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New Civ4 Pitboss (38?)

Unpillageable.

Also that they connect late strategic resources.

It doesn't actually solve the air power pillaging problem except for the special case where a strategic resource happens to show up under an existing village/town though. If this is a significant issue, then a random die roll (did oil show up under one of your advanced cottages, or were you forced to rely on a mere well?) could have a significant impact on late-game strategic vulnerability. Of course that's already true to an extent since oil could turn up under a city, but air pillaging hardly argues in favor of the change.

(Beyond that, I have no particular opinion about whether this change is a good idea, and after all I'm not playing in the game. It does seem like it could have other unintended consequences, but whether those are problems, I couldn't say.)

Couldn't you quickly grow a village under an oil resource (maybe using Emancipation/wherever the growth bonus is in RTR) once oil becomes visible and before air units show up?

(Again, I'm not playing in the game either, at least not yet--I'll ded-lurk anyone who wants me)

(December 16th, 2017, 20:58)Dreylin Wrote: Unpillageable.

UGH.

edit: I think it's dumb and pointless, but I don't really care.

I'm not a fan of unpillagable towns either - you won't be able to convert cities from commercial to industrial from mid-game onward, whether your own or conquered.

Imo the issue it's designed to solve - third parties profiting from your war with pillaging parties - isn't a big deal anyway.

fwiw mildly in favor of unpillageable towns, but not a big deal either way.
Fear cuts deeper than swords.

I'm fine with any decision re: Villages/Towns. I do like that making them unpillagable will introduce some early game consideration before spamming Cottages at that time.

I did want to get some clarification on the Workboat mechanics. Would an improved seafood tile be available for use before Fishing, when water tiles are typically inaccessible without that tech?

(December 17th, 2017, 04:39)Old Harry Wrote: I'm not a fan of unpillagable towns either - you won't be able to convert cities from commercial to industrial from mid-game onward, whether your own or conquered.

Imo the issue it's designed to solve - third parties profiting from your war with pillaging parties - isn't a big deal anyway.

My feelings exactly. Well, 99% exactly. The 1% disagreement is that if you don't want a 3rd party pillaging your new territory, don't give said 3rd party a peace treaty! Kill their units!

(December 17th, 2017, 17:42)Donovan Zoi Wrote: I did want to get some clarification on the Workboat mechanics.  Would an improved seafood tile be available for use before Fishing, when water tiles are typically inaccessible without that tech?

No, the workboat change only allows you to build workboats without any tech. You still need Fishing to actually work the improved tile. The difference with this change is that you can now research Fishing while building the workboat, in the same way that you can research Agriculture while building your first worker.

(December 17th, 2017, 22:50)GermanJoey Wrote:
(December 17th, 2017, 04:39)Old Harry Wrote: I'm not a fan of unpillagable towns either - you won't be able to convert cities from commercial to industrial from mid-game onward, whether your own or conquered.

Imo the issue it's designed to solve - third parties profiting from your war with pillaging parties - isn't a big deal anyway.

My feelings exactly. Well, 99% exactly. The 1% disagreement is that if you don't want a 3rd party pillaging your new territory, don't give said 3rd party a peace treaty! Kill their units!

Or just be first to pillage everything



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