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Old October 23, 2002, 09:17   #1
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Destroy tile improvements
Is there a way to destroy a tile improvement of your chioce? As is railroads go first, then mines/irrigation+ roads and at last fortresses. I would really like to remove those old fortresses when they no longer are needed. One thing is that they 'mess up' the screen but more importent, if I let them stay empty enemy troops may use them. I don't want that
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Old October 23, 2002, 10:57   #2
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AFAIK it is not possible. But it would be very useful to be able to select the improvement to be destroyed. I often want to destroy roads to an AI city in order to stop the benefit of luxuries collected by the capitol, hoping to make it culture flip to me. But for this I must destroy other improvements and rebuild them.
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Old October 23, 2002, 12:18   #3
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god forbid something in civ2 make it over to 3
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Old October 23, 2002, 20:33   #4
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kind of funny.

you can tell your men to smash things. But they lack the intelligence to figure out what to smash.
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Old October 24, 2002, 02:29   #5
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It could have been worse I guess. Pillaging improvements now works as tile-bombardment with 100% chance of success with the exception that other units are not affected. Why not BTW? If they are too stupid to figure up what to destroy there have to be alot of accidents -> blowing up railroad packed with friendly units
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Old October 24, 2002, 12:34   #6
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It just like the Far Side cartoon, pillage the village, take whatever you want, but always stay out of Mrs. (I forget) flowerbed. I guess they had the railroad run through it but the enemy couldn't figure out how to get to it without steping into the flowerbed.
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Old October 24, 2002, 12:43   #7
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Oh how I miss this feature.
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Old October 24, 2002, 12:54   #8
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I can't say I miss it much.

My main goal of pillaging is to deny resources via cutting rails and roads.

although sometimes I get in a war accross the see where I don't feel like sending troops. I had my battleships destroy every single improvement of 4 remaining zulu cities and they still wouldn't speak to me!. Damn zulus. I wanted to switch back to democracy so I finally just loaded up a transport and took their final remaining city.
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Old October 25, 2002, 04:23   #9
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I's no big deal but I still miss it.

If I want to remove that fortress I just pillage everything and rebuild what I need(all in one turn). In the late game I usually have too many captured workers who sits on their asses all day doing nothing anyway. Keeps at least some of them occupied...
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Old October 25, 2002, 04:40   #10
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SMACx really did a good job of dealing with tile bombardment.

In fact, SMACx did a really good job with a lot of things that seemed to have been axed in CIII. I wonder what changed at Firaxis to make this so?
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Old October 25, 2002, 05:03   #11
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Same company but what about the production teams? Were they the same?

*Edit* Removd a typo, added another
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Old October 25, 2002, 05:04   #12
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Old October 25, 2002, 07:26   #13
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Small things changed at Firaxis. You know, things like half the dev team leaving halfway thru production, including the lead designer.
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Old October 25, 2002, 07:29   #14
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Wow, if that is true then we should really be impressed that they managed to finish it, instead of complaining about minor(well, som major as well) things we miss or don't like
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Old October 25, 2002, 08:47   #15
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Quote:
Originally posted by FrantzX
Small things changed at Firaxis. You know, things like half the dev team leaving halfway thru production, including the lead designer.
...and including nearly everyone who worked on SMAC.
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Old October 25, 2002, 17:51   #16
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This the truth... and is not out of here (in fact is inside)
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Old October 25, 2002, 23:43   #17
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Quote:
Originally posted by Anunikoba
SMACx really did a good job of dealing with tile bombardment.

In fact, SMACx did a really good job with a lot of things that seemed to have been axed in CIII. I wonder what changed at Firaxis to make this so?
Brian Reynolds was the lead designer on SMAC and guided a lot of the development with his own gaming philosophies. I'm guessing that a lot of the ideas in SMAC that he favoured were seen as less important for Civ3, e.g. Brian Reynolds always insisted on tanks never losing to phalanxes. When most of the Firaxis team left for BHG it certainly put back the game, possibly causing some of the "rushed problems" we see(get upset about) when they had to get the game out for a certain date. Definitely looking forward to BHG's first game "Rise Of Nations".
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Old October 26, 2002, 10:53   #18
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[/sarcasm]

Sorry
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Old October 28, 2002, 05:32   #19
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What's with the enemy territory movement restriction? I know they won't sell me tickets to their trains, but how do they keep me from using their roads? Mines? Roadblocks?

That's an idea, after researching, say, replaceaple parts, enemy movement in my (border?) territory would be seriously hampered, units even taking damage from minefields.
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Old October 28, 2002, 13:46   #20
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Merely speculating here, but the presumtion is that any invader would encounter obstacles. Things would be placed in the way to slow them down, they would have to do some mine sweeping, even if no mines existed (they would not know that). They would not know their way around and have to check maps, which could be out of date, etc.
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Old October 29, 2002, 03:39   #21
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I like the movement restrictions, it makes sense. I mean, how do any transportation system cope with a couple of foreign panzer-armies wanting to buy tickets?
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