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Seeker
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London Ontario
Jan 1970 time: 00:32
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More terrain types:
1. Active and dormant volcano: Dormant is very fertile, but has a risk of becoming active...
2. Damage terrains: useful for editors (lava, ash, irradiated areas) they do a little damage each turn.
3. Hills divided into Mediterranean/Chaparral and Foothill, med hills are more agricultural, foothills more barren.
4. Impassable mountain: Would establish a clear line between mountainous but passable terrain (switzerland, nepal) from totally impassable peaks.
5. Rice paddies. More fertile than swamps, found in deltas, don't disappear with irrigation.
6. Ocean Trench: more fish, adds more 'stuff' to look at in the ocean besides coastal/deep sea.
7. Badlands/Mesas: Hills for obs. purposes but very dry, irrigation gives 1 food.
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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quote: Originally posted by Lorizael
Multiply the current numbers by ten and then do some fiddling. |
Exactly. Suddenly we have more terrain choices, and LOTS more modding capability.
Also... what about terrain type that has very similar (or even identical) production values, with different strategic ones?
So rolling hills and rocky hills have the same produciton values, but rocky hills have a slightly higher movement rate and defense value.
Also... every unit should take more time to enter terrain with higher movement cost. Infantry still moves faster on open land than on mountains, even though it doesn't have wheels or hooves.
So... give even the slow moving units 2 movement points, and faster ones more. Now an infantry slows down when crossing mountains.
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KingSquanto
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I'd definitely like to see more terrian types, even if it is superficious and purely graphic. For the deserts of the southwest and the sandunes of the Sahara don't look identical.
It would also be cool if the landscape effected the culture of the city in any way (prob. to complicated to be feasible, diffrent topic anyways). One thing I would like to see would be the ablitly to trade food between cities. Because in real life, you don't see thriving farms surronding New York, and you don't see towering metroplisis in the middle of Mississippi farm land. Also, maybe if their was a city used a tile long enough and grew large enough, the city would expand to fill more terrian squares, and maybe their could thus be a city terrian type. To export food, you would have to build a special building, which would cost one shield to mantian and horses (medieval times) then oil/rubber modern (trucks.)
I like the idea of multipling the current systems by ten- to keep this from becoming to complicated though, there would be icons to represent 5 and 10 busshels. Then their could be diffrent degrees of desert, grassland, and others, with ranging variables of production, commerce, food, and munoverablilty/habitibility.
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KingSquanto
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Hmmm.... from that perspective, I can almost see why they took it out. For if food shipping worked that way in real life, then you would see urban metropilii (is that the plural?) throught the nation of every developed country. In the game, it would make hills to important and side cast the more fertile, but balanced regions that are realistic 'good' sites for a city. Has there ever been ideas on how to fix this problem but still keep food redistributing?
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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Civ 3 had fewer terrain types than Civ 2. Conquests added some, but still...
Regarding food shipping. It needs to be in and limited somehow. Too many of us want it in, and it is too unrealistic not to have it, that it must be in. It is potentially abusable, so it must be limited.
Solution: It costs money, and one food spent in Springfield doesn't mean one food eaten in Chicago.
Assuming nothing else changes in Conquests:
There can be an "Import Food" button on the city screen. When you click it, a list of your cities come up, and you select from where that food will come, and how much will come. Make it cost the player 1 or 2 gold per busshel per 5 tiles, and make it so that you only get eight busshels for every ten shipped.
There, now it's in... easy to do, and won't be overdone.
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