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David James
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Kingston, Province of Ontario, Dominion of Canada
Jan 1970 time: 00:12
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I have to say that I kind of like both...
I would say that physical installations, such as fortresses, listening posts and airbases should be built by units - and I'd be fine with certain military units being able to do that, such as infantry (phalanxes, legions, pikemen, marines, etc). Engineers would be able to build twice as fast though.
Strict tile improvements such as fields/irrigation, mining and fisheries are well implemented with the PW system - and it does make a bit more sense than setting settlers out to do that I feel. Setting up new colonies on distant islands and having to send two settlers always annoyed me as the second settler could be turned into a new city instead. PW makes more sense as it is more like taxing your citizens and then paying them to go out and improve the land. I'd do away with the CtP notion of having to spend the entire amount to build an advanced farm when there's already a field there though - the cost of the field should be subtracted from the cost of the advanced farm if one is already there (or a field could be made a prereq as in Civ2, but I personally prefer the CtP implementation of being able to skip right over that).
However roads and rails present a bit of a problem as we know very well that roads were built by the Roman legions yet they're not strictly an installation either. One could argue that it comes down to whether or not the city derives any benefit from road construction - in Civ2 they clearly do (trade arrows) but in CtP it was set up so that there was no trade benefit from roads, which kind of galled me when I found out that all my roads weren't producing any cash benefits (though that can be "fixed" in the game files). On the other hand the military clearly benefits from a road infrastructure for reasons we're all familiar with. So perhaps it should be made possible to build roads and rails (and tunnels/monorails) either way, which is not a bad compromise and is in keeping with historical precedent as well - the military were not the only ones to build roads, but they sure were the only ones to build fortresses, etc. whilst they never built farms (at least not while on active duty).
Oh, and I would like to see a new type of installation - a seaport or harbour or drydock of some sort that could be build along a coast for ships to take refuge in to recover from battle and made available in the age of sail sometime (a la Gibraltar etc). It could be combined with a fort and later an airbase, and it couldn't be built beside another port so as to prevent it from becoming an excessively quick and easy method of canal building across continents - a movement rate halting like an airbase might help to quell that sort of nonsense as well. But I don't expect this idea to become reality...
(come to think of it - not allowing airbases to be built directly beside each other would prevent human players from building airbase walls as a cheap shield against nukes and air attacks as well)
Of course installations could be built anywhere in the world (as in Civ2) and not just on the end of a road as in CtP (or so it seems so far - I just got the game a few weeks ago for dirt cheap).
Ok, I think that's about all I have to say for the moment on the subject.
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Yes, as a matter of fact, going to Queen's does make me better than you.
[This message has been edited by David James (edited February 09, 2001).]
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Darkcloud, you're probably right that Activision has "public works" copywrited...However, the principle of public works could still be used - just call it by a different name, like "city services" and if Frixis combines both the public works concept with the settler work concept, the end result would be different from CTP's basic public works concept so there shouldn't be any copywrite infringement. 
Any how, I may be out in left field on this, but that's how I see it.
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Sabre2th
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Personally, I liked the PW system better, but I'll buy it and love it either way.
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"We don't know a millionth of one percent about anything."
-Thomas A. Edison
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Sabre2th
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That might be a bit more realistic, Ranger, but I think it would make it more complicated than it needs to be.
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"We don't know a millionth of one percent about anything."
-Thomas A. Edison
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me_irate
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I personally like the idea of both. Public works could be used to build farms and such. But you should also be able to use enginers and settlers to do the job also. But only settlers and later units of the type should be able to change terain. (such as hills to plains). Also the ability to click the map and place works as in Civ. 2 is my most missed ability that is not in CTPII.
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Sean
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Auckland, New Zealand.
Jan 2001 time: 05:12
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The SMAC system also had it's merits. I liked how you didn't have to take a population hit, just to improve terrain. This would also help for those cities that are short on food.
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I hate managing herds of units across mountains and plains. BTW:
(1) CTP1 sort of credited previous improvements - building a new improvement on an old only too one turn.
(2) CTP1 was "clickable". CTP2 did lose something by eliminating worker placement. But that's a subject which is agnostic with respect to PW vs. Engineers.
(3)Pathfinding for settlers on autoimprove sucks. Period. Another thread mentioned not using settlers for AI city placement as it disadvantages the AI far too much. Same with poor pathfinding on auto. AI is better off using a public works system so as to avoid pathfinding difficulties.
(4)The fact that activision cannot write an AI or diplomacy systme to save their lives doesn't mean that they did not make significant improvements over civ2. PW was a notable example. I should not have to waste food and loose population to build a unti to build a road (really, does a chain gang or work crew require 10000 people to build a road?). Nor should I have to move 20 to 30 units around the board every turn to improve my civ.
