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polypheus
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United Nations of Earth
Jun 2001 time: 21:36
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In all the games of Civ, one thing I have noticed is that you tended to build nearly every improvement everywhere. Due to various bonuses, you tended to build roads and railroads everywhere. Simillarly, you tended to build almost all of the city improvements in each and every city for the same reason.
Not only does this make the game tedious and repetitive, it also makes all the cities pretty much indisguishable from one another and takes away strategic depth, not to mention makes the game IMO a little less realistic.
The debate over building roads and RR everywhere has already been discussed at length. Possible options would be to eliminate/reduce bonuses and/or increase operation costs so that it becomes unnecessary and impractical to build roads and RRs everywhere.
As for city improvements, I think that there are many ways to approach this. One approach would be the "Colonization" approach in which you had specialized factories such as aircraft factory, armoured vehicle factory, shipyward, etc which take a long time to build and/or require great upkeep so you would NOT build one in each and every city. This is how they did it in "Colonization" and I hope to see it in Civ 4.
Then you would have to make strategic decisions. Do I build them near the front for faster mobilization or away from the front for more security.
The point is that the cities should be more unique. A "Colonization" style of city improvement would go a long way to achieving that.
I mean IRL, does any nation have each and every one of its citiies be able to build bomber, tanks, ships, etc? Obviously not !
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Ijuin
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Tokyo, Japan
May 2002 time: 14:36
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A good step in this direction would be to increase the occurance of strategic resources, and have each resource have a "range of effect". In other words, a city would have to be physically close to the resource in order to benefit from it.
Here's an example. Let's say that you have an iron resource, and the "radius of effect" for iron is 20 tiles. That means that only cities within 20 tiles of the iron can use it. You will be able to "export" the iron to your other cities on a per-city basis by road or sea, but doing so will cost you gold to cover the transporation cost. Cities connected to the resource by railroads would get double the base radius, and cities connected by airport would get quadruple.
The result of this is that you will not be able to have every resource available to your empire being available in every city unless you want to pay a hefty fee to make it so. As such, you will be limited to producing various units and buildings only in regions where their raw materials are available.
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Trip
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Hunt Valley
Apr 2002 time: 00:36
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I think having more types of city improvements would be superior to the current system.
This way it would be physically impossible to build everything in every city, and you would have to prioritize things. Do you want a commerce city, a military city, a growth city, a naval city, etc. You could focus on a distinct area (or you could try to build all of the lower level stuff in every city, and have a set of inferior cities) for each city and that way give you more distinction.
This is, in a way, related to some of the other ideas thrown out in this thread. 
As far as tile improvements, removing the commerce bonus from roads and instead adding a maintainance cost is the obvious solution.
One thing I do think is important is how RRs currently function, increasing food and shield output. The building of the rail net in the 19th century was the reason for the massive human population explosion. Rails should be able to do this somehow. I think the solution is to have a "rail hub" which has to be connected to your rail net, along with taking a while to build and costing quite a bit to maintain. A radius of improvement would exist from that hub, either 1 or 2 tiles.
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Laertes
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London
Jul 2000 time: 05:36
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I would like it if cities had slightly different characteristics in terms of trade, industries, academic output etc, as they do in real life. Only the SUper Science City reflected this in Civ to my knowledge.
I think that many city / civ characteristics develop over a long period of time, and that this relates in part to the geography of their setting, for example the importance of trade to island/coastal/river cities.
Perhaps a city's population could have a set of attributes such as: Artisan-ness, Artiness, scientific-ness, industriousness, entrepreneurialism (really losing control fo spelling and word endings here) navel-gazing-ness, militarism, that could be reflected in their production/trade/food outputs, the benefits they got from certain improvements and the time it takes to produce stuff.
Examples:
- a city with high indutriousness and religousness would build a cathedral quicker but would not be kept happy by mass media
- a city with high military values might produce a regiment quicker
I'm sure that this idea can be improved
edit to remove typo
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Drachasor
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I had an idea I shared in my pollution/corruption/waste/etc thread.
Basically my idea was that happiness and unhappiness would govern worker efficiency. Each net unhappy worker would cause 50%/(number of workers) waste and corruption (if everyone is unhappy, then you have 50% waste and corruption), and net happy works would add a similar bonus. This could be modified, I suppose.
Anyhow, I thought that perhaps each 3rd tier improvement (e.g. Stock Exchange, Research Lab, and Factories) would cause unhappiness along with the bonuses. This unhappiness wouldn't come close to canceling out the bonus you get, but if you build all three then you'd only get a very modest total increase.
This would naturally gravitate people towards specialized cities, and what cities specialized in what would depend upon the local terrain.
Oh, and naturally I advocate toning down rioting. I think I orginially said 50% angry population units before a riot. Since they are messing with corruption, waste, and rioting anyway, it has to change somehow.
Anyhow, it was just some thinking of mine.
-Drachasor
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Fosse
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U.S.A.
Mar 2002 time: 23:36
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Adding negative attributes to some improvments would be a small step in the right direction. Think genejack factories and punishment spheres in SMAC.
I like the idea of improvments forbidding one another, and of limited strategic resources preventing buildings (I would rather see them quantified than by distance, but I agree with the idea for the topic at hand).
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Fosse
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U.S.A.
Mar 2002 time: 23:36
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-Double Post-
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Drachasor
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quote: Originally posted by Urban Ranger

In virtually every city there is a library, an university, a court, etc., etc.
I agree that some improvements such as barracks aren't necessarily for all the cities. |
This is a good point about the modern era, and even about the usefulness of improvements before then.
Clearly many improvements should be buildable everywhere and only do good. Some shouldn't be needed everywhere without being wasteful though. I'd favor saying that a University can serve a certain number of population units, but that can get clunky interface and comprehension-wise, unless perhaps there are some global indicators of how well served your population is by the university system. If it was easy to see wether you needed another university or not, then it would be good.
However, this last meandering of my thoughts wouldn't work unless you globalize science and science improvements. That's probably too big of a change. Hmm, there might be another way to handle it though.
-Drachasor
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CyberShy

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Delft, The Netherlands
Mar 1999 time: 06:36
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I posted this in another thread, it's very applicable to this idea as well:
To make cIV more an empire building-game then a build-a-bunch-of-cities game the player should not only get benefits for the cities he has, but also for what the cities combined add to the empire. The empire should be more then the sum of the cities.
ie. some cities might grow out as cities of study. (culturally, by some random change, and of course by some influence the player can have on it)
Other ideas might be: commerce, war, seafaring, argiculture, etc. etc.
Building certain improvements might higher the change of a city to gain these special skills. (wonders!! )
But pherhaps as well things like make your citizen work specific tiles, or pherhaps don't let them work at all but keep them in home to study the arts....
A city of science might build a university complex, and that university works like a palace, but only for science.
And all cities within a certain radius will benefit from the scientific city.
If your empire grows, you need more of these cities.
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Standup
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As someone who tended to play a 'builder' game i ended up building all the improvements in every city as the only other option was going to war or getting bored. So more improvements or greater dependencies would be good.
I'd also like to see unique improvements for each Civ - adds to the character of the Civ you play and pushes you towards a certain style of play. The national characteristics in Colonization seemed to influence style of play a lot more than in Civ.
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