs, catapults, cannons, sappers, bombers) and random disasters(floods, fires), riots/rebellion, nukes, and actual conquest thru military action would inflict damage upon the structures. You would pay gold or you may allocate a portion of your city's shield production for repairs. Any number of structures can be repaired per turn. Effects would be: 0-49% damage=no effect on structure, 1 gold repairs 2 damage or 1 shield repairs 4 50-99% damage=structure disabled. Gives no benefits to city, x2 repair as above 100%=structure destroyed. Must be rebuilt. A disabled structure will start functioning again once it has been repaired to the 0-49% range, but cost of repair will stay as 50-99% until completely repaired. How I see it function in the game: Spies/saboteurs/sappers: These would inflict random amounts of small damage to one structure at a time, based on the total hp's of the particular building. Sappers would be limited to city walls. However the successful act of sabotage would prevent the structure from working for, say, 1-3 turns, or 1 turn after the minor damage is repaired. Catapults/cannons/artillery/howitzer + bombers: Inflict minor amounts of damage to a few structures during bombardment. They may specifically target city walls to do medium amounts of damage, to that structure only. Bombers may specifically target any city building, but may be repulsed by AA fire, fighters, bad weather, etc. Prior to laser targeting their chances of success will be low. Floods, fires, riots, cause low/medium/high damage to some/many structures depending on the city's preparedness. Fires would be limited by aqueducts, wells, etc.; riots by police station &/or barracks. You get the idea. This would also be based on each building's total hp's. Nukes: Depends on power of nuke. All structures take damage, most in the high range, some will be destroyed. The rest would take medium. Conquest would inflict low/medium damage on most/all structures when the city fell, but rarely will a structure be destroyed when the city is conquered. low=about 10% damage or 4-7 hp's medium=about 20-25% damage or 12-17 hp's high=50-60% damage. Only happens to cities hit with random disaster's that are unprepared, or nuked. DonDon Questioned cost (later I halved repair costs), suggested: · A "free repair" rate, something like 1 shield × city size each turn. · Add 1 or more to "free repair" for: Con, Bri, Exp, RR, & Aut. (Each effects construction technology) · Repairing w/o interrupting current construction by setting % rate. · Pop-up menu (click on improvement) for selling, setting priority for "free" and shield repairs, and buying repairs (set rate in $/turn). · Allow settlers & engineers in city to repair improvements, 2 & 4 shields/turn added to "free repair" rate. · Add another special citizen type: construction crew, adds 2 shields to "free repair," 4 after Exp, sorta like a temporary settler or engineer. David James Questioned incentives to repair much past 49%, why not be % reductions, liked donDon's ideas. itokugawa Liked the idea of structural damage, suggested pay extra $ to lower spy success. Suggested that some buildings should have more hits based on importance, such as city walls and SDIs. Theben I envision a number next to each built structure in the city screen representing the total damage, color-coded like units. Green=0 damage, yellow=1-49%, red=50-99%. You would click on the number and a pop-up window would let you repair the items, w/o limit of how many and how often you can repair. Gold is subtracted from your treasury, shields are counted similar to supported units for that turn. Replied to David James % reductions don't work for each building type, and you should repair or you risk building's destruction later. Disagreed with Itokugawa, repairs should be based on cost of building to keep player happy. donDon Since most improvements are structures easily damaged by fire perhaps they should not be made too resistant to destruction. Then you could have aqueduct improve the resistance, representing better fire fighting capability. There could also be an improvement with sewer representing an incremental advance in water control structures. Modern water infrastructure would follow… |
Flavor Dave Prince
b.02-15-99
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posted July 20, 1999 16:06
