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Gen.Dragolen
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Big MC,
Let me kick in with these ideas:
10000 BC - gathering grains as we find them, simple irrigation, herding animals ?
6000 BC - animal domestication: horse, dogs, (cats?)
4000 BC - animal husbandry small farms with a few animals
2000 BC - grain farming in places like Egypt with single crop fields, animals bred for specific traits, complex irrigation projects, simple wooden plows
1 AD - crop rotation in use in Roman, African, Asian farms
1000 AD - introduction of the iron plow blade - allows farming in heavier soils like in Northern European plain - fields left fallow 1 year in 4
1700 AD - nitrogen fixing crop rotation - 4 crop rotation
1850 AD - Mendel's discovery of plant genetics - creating hybrids
1890 AD - Million acre industrial farms on NA Pairies
1950 AD - Pesticides, herbicides, fertilizer
2000 AD - Zero-tillage and dry land farming, drought resistant hybrids - Genetically modified crops
So it looks like to me that we need one farm type for ancient times with simple field design, one for plowed fields with crop rotation colours, a industrial look with single crop fields(?) with silo's and barns, then modern farms with centre pivot irrigation (or rolling line), combines, then the hydroponics. It's a shame that most of the graphical details for each get lost at higher resolutions.
As for the sea, anything shallow ocean should be ship based, where as the deep water developements should look more futuristic like genetic age cities, or like the mining operations in the movie Outland. Guess I better do some sketchs to see what is workable for the level of detail.
The one thing that occurs to me is that the initial undersea mining would be using ROV type miners where as later, it would be an fully automated facility. And geothermal powerplants would definitely be the way to go for an undersea city. Best way I can think of to provide energy on a useful scale. But would that be a tile improvement or a city improvment ?
I'll have to see what I can cobble together.
D.
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Maquiladora
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I agree theres already enough to build along with dedicating PW to tile imps but there is a huge gap in some tile imps.
As a better spacing you could move Advanced Farms to Railroad tech or something.
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george03
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I agree with The Big MC - there should be more tile improvements to fill in the gaps. In my opinion, to have a mine in 5000 BC is redicoulus. Of course there should be some production tile improvement, but then it probably shouldn't be called mine, or at least it should look differently. Also, if you think about it, it's kind of strange to have a mine placed on a mountain without an ore (good) - I mean logically it does not make a lot of sence. These are just some ideas I came up with reagrding this issue.
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Maquiladora
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Canals would be great.
Forests should have mainly natural production and not commerce, and then have a Forest Mine that gives production and later in the game a Lumber Yard tile imp that gives lots of commerce. Perhaps after the Lumber Yard has been there for so many turns the forest and yard disappear leaving dead soil that needs to be terraformed.
Make Trading Posts and Outlet Malls only buildable on grass and plains.
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Maquiladora
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I think definately make forest productive early on, seeing as theyre not gonna be very commercial in the Ancient era.
I like the idea of simple irrigation, perhaps its necessary to irrigate outwards from fresh water to place farms that arent next to fresh water, but then you could be buggered for the whole game if you havent got a river. Or should i say buggered until you get dry land farms.
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Gen.Dragolen
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We definitely need canals to allow movement for ships across land. If anyone has looked at a map of Belgium, it has almost more canals than roads. Parts of England are almost as bad.
The thing is that they didn't get popular until the Industrial Revolution. It poses a bit of a problem since it would have to be a tile improvement like a railway. But would the AI allow us to have a land tile that allows boat movement ? Otherwise it would simply be another road.
The other problem is with irrigation and that currently we don't need to have a water source. The way the AI handles tile improvements doesn't suggest it's setup to handle a restriction like needing water.
The need for specific resources to build certain units would be a great addition since it would make for interesting unit builds. Imagine if there wasn't an iron age and we were still using bronze for everything. The Chinese would have been ruling most of the world since they had unbelievably good bronzeworking by around 1500 BC. Some of the modern artistic work in Europe wasn't as good until the late 1800's.
D.
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Mihai
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Bucharest, Romania
Jan 2000 time: 07:35
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Canals really should be there. Expecially on istms.
I often create cities just to be able to pass ships from one ocean to another.
Bridges over one sqare would be interesting too.
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Maquiladora
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I dont think bridges should be visible on earth size maps, i think a road over a river suits this enough. Maybe some penalty for crossing a river without a road ala *cough* civ3 would represent a bridge.
Canals are different, maybe they can move ships along, but cannot engage in any battle along a canal? So the canal is only used for movement, for example building battleships in a massive production land-locked city and moving them down. Dont know how realistic that is though.
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