(5) Activision ripped off the whole damn game from Microprose, Firaxis can steal a single concept.
While I will be dissapointed if Civ3 is another settler/engineer/terraformer micromanagement nightmare, give me a decent AI (one that can develop and fight)and all is forgiven. Give me an AI that can use an aircraft carrier and launch a sea invasion and I'll be in heaven.
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Hmmm, a chain gang unit . . .
Will there be a George W. AI personality type?
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Adm.Naismith
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Milano - Italy
Oct 1999 time: 06:12
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Tiberius, I don't want Civ wide model "reduced" to a wargame.
I want a game that use units where units are more appropriate, e.g. more efficient, more pratical, more funny.
Defend my empire by raw numbers screen, not by units, is not funny. Chess too has units! (Without ranking, supply line...)
Having to use an engineer to build a road where I want one is good for me. Having to move workers on square (and check them every other turn) to better use available (inside city radius) resources, well, is not the most funny part of CIV IMHO.
We need a unit to simulate workers exploiting resources outside city radius: SMAC Supply units must be changed a bit (see other thread about satellite cities ) to reproduce villages (I mean rural population for farms, miners and so on), but are a good starting point.
A mix of these PW & Special units can be balanced, not too much micromgmt and a lot of funny. Firaxis team must earn its money here. 
Edited for URL reference
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Admiral Naismith AKA mcostant
[This message has been edited by Adm.Naismith (edited February 21, 2001).]
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tmarcl
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Baltimore, MD USA
Feb 2001 time: 00:12
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[quote]Originally posted by derek on 02-21-2001 01:27 PM
Now players, see here we can simplify things for a nice little compromise that makes things real smooth.
1) At the start of the game, you want settlers because you want more units to play with, and not that much is going on, plus micromanagement doesn't really bother you that much at this phase.
2) LATER in the game, you can make Public Works an upgrade or City Improvement, and then won't have to use the settlers anymore. By this time, you're tired of moving all those damn guys around, so anything to reduce micromanagement is a good thing!
A nice compromise, Derek, but it's not real consistent, imo. Also, it kind of makes it more confusing, especially for a novice player to say that at the beginning of the game, you need to build a unit to improve the terrain, but later on, you have to use public works.
My suggestion (which is worth exactly what you've paid for it :-) ) is this:
Auto improvement. In the city screen, you can decide how you want to improve the terrain surrounding your city (you want all squares totally irrigated with roads in each square-for squares where irrigating (sp?) is not allowed, mine it.) Then, during the game, the computer automatically improves it.
For building roads/railroads between cities, use an engineer unit (that doesn't require food, just production like any other unit). For founding new cities, use a settler (that does require food-and the population drop).
This eliminates the micromanagement of units (especially annoying in the later stages of the game), while eliminating the food cost/population drop just to build a mine.
Marc
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Tiberius

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Europe
Jan 2000 time: 06:12
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Adm.Naismith, you made some good points (as usual).
But ... (there is always a but, isn't it? )
...the elements that civers found "funny" in Civ differ from player to player. For example, I enjoy very much improving my cities with settlers/engineers, especially in the early stages of the game. I admit it that in the lategame, I find no more fun in micromanaging hundreds of engineers (what a nightmare!).
I agree that Firaxis must find a sollution to avoid this, but not removing completely a part of the game which I enjoy very much (actually with caravans is exactly the same problem).
That's why I find Derek's idea pretty good. I'm not sure that this is the perfect sollution:
quote:

- settlers founding cities, require food, loss pop
- engineers improving TIs , require shield (production)
- later in the game, after a certain discovery, make it possible to use PW (and/or automated PW), but only if you want to
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...I also don't know how hard is to implement this, but certainly is an improvement over the current system and its better than totally removing the engineers.
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down th' pub
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Chasin' Shadows in the Rain
Dec 2000 time: 05:12
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If support for Settler/Engineers was VERY high then that could represent the investment in PW. You just have to make more complex improvements more time consuming. Doesn't ctp & civ do that already?
[This message has been edited by down th' pub (edited February 25, 2001).]
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sulla
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of the Conservatives
Feb 2001 time: 05:12
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I did not like how in Civ I&II that units built every tile improvement, it was a big pain in Civ II to send a slow settler around your emmense empire building roads/railrods. The public works in Ctp I and II were a big improvement, it works better and makes more sense. For example does the government have cities make their own roads to connect them to other cities? No, it builds interstates and highways which the nation as a whole pays for even if the road is only regional. In any central government everyone usually shares the costs of the tile improvements covered in public works even though the effects are almost always local. Therefore public works makes more sense and is easier to use.
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Sulla-The last dictator of Rome before Caesar. He changed Rome and Rome sure as hell changed him.
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