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"Two: More improvements. MANY more improvements. Many who have posted in this thread are for the KISS method of doing things, but I'm for the opposite. One poster stated that one of the problems with Civ II was that you couldn't easily max out in city improvements; I say, Civ III should be even more difficult to max out. This would REQUIRE that you specialize for maximum effect--"A good idea IF: you keep the game balanced between money, science, production, and military. Your idea also puts to use many of the minor techs from the tech thread--they could be for all the minor city improvements. franchising makes malls available (in the marketplace/banks line); multinationalism makes the multinational corporation possible, etc. public education makes public schools available; particle theory (or whatever) makes particle accelerator available, etc. I kinda agree. When it comes to Civ3, I'm pretty conservative--I don't want change for the sake of change, only change that will be real improvement. And my maxed out cities are kinda boring in the end game, and kinda unrealistic. IMO, the balance issue shouldn't be that tough. Pollution makes emphasizing production all over your civ problematic. You'd just do it in your 3 or so high production cities, after building the solar plant. Late in the game, I'm running science at only 50 or 60% anyway. High levels of specialization should only be available late, tho, since you're going to be 70-80% science in the first part of the game. If more science improvements were available too early, that's all that would get built. |
CivPerson Chieftain
Jul 1999
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posted July 21, 1999 09:34
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The Train Station: This improvement would allow air units to be transported to any other one of your cities with this improvement along the connected RR. Basically it would be like the Airport inprovement, having the same restrictions as the airport with one unit load/unload per turn - per city. Allow a warning if other Civ Units are blocking the track (just like enemy fighters). Have the ability to loose the transported unit if the track is mined or something.Fire Station: An improvement to prevent (or reduce the effects) of natural disaters. |
EnochF Prince Seattle, WA b.02-15-99
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posted July 21, 1999 12:14
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About fire stations: I dunno. Civilization has always struck me as a game too much on the macro level to worry about things like fire stations, but here's my thought. If anything, fire fighting should be an advance. After you've discovered it, there are no longer random "fire" events which occasionally devastate your cities. Before you develop fire fighting, you may experience things like the Great Fire of London in 1666. Either that, or just leave the whole subject out. |
Kedryn Settler
Apr 99
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posted July 21, 1999 20:51
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A possible solution for ICS is for each city to have an infrastructure rating. Granary might be worth one point, city walls worth two... And if your civilisation's average infrastructure rating is below a certain number (maybe modified by government type/social engineering choices), each settler causes unhappy population units at home (to reflect your population's unease over outstripping your ability to protect them).And another idea I had, which I feel may not go over very well, is a way to encourage city specialisation. It, umm, limits the number of improvements you can build in a city according to population and terrain type. Say in the beginning of the game you can build one improvement/population point (if that system is still used) or maybe one improvement/population point+1. Also... each improvement is physically located in one of the terrain tiles in your city radius; before urbanisation occurs, you may only have one improvement/terrain tile... after which, you may have 2-4 (not sure of a good number for this). In addition, certain terrain tiles cannot support certain improvements (forests must be cleared and swamps must be drained for almost anything). And after urbanisation, a city improvement on a terrain tile removes any terrain improvement on that tile. This forces bigger cities to get raw materials and food from outside sources... likely the mining towns/villages and your nation's 'breadbasket'. |
mindlace Chieftain Lisbon, Portugal May 99
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posted July 23, 1999 12:41
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Limiting ICS: Ineffeciency leading to drones (ala SMAC) would help.Angry Overlap: the more squares are overlapped, the more crowded people feel. So if 1 square is shared by 2 cities, fine, but if 3 cities share the same square, one citizen (in _each_ city) becomes unhappy. This would kill ICS dead- as soon as you have 3 cities, that 1 worker is pissed in each of them, and since several squares overlap, they're going to be pissed for a long time. You could mitigate this with improvements/psych/specialists, but that would defeat the point of the ICS strategy. I can think of limited situations where it would impact my style of play (i.e., I tend to overlap in the Monsoon Jungle) but I could get a close-enough result with Supply Crawlers, or the addition of being able to work squares in reigons. |
