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Fosse
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U.S.A.
Mar 2002 time: 23:32
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Let's finally have navigable rivers.
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Sore Loser
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Aarhus, Denmark
Sep 2003 time: 06:32
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Pollution should have small effects, but shouldn't easily be removed. This way, pollution pays off on a short-term basis, but keep doing it and you end with massive smog that's nigh impossible to get rid of.
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Lorizael

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The Cult Wins
Sep 2001 time: 00:32
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Oh, and my previous proposal now in the correct thread.
Fort tile improvements, I'd like to see a hybrid system. In this system, tile improvements such as irrigation and mining done within your borders would be handled by a public works type system. I don't want exactly what was had in CtP, though. I'd rather a system where you would start an irrigation project for an entire city, and it would take a lot of money/shields to produce, and once completed, would require a good deal of maintainence.
However, once you get outside the land that is technically yours, and you want to build roads, rails, colonies, and forts and such, it would require the use of workers.
This way in the early game you can still have fun building up your civilization, and in the late game you don't have to worry about the swarms of workers going around to cleanup this polution or irrigate that tile.
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wrylachlan
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How about a Public Works Director that works by automating workers? You could paint down roads like in Sim City, and workers would automatically start building them... or you could give a worker a direct order, and she would finish that project before going back to the Public Works Director for new instructions.
Each city could have a Public Works Submenu which would show three graphs of the maximum possible Food/Shields/Commerce if you optimized for each of those. So at a glance you can see - "The most Food I could possibly get out of this city is X, and the most shields is Y", etc. Then there would be a slider where you set the percentage priority of each of those.
When workers have no specific tasks given them directly nor any specific improvements from the Public Works Director (like roads or colonies, etc.) a worker will start upgrading the city radius based on the percentages you've chosen. If you go 50% Food 25% Shields 25% Commerce, the worker will build 2 food improvements, then one shield improvement, then 1 commerce.
This system would be flexible enough to allow you to micromanage in the early stages of the game when its most important, then forget about them later on, yet still have the ability to direct them if you want to. It would also be a lot more precise than the current automation of workers. And it preserves the ability to take slave workers to improve your civ's production.
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Lorizael

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The Cult Wins
Sep 2001 time: 00:32
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quote: Originally posted by wrylachlan
How about a Public Works Director that works by automating workers? You could paint down roads like in Sim City, and workers would automatically start building them... or you could give a worker a direct order, and she would finish that project before going back to the Public Works Director for new instructions.
Each city could have a Public Works Submenu which would show three graphs of the maximum possible Food/Shields/Commerce if you optimized for each of those. So at a glance you can see - "The most Food I could possibly get out of this city is X, and the most shields is Y", etc. Then there would be a slider where you set the percentage priority of each of those.
When workers have no specific tasks given them directly nor any specific improvements from the Public Works Director (like roads or colonies, etc.) a worker will start upgrading the city radius based on the percentages you've chosen. If you go 50% Food 25% Shields 25% Commerce, the worker will build 2 food improvements, then one shield improvement, then 1 commerce.
This system would be flexible enough to allow you to micromanage in the early stages of the game when its most important, then forget about them later on, yet still have the ability to direct them if you want to. It would also be a lot more precise than the current automation of workers. And it preserves the ability to take slave workers to improve your civ's production. |
Hmm, I like that idea. For some reason I want the system of building up infrastructure within your borders to be handled by something other than workers. I'm not sure why, maybe just to add variety. But a system like this makes me think otherwise.
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wrylachlan
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How about a loading unloading speed? Unless its in a city, boats can only load or unload a certain amount of units per turn. And certain types of ocean tiles can modify that number and or the adjacent land type - unloading onto a cliff takes forever, where unloading in a deep bay next to the plains could be faster.
Also certain units can modify that number. Like Marines unload faster than infantry. And Viking Longships unload faster than Galleys.
This would do 2 things, allow for faster ocean movement, since it will now take comparitively longer to bring the landing party to shore, you have longer to get your land defenses in order. Also the ship is a sitting duck while unloading (maybe they have a bombard or defense penalty while unloading).
Another outcome, would be that getting a beachhead city would be really important since it would allow much faster loading and unloading. You could also confer this ability on a colony, so a tactic might be to unload on the coast, and fortify that coastal tile while a worker builds a colony to make way for the invasion force.
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wrylachlan
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Then perhaps a turn wait before you can unload units. IMHO anything that slows down the landing rate of attackers is good, because it would allow you to increase the movement of all seagoing vessels without unbalancing the game. This would allow a lot more fun naval combat.
P.S. Once, just once, it would be nice if you'd say something like, "I don't think that would work well, but how about X". I'm not sure what your interest in a Civ4 suggestions forum is if you don't give any suggestions?
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wrylachlan
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quote: Originally posted by skywalker
However, I have a question about your suggestion to slow down the unload rate - what would you do to Marines? |
Make them immune to the penalty, which would help to differentiate them even more. Scouts should also be exempt from the penalty, thus it wouldn't effect your exploring islands. And workers should be exempt as well - enabling you to get a beachhead with your marines, and build a colony to allow your incoming recruits to get there faster.
I might even suggest that wheeled units, especially artillery units, get a stiffer penalty or even are unable to disembark from a standard galley without a city or colony. Maybe this penalty goes away for Modern Transports.Who knows.
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