Posted 24-Jun-02 20:04 by Icekiss

Some ideas

: There are some things I found worth thinking of. Here there go:
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: - Terraforming deserts and arctic: it should be possible for engineers (and possibly garden builders) to move through (and terraform) these terrains without losing life points. Also the Oracle wonder could allow free movement through them (for civilians only, or for military units also).

I think it is ok that settlers/engineers/garden builders lose life points while only crossing this terrain. But maybe terraforming itself could happen without losing life points (cause they could transform from the borders into the center and establish water support routs into the desert/build iglus in the arctic [whatever :-)] )
Your idea with the Oracle looks great to me: I threat it as useless up to now, cause I donīt build cities with a lot of desert around it anyway, and prarie is still giving to little anyway. But if your citizens can move over desert without harm due to Oracle (to work on it), so your military should be able as well.
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: - Canals: I think it's a great idea, but building a canal to the city (and making it acquire water access) should also make it possible to build water-related improvements in that city (assuming water squares exist in city range, otherwise it's probably poinless).
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Yep! If that doesn`t work I would even threat is as bug, cause I am sure that building ships is possible then.

: - Overgrown cities: Since there are no special inhabitants (tax collectors, scientists) it's poinless to grow cities over their land capacity. If you have no intention in changing this, maybe you should think about some other possibilities to use food surplus these cities produce. For example it could become available for entire civilization after Algae Farm National Project is build with the ability to distribute it freely to cities with food shortages. It would also make Algae Farm more useful (as for now, I find this project useless).
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I already wondered about the sense of overgrown cities too.
But the Algae Farm seems to be quite usefull to me. In modern age you can build it within a few turns in whatever city you want, to get it up to the right size (or you simply buy it :-) ).

: - Change production warning message: I miss it. It would be nice to warn a player if a change he makes influences the number of collected shields with information, how many shields he will lose that way.
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I donīt like windows popping up unwanted while I mostly know what I am doing. Still a short message line integrated into the city screen (no own window, nothing to click away)wouldn't harm, would it?

: - Experience gains: IMO experience military units gain should depend not only on life points they lose, but also on strenght (number, value or something) of defeated opponents; for example defeating two enemy units should be enough to gain higher experience level, no matter how many life points unit lost. I think such modification should better reflect the fact, that units gain experience when they are *fighting*, not only *dying*.

To me the existing system looks good: It is easy to understand and represents the fact that you learn more from fighting a hard enemy.
But one suggestion I do have: I can hardly understand, why dying in the desert should make a unit better in fighting. You could as well put in an automatic experience bonus per turn, just for long existance...
I would exclude arctic/desert life loss from experience gaining.

Just comments from another civ evo fan :-)

Icekiss


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