Theben Emperor Indianapolis, #1 in Syph cases! b.02-15-99
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posted July 23, 1999 19:50
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Angry Overlap is a good idea. I've also suggested that settler/engineers would be used in place of supply crawlers. They'd bring all the food/production/trade from a tile back to a city, but at the same time you'd need to support the settler/engineer. Also some of the f/p/t could be lost due to distance from city, type of connection (roads, port), and tech level you're at. So you may want 1 or 2 "supply" engineers, but more than that & you're wasting your time. |
mindlace Chieftain Lisbon, Portugal May 99
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posted July 23, 1999 20:28
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Hmm... theben, if I'm reading you right, you're suggesting limiting supply crawlers... What I was trying to say is that I use supply crawlers to use the open spaces between my cities, which allows me to avoid having to overlap cities. This is a good thing, and not like ICS- supply crawlers are vulnerable to air power and they take time to build. Anyway, this is getting offtopic. |
NotLikeTea Warlord HRM, NS, Canada Apr 99
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posted July 24, 1999 22:06
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I've been thinking about overpopulation and the problems linked to it.Look around at some of the most populous nations. They are often third world, and the enormous population is a problem, not an asset. If population was always and asset, as it is in Civ, China would be the #1 nation in every possible aspect today. Especially consider the aqueduct (which can be thought of as fresh water). In Civ, a city will not grow without fresh water. In the real world, overpopulation without fresh water is the real problem. Same thing applies to sewer systems. What I propose is that population grow, continuously. No limitations. Of course, excess food would speed growth, or increase happiness. If a city has no aqueduct, only the first 8 population points participate in generating taxes, resources, food, etc. All others consume food, but give nothing. Building an aqueduct would allow up to 12 (or whatever) population points to contribute. Beyond this, a sewer system is required. Of course, if the population grows beyond the food level, what is the point of having food at all? Maybe for every point of food defecit, one population point be made unhappy, and as such, unproductive. I think that this may allow for advanced nations to have large populations and productive cities, while the less advanced nations have a burden of overpopulation. I'm not too sure of the details of this, but it seems plausible. Problems might be that this would encourage the creation of many small cities, rather than a few big ones, though this is the case in Civ anyways. |
ember Warlord Waterloo, Ontario, Canada Apr 99
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posted July 25, 1999 09:09
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We could make 'supply crawlers' a tile improvment. Each one sends a the resources from the square (food and minerals, no trade) it is on to a nearby city (choose if there are several), It costs a gold for maintenance and N gold to build, and you can have max pop/X linked to a city, where X depends on play balance and governmnt/tech.Advantages: Can't be used as a wall to stop enemy armies, but still can be pillaged. Do not have to worry about keeping tarack of additional units... It allows for offshore platforms and remote mines, and basically simulates mini-colonies, ones that are less than a full city... ------------------ "Any technology, sufficiently advanced, is indistinguishable from magic" -Arthur C. Clark |
technophile King of pain Jul 1999
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posted July 25, 1999 19:27
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Supply Crawlers as Terrain Improvements: I like the idea, but have you posted it on the Terrain Improvements thread? Those folks might have a few suggestions/reservations about having a terrain improvement like that. I forget who it was (I'm sorry, but this thread is so long that I get a headache looking for specific text and the author of said text), but somebody way back when suggested that some city improvements become outdated, the example being Drill Fields for ancient armies, Barracks for middle-tech armies, and Maneuver Fields for modern armies. Another statement/suggestion made by someone was that they hated granaries because no modern city would have a granary.
