May 20, 2002, 23:55
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#31
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King
Local Time: 00:49
Local Date: November 1, 2010
Join Date: May 2000
Location: Hidden within an infantile Ikea fortress
Posts: 1,054
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In civ2 wet gave you more trees I think oh wait no
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May 21, 2002, 09:15
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#32
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Emperor
Local Time: 02:49
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by Captain
Cool!
Could you forest up a small or standard size map? Either continents or archipegalo. If it's not too much trouble, large deserts and tundra would be nice to create a sparser world. I like having cities concentrated in certain fertile valleys to begin with and the slow encroachment of civilization into the wilds.
Thanks! I really appreciate it!
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hi ,
okay , what do you want exactly , ......the best is to chose first bonus grassland , then forest , .....or plains and then pine forest , ....
have a nice day
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May 21, 2002, 11:17
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#33
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Chieftain
Local Time: 19:49
Local Date: October 31, 2010
Join Date: Nov 2001
Location: The Doghouse
Posts: 41
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Can you put resources under trees? Say a patch of forest gets chopped down and you find a deposit of iron or spices or something. Would be nice bonus for those players that do end up having to clear a lot of forest.
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May 21, 2002, 11:22
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#34
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Emperor
Local Time: 02:49
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by grapedog
Can you put resources under trees? Say a patch of forest gets chopped down and you find a deposit of iron or spices or something. Would be nice bonus for those players that do end up having to clear a lot of forest.
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hi ,
no , but bonus grassland do , cattle in the forest ; plant forest ,
the same for them horses , .....
have a nice day
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May 21, 2002, 12:06
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#35
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Prince
Local Time: 19:49
Local Date: October 31, 2010
Join Date: Oct 2001
Location: philly suburbs
Posts: 302
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another thought on trees - IRL, don't forests and vegetation help the ecosystem? forests should help with pollution and global warming. like for every forested tile in your city's production radius, you get one less evil yellow pollution triangle generated by your city. or something. i believe forests helped cut down on pollution in SMAC.
oh, and yep - i'd like more trees too. trees = my friends!
maybe the reason there aren't as many trees as we think there should be is that you'd be getting nice shield bonuses right away instead of having to build mines. also, if you had a city surrounded by forest, it'd be chop chop chop and get tons and tons of shields harvested. the way it is now, your production is a lot slower, and that's probably what They intended when making the game... just a thought.
__________________
drones to the left of me, spartans to the right - here i am, stuck in the middle with yang
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May 21, 2002, 12:26
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#36
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Emperor
Local Time: 02:49
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by Bella Hella
another thought on trees - IRL, don't forests and vegetation help the ecosystem? forests should help with pollution and global warming. like for every forested tile in your city's production radius, you get one less evil yellow pollution triangle generated by your city. or something. i believe forests helped cut down on pollution in SMAC.
oh, and yep - i'd like more trees too. trees = my friends!
maybe the reason there aren't as many trees as we think there should be is that you'd be getting nice shield bonuses right away instead of having to build mines. also, if you had a city surrounded by forest, it'd be chop chop chop and get tons and tons of shields harvested. the way it is now, your production is a lot slower, and that's probably what They intended when making the game... just a thought.
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hi ,
true , also ; forest's are great as defense , just plant them in every open square you can find , .....
also ; a lot of people plant a forest after they have destroyed an enemy city , .......this way is harder for the AI to start a new one there again .
have a nice day
Last edited by Panag; May 21, 2002 at 17:39.
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May 21, 2002, 17:16
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#37
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King
Local Time: 19:49
Local Date: October 31, 2010
Join Date: May 2001
Location: by Divine Right
Posts: 1,014
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Quote:
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Originally posted by Bella Hella
another thought on trees - IRL, don't forests and vegetation help the ecosystem? forests should help with pollution and global warming. like for every forested tile in your city's production radius, you get one less evil yellow pollution triangle generated by your city. or something. i believe forests helped cut down on pollution in SMAC.
oh, and yep - i'd like more trees too. trees = my friends!
maybe the reason there aren't as many trees as we think there should be is that you'd be getting nice shield bonuses right away instead of having to build mines. also, if you had a city surrounded by forest, it'd be chop chop chop and get tons and tons of shields harvested. the way it is now, your production is a lot slower, and that's probably what They intended when making the game... just a thought.
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ah, that is true. Canada wants pollution credits for having large amounts of forest that absorb carbon dioxide, a key element of global warming (although i think methane is worse). that would be a nice incentive. right now, I just forest the lands when i get engineering because it looks nicer. i try to connect all the forests too, so that I get a wildlife corridor. not in the game, but I like to imagine it.
about the trees, wouldn't it make more sense if there was more of them to slow down growth? most folks here find there's too much growth in the ancient era. food is too easy to come by. if firaxis meant to slow down production, I suppose that works, but it would work equally well with more forests since the pop would grow slower, there'd be less labourers per city producing shields, and less settlers due to slower pop growth, and thus fewer cities. overall less production. to get the higher prod, they'd need to grow, but to do that, they'd need to chop trees, and that would take workers, from a scarcer population pool... overall, I think lots of forests early would also be equally slow in production.
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May 21, 2002, 18:34
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#38
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Emperor
Local Time: 17:49
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Once I have excess Workers, forestable terrain that cannot be worked by cities get -- forested (after I build a road there). I also may make it a military reservation, stacking troops there too.
I DO hope it's true that forests lower the pollution/global warming in the game.
__________________
JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
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May 21, 2002, 18:36
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#39
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Emperor
Local Time: 02:49
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by Jaybe
Once I have excess Workers, forestable terrain that cannot be worked by cities get -- forested (after I build a road there). I also may make it a military reservation, stacking troops there too.
I DO hope it's true that forests lower the pollution/global warming in the game.
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hi ,
and they do slow down enemy troop movements , .....
and ones a battle start , they are like a small fortress , ...
have a nice day
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