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Platypus Rex

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Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002 time: 21:33
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quote: Originally posted by patcon
The "Guild Hall" idea got me to thinking, superworker specialized units. Once a civ acquires a requisite tech (different techs for different actions) a city with a Guild Hall and build superworkers skilled in one particular action (farmers, miners, road crews, lumberjacks, swamp rats, EPA workers, etc.). These would cost as much as 2 normal workers (shields and pop). The superworker would work at his specialized action with the speed of 3 normal workers (a gain of 50%), but at the speed of 1 normal worker on other actions (a loss of 50%, the price of specialization). Maybe allow workers to join into superworker specialized units; 2 workers can travel to a city with a Guild Hall and be upgraded into a superworker in a manner similar to military upgrades. (If the idea of combining 2 units into 1 is too hard, just make them more expensive in shields an 1 in pop.) |
Just when things were sounding good along comes another great idea

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Dominae
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Workers.
But I admit there needs to be some mechanism to reduce the tedium of terraforming. Either that or make it more fun like in SMAC, but I doubt they want Civ4 to be on that complexity level.
What I would really like to see is less terraforming in general. Does it not bother anyone else that you can have the map covered in Roads and Mines by the early Medieval era? Were mines so common in real-world ancient times that they covered the entire globe? If terraforming were to be made more expensive but with greater rewards, we would have less tedium and more interest in what improvements to put where.
A upkeep cost on tile improvements sounds pretty good to me.
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Dominae
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quote: Originally posted by Japher
So, when you build a mine it access a specific type of deposit that is semi-randomly determine and dependent on terrain? This could allot for the uncovering of resources through direct actions. Mines could uncover minerals, metals, quarries, etc. which can be used directly by the city or traded to other cities.
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What a great idea!! Workers could also gain the "Prospecting" ability, that takes a certain number of turns to determine if there really is a mineral resource available on a tile. The number of turns would have to be arranged so that prospecting would pay off most if not all of the time.
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Japher
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Ook! Ook! Ack! Ack! Ack!
Jun 2002 time: 05:33
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The prosepecting is a great idea! Would it be an ancient skill though? Also, a unit that could only prospect has good and bad points, it would be nice to see the engineer unit comeback with the prospecting bonus of being able to prospect in a greater number of skills as well as build mines, roads, rail, landfills(?), wetlands, protected forests/land etc... pretty much the same thing a worker would be able to do only more efficiently (even if it takes longer).
A "mill", IMO, wouldn't be a mine replacement, but a farm replacement along a river that would sacrifice food some food resources for sheild bonuses. A mine replacement would be something like a "quarry" that would produce stone or a luxury resource like marble as well as give shield bonuses, but less than a mine of stone or coal.
I think what we are looking at is to have terrain surrounding a city play a greater role in what it is the city can make, how it behaves, and how it influences the town in general. As well, we want to make the surrounding areas contribute more to the uniqueness of the city (which there doesn't seem to be any of) and to have the town also effect the surrounding areas in return.
Adding prosepecting would add another dimension to city uniquess and the game through trade realtions (can't trade it if you don't know if you have it, even if you have the required tech to know it exists), civilization type (ag, science, etc... building farm land because it's easier for your civ, only to have to destroy it when you discover plutonium under the corn), and unit management.
Good ideas
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Drachasor
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quote: Originally posted by Japher
Hydroponics? - A city improvement?
The MMing for prosepect could be a problem. However, it's not like you HAVE to do it. |
Just like you don't *have* to build roads, or try to find good locations for new cities?
-Drachasor
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:33
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Prospecting wouldn't be so much MM if it was done as a 'funded Public Works' action-instead of a 'worker action'. Also, cities with governers set would probably automatically assign PW points to prospecting within there city radius. Lastly, as has been mentioned elsewehere, tiles with terrain improvements on them already would automatically 'prospect' for resources!
Yours,
Aussie_Lurker.
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Drachasor
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Remember comrades, this is a GAME. Just because something is realistic doesn't mean it would be a good addition.
Realistic things that are bad additions:
Decisions made for you by a governing body (cursed democracies)...
Military coups performed on YOU. (or non-military ones)...
Hurricanes, Earthquakes, dealing with the issue of weather patterns, worker rights, individual monopolies, corrupt government officies (that aren't bribed by foreign interests), etc, etc, etc.
Oh, and prospecting.
[semi-rant]
Seriously, what does prospecting add to the game but annoyance and tedium? It is already assumed that prospecting is done. You get a small boost in production out of a regular mine, and a much larger one when that mine is over a particular concentration of resources (such as iron or coal). That's all the hassle I want to deal with, and I think you'd quickly tire of building mine after mine and finding out there is nothing there, or constantly building workers just to prospect around your territory.
It isn't fun, and it isn't a good change to make to the game. It adds basically nothing except tedium.
[/semi-rant]
-Drachasor
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