Well, if we have Wonders become outdated and useless, why not have the same restriction on city improvements? "Because there are so many city improvements and so few Wonders, and the argument doesn't hold." Wrong. Look at the Units upgrades in SMAC: don't spend the money, you've got lousy outdated units, spend the money, you've got your modern units. Why not do the same for certain city improvements? Drill Fields would still work for modern armies, but not as well as Barracks would, and Barracks would not work as well as a Maneuvers field. You would not have to build a Drill Field or Barracks prior to building a Maneuver Field, in fact it would be cheaper just to build a Maneuvers Field, but you CANNOT build a Maneuvers Field until late in the game and so you must ask yourself the question: build now and be stuck with shoddy merchandise or expensive upgrades later, or build later and be stuck with shoddy cities now? This would also serve to make City Walls more believable. Why should a wooden wall erected in 3000 B.C. still be able to protect a tank corps in 2000 A.D.? It shouldn't--the wall, lacking upgrades, would give, say, 5% protection against a modern army, whereas the Maginot Line (or the 2000 A.D. equivalent) would provide 100% protection. |
Theben Emperor Indianapolis, #1 in Syph cases! b.02-15-99
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posted July 26, 1999 09:55
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Because civ is military unit based, so upgrades to military structures are within the game boundaries. Upgrades to other, non-military structures are not, and would be more likely seen as a nuisance to any player than a realistic benefit. Assuming it is realistic. It can be assumed that your helpful citizens continually upgrade the non-military buildings w/o your help (the same people who look to YOU to upgrade the army, i.e. that's your problem, we live here, this is our problem). Also new types of structures can be considered to be "upgrades" market->bank->stock exchange. Lastly how much does one need to "upgrade" a market? Many markets today function basically the same as they did 1000's of years ago. |
Theben Emperor Indianapolis, #1 in Syph cases! b.02-15-99
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posted July 26, 1999 10:01
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Supply crawlers as TI: I like this idea. Reduces micromanagement and is still playable & realistic (as realistic as supply crawlers). But why build a supply "depot" on gold if you won't get any trade? Perhaps it should stay as regular crawlers-one type of resource per TI on square (max 3 obviously)-and you be required to pay build costs and maintenance for each TI. |
mzilikazi Warlord London b.02-15-99
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posted July 26, 1999 11:04
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Remember - you're paying upkeep of quite a bit of gold every turn on your city improvements... surely this can be considered as a trickle of modernisation every turn as new tech becomes available. Your market starts off as a dusty fleapit, but just imagine that 1 gold spent every turn on it pays for a wooden shelter, then a few bricks and a bit of mortar, then a fancy glass ceiling - or however you like to think of it. The function remains the same, and the building is superseded in importance by the Bank and the Stock Exchange - so you don't want to be fiddling around with modern markets in every city as well as building Banks and Stock Exchanges. Sounds like overdoing the micromanagement to me. [This message has been edited by mzilikazi (edited July 26, 1999).] |
Flavor Dave Prince
b.02-15-99
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posted July 26, 1999 13:27
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When I first read of the idea of updating the barracks, I thought, great idea!! (I've already suggested that city walls go from a 40-shield "barricades," (acts exactly like a fortress) to the +40 shield city walls we all know, to a +40 more shields fortifications, which double defense against all forms of artillery.Then I read the arguments against improved barracks. Well, since at gunpowder and mobile warfare you have to rebuild, what difference does it make? Perhaps you can keep barracks at each stage, but they only repair instantly. So, you'd sell most of these, you might keep one or two near the front, for a while. It wouldn't be worth the 1G upkeep elswhere. I just think that the intermediate and modern form of barracks would look kewl on the city screen. Same effects, different names. |
Theben Emperor Indianapolis, #1 in Syph cases! b.02-15-99
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posted July 26, 1999 18:55
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I'm not sure which arguements against upgraded barracks you're referring to, FD, but perhaps the arguements were talking about levels of veteran status? Such as:Basic barracks=+1 to vet level Improved barracks=+2 " " " etc. Then when new military techs &/or fighting styles arrive (gateway military techs; gunpowder, mobile warfare) the old ones are useless, and you have to build each type again. |
