Water related suggestions
Posted: Tue Jan 14, 2014 9:36 pm
Currently Coast and Ocean have the same value: food - 2. I think this is wrong. Ocean front property is insanely valuable in the real world. I suggest that some 'coast' hexes should randomly also get Morale - 1 or Morale - 2.
Ocean tiles should randomly get food of 0, 1 or 2.
On top of getting the food value within the city territory, a cheap slow fishing boat unit could go out to the ocean and collect the food value of ocean hexes visited up to some limit based on the size of the boat. The food would be 'unloaded and harvested' at a city with a Cannery building freeing the boat to collect more food.
Allowing formers to convert hexes to water would be nice. We have roads, why not canals? (Maybe this is in the game already. I haven't messed with ecoregion yet.)
Speaking of which, can I build a road (i.e., bridge) across water? That would also be handy.
BTW I have discovered that rushing to create a couple of Barracudas and using them to scour the ocean for sunken ruins is a fine way to get a big head start on larger maps. The AIs don't seem to be aware of this tactic.
Ocean tiles should randomly get food of 0, 1 or 2.
On top of getting the food value within the city territory, a cheap slow fishing boat unit could go out to the ocean and collect the food value of ocean hexes visited up to some limit based on the size of the boat. The food would be 'unloaded and harvested' at a city with a Cannery building freeing the boat to collect more food.
Allowing formers to convert hexes to water would be nice. We have roads, why not canals? (Maybe this is in the game already. I haven't messed with ecoregion yet.)
Speaking of which, can I build a road (i.e., bridge) across water? That would also be handy.
BTW I have discovered that rushing to create a couple of Barracudas and using them to scour the ocean for sunken ruins is a fine way to get a big head start on larger maps. The AIs don't seem to be aware of this tactic.