technophile King of pain Jul 1999
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posted July 26, 1999 19:27
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A clarification:I did not intend that all city improvements require upgrades, only a few key improvements (barracks and city wall to name a few) which would lose their effectiveness as time goes by if not replaced/upgraded. As Flavor Dave says, you've got to replace your barracks anyway, right? Why not a. have the different names (drill field, barracks, maneuvers field) for the new improvements, and b. allow the player to keep his or her old rotting drill fields, which would still serve some purpose but not work at 100% efficiency, until the player gets around to replacing/upgrading them. If they ever do. I agree with the arguments AGAINST this system, and agree that there would be no purpose to employing "outdated improvements" with improvements which have modern additions (market place -> bank -> stock exchange). However, with the one-time improvements, the ones which cannot be improved by additional improvements (barracks and city wall), why not require more than the usual maintenance fee and require an upgrade fee as well? |
ember Warlord Waterloo, Ontario, Canada Apr 99
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posted July 28, 1999 22:43
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I got a better idea for supply TI's. You can settle villages of 1 pop on sqaures outside of a city radius. These villages would send any extra food and all resouces back to the hsot city. They can be pillaged and the pop killed, but they don't count towards aquaduct and size happiness limits. With this idea, the city radius could be 1, with villages representing outlying farming and mining communities... (or maybe not). This goes well with regions. The villages contribute directly to the regional pools, and fill in the gaps between cities. Al squares could potentially be villages for a region like modern western europe. Cities would represent major trade and insutrial centers.If we wanted to take this to an extreme, all food/resource gathering could be done by villages, and all trade/industry by cities. Adding a second pop to a village would give a bonus of 50% to what it collects. Usefull for special resouce squares. ------------------ "Any technology, sufficiently advanced, is indistinguishable from magic" -Arthur C. Clark |
Theben Emperor Indianapolis, #1 in Syph cases! b.02-15-99
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posted July 29, 1999 10:59
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Village is a TI or a settled settler?If a settler why bother? Just build another city. If a TI isn't that the same thing as before with a different name? |
ember Warlord Waterloo, Ontario, Canada Apr 99
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posted July 29, 1999 16:59
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As a TI. THe difference is it uses a pop to make. THis avoids the potential cheese of just building millions of villages. Any pop growth is contributed back to the host city.I got the idea of divorcing resouce gathering from cities while I was writing the previous post. Does it belong in Radical, or is here ok? My idea is basically that villages, all size 1, farm and mine. (size 2 might give a 50-75% increase, for late game). THese goods are all automatically sent to a nearby host city. The city only gathers resources from it's square, but all the extra population is in the form of labourers, traders, and scientists. Cities are hadled mostly as now. Villages are TI's. Vilage improvments are also TI's. adding advanced farms, or silos, or a bettermines are all TI's. By this model, a farmer would have to support ~twice as many pop as in CIV2. All Food and natural resouces are 'made' in terrain squares. All industry and trade are 'made' in cities, by citizens. ------------------ "Any technology, sufficiently advanced, is indistinguishable from magic" -Arthur C. Clark |
Jimmy Chieftain Madison, IN, USA Jun 99
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posted August 07, 1999 10:37
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I strongly support the colonization model for cities: 1) I liked the "city view" where you saw each building with the citizens in front of it. 2) it supports the "recruitment" concept for military units rather than building them, which I think is a must. 3) It was realistic in terms of how cities would work, with the concept of ressource shortages. 4) Larger cities could do stuff that small ones could not. This would work for what Brian Reynolds just said in his post about ICS over at the SMAC site. |
ember Warlord Waterloo, Ontario, Canada Apr 99
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posted August 07, 1999 14:44
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Here again, I feel that you suggestion would add to much of a micromanagemnt burden. Instead you could use a fully automatic, and simpler system to the same effect. Make buildings have a minimum city pop to use. A factory can be built in a city of less than 8 pop, but it has no effect. You still pay upkeep though.------------------ "Any technology, sufficiently advanced, is indistinguishable from magic" -Arthur C. Clark |
Jimmy Chieftain Madison, IN, USA Jun 99
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posted August 07, 1999 21:47
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Ember: I agree about the micromanagement: the colonization model unchanged would produce huge micromanagement headaches in a civ3 envirronment where the player might have 20 or 30+ cities. I am not saying that the colonization model should be used completely without any changes. For one, some type of improved governor system and automation must exist to precisely reduce micromanagement. However, The civ2/SMAC model does not have the same benefits as the colonization model, and I wanted to say that whatever the city model is, I hope civ3 will reintroduce the benefits from the colonization model. |
Theben Emperor Indianapolis, #1 in Syph cases! b.02-15-99
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posted August 09, 1999 20:02
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ember, why need a minimum pop for a city imp to work? I see no reason why a factory wouldn't work in a small city. Remember factory towns? The inability of factories to produce is inherent in the total production of the city; i.e. small cities don't peoduce much anyway. |
ember Warlord Waterloo, Ontario, Canada Apr 99
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posted August 09, 1999 23:28
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The idea was to counter the idea of assigning citizens to structures with an easier to manage idea with the smae overall effect------------------ "Any technology, sufficiently advanced, is indistinguishable from magic" -Arthur C. Clark |
don Don King It's too hot here. b.02-15-99
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posted August 14, 1999 02:22
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I, too, prefer the idea of special TI's rather than Supply Crawlers. My idea is the Depot Tile Improvement, which could be used to assign the resource to a city if connected via road or rail. Road would offer some partial utilization of the resources, and rail the full value. Could coexist with mine, fortress, airbase, etc. (Just thought I'd mention it here as part of the ongoing discussion.)Along with that, a Train Station City Improvement would give some trade bonus based on City Size, plus a little trade bonus based on # of that civ's cities connected by rail within some tech-related distance. Why can't a city build more power facilities? Just because you've got a hydro plant doesn't mean you can't build a fossil fuel plant as well, and a nuclear plant, etc. The surplus electrical capacity will attract industry, effectively multiplying factory output. By keeping it to one of each type the effect would be limited. By the way, the effect of multiple power facilities should be additive at the power stage of production calculation, but each stage should be a cumulative multiplier (the cumulative effect idea is already in the summary). Base shields x(1+n) for factory (n=1 at Ind, n=1.5 after SE) x(1+#) for # power facilities x(1+m) for Mfg Plant (m=1 at MP, m=1.5 after Rob) Note: Ind w/factory would come before SE, Mfg Plant available at MP. P.S. CyberShy: throw these specifics for production multiplication effects in the summary, please! the two paragraphs above would be enough. They can tweak the numbers as they see fit; I just want the idea presented as completely as reasonable in minimum space. Otherwise it is way too general. [This message has been edited by don Don (edited August 14, 1999).] |
Theben Emperor Indianapolis, #1 in Syph cases! b.02-15-99
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posted August 15, 1999 02:31
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There needs to be a standardization of how SE effects, Improvements, and Technology interact. These are my ideas on how they'd work:ECONOMY would be a % that is added/subtracted from trade. EFFICIENCY: A % reduction/increase in corruption(/waste?) in the city. SUPPORT: Each city would have a base SUPPORT % (10-20%?). This % is subtracted (added if a - value) from the combined cost of all maintenance of units (units would have production & money support costs, possibly food too). SE choices increase/decrease the % modifier. MORALE should different than the EXPERIENCE bonuses provided to units. Morale would be a small % bonus/penalty independent of Experience, but does combine with it to influence combat. FE, in SMAC, if you attack from a city w/ a Children's Creche you get +25% to attack, or you can have your % modifier's halved due to low Morale. This is Morale. Experience is the actual level of troop prepardness, training, etc. Experience affects att/def/LASS strength but Morale affects att/def/LASS AND Experience. EXPERIENCE: Only a minimal bonus/penalty should be possible with this SE. Most experience should come from training (and this only to a point; maybe up to hardened as SMAC?) & actual combat (all the way to elite status). Again, a % would be applied as in SMAC, but it would be in smaller increments. POLICE represents the controls you can exert on your people. It adds to your happiness rating after all other happiness factors have been applied, but cannot increase happiness to a positive rating. GROWTH is affected by happiness and many other factors, including food. It's a % increase/decrease in the city's growth rate. ENVIRONMENT: A % reduction/increase in pollution output. At certain (+) levels it can add a % to trade from wilderness squares, however a Environment SE choice should also be accompanied by a loss of Economy & Growth. SECURITY: A % bonus/penalty to enemy espionage missions that affect you. ESPIONAGE: A % bonus/penalty to your espionage missions. DIPLOMACY: A % bonus/penalty to your Reputation vs. other civs. INDUSTRY is so powerful and easily abused in SMAC it should not have any SE modifiers. It may only be modified by technology & City Improvements, as a % bonus(/penalty?) to a city's Resource and Labor output. RESEARCH: as SMAC, but with smaller % increments. HAPPINESS as described by me elsewhere. These are the Civil Effects-CE (plus any others that you may wish to add). Each +1 or -1 correlates to a +5% or -5% change in the total of the related CE, with the exception of Happiness, +/- 2%, because it is so powerful. At certain levels each category may have other special abilities (like immunity to spy bribes; PROBE in SMAC). How they interact: Social Engineering: As per SMAC; each SE has +/- to several CEs. Technology: Usually adds +'s to 1 or more CE's, but may penalize some. City Improvements: Depends on method used. If like civ2, each building adds a large amount to it's CE(s); i.e. a marketplace would add +10 to Economy & Happiness (+50%). If like Star Trek: Birth of the Federation, each building adds +1, +2, or +3 (or -) to it's given category (don Don, take note), and you build several buildings of each type in each city (obviously at a lower cost than now). In the SE screen you could see your civ's overall effectiveness in each category (as SMAC). In addition, each city would need a button that would pop up a window, showing what it's own CE modifiers are. My reason for posting this here is not to influence people to my SE ideas-there are enough posts in the SE thread as is-but to have other's input on how these 3 things should interact, and because it affects CI's. |
don Don King It's too hot here. b.02-15-99
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posted August 17, 1999 00:40
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MOO had each factory or whatever the upgraded type was called adding x amount of production, with certain limits based on mineral resources, population, etc. Then MOO2 switched to a single-improvement-with-big-effect model like Civ.It is a dilemma, because the former allows for a graduated effect while the latter is easier for gameplay, micromanagement, and probably AI. |
Trachmir Settler Miami, Fl USA Dec 2000
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posted December 19, 2000 05:28
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Since the refered to post is long gone, I'll rewrite it. BASE SUPPORT STRUCTURES (or Basic Support Structures)This simply lumps all of the most important city improvements of the previous Tech Age into a single catagory. The reason is simple, I hate having to buy marketplaces, aqueducts, ect. for Modern era cities that I just built. In this case all Critical items from the ancient age to the industrial age (but not the modern age as it is not a "past" age) can be built using just one city improvement (in fact more "advanced" settlers should automatically build this when the city is built). It does NOT take 20 years to bring a newly built city into the modern age, and CIV3 should understand this... especially if more improvements will be added. Other notes: This does not include any Military/Defence structure, nor anything else that is not of the most basic variety. Upkeep costs should go down... When a city advances a tech age and posseses all of the included items that go in the Basic Support Stuctures "Package", those improvements dissapear and are replaced by the Basic Support Structures. If a city advances a tech age and does not posses all of the componet improvements, they can then build the Basic Support Stuctures improvement at a reduced cost (Based on the % of stuctures needed) (P.S.: I was Trachmyr, but I'm back and had to change the spelling)
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Theben Emperor Indianapolis, #1 in Syph cases! b.02-15-99
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posted December 20, 2000 23:42
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Trachmyr: Hey, long time no see! How you been? Are you sure those ideas are lost? I think I remember writing something about them SOMEwhere in these summaries. | |