Search found 8 matches

by TwoSalientOversight
Sat Nov 01, 2014 7:56 am
Forum: Wishlist
Topic: Automating Workers/Engineers - an alternative?
Replies: 6
Views: 4322

Re: Automating Workers/Engineers - an alternative?

How do I go about testing this?
by TwoSalientOversight
Sat Oct 25, 2014 4:28 am
Forum: Wishlist
Topic: Engineer option: Create special resource
Replies: 0
Views: 1499

Engineer option: Create special resource

This would allow workers to create special resource squares. Give an ordinary forest square a pheasant after some time, or maybe turn all squares around a city into plains with wheat. It would require very high tech to achieve - say Fusion for example, and would take a very long time for a unit or g...
by TwoSalientOversight
Sat Oct 25, 2014 4:12 am
Forum: Wishlist
Topic: A governor to govern the city governer
Replies: 0
Views: 1586

A governor to govern the city governer

At some point the game this gets annoying. * Select all cities * Change governor to "Celebration Food +1 Gold +1" * Select governor "none" * Change governor to "Food +1 Gold +1" * Select governor "none" * Change governor to "Food +1 Gold +0" * Select...
by TwoSalientOversight
Sat Oct 25, 2014 4:02 am
Forum: Wishlist
Topic: Automating Workers/Engineers - an alternative?
Replies: 6
Views: 4322

Automating Workers/Engineers - an alternative?

I know that there are some issues with working out an effective AI for worker units and everyone is unhappy and so on. But here's an idea (that someone has probably suggested before... but) Rather than telling worker units what to do, you actually indicate separately what you want to be done on cert...
by TwoSalientOversight
Mon Sep 29, 2014 5:11 am
Forum: Wishlist
Topic: When editing player: "Select all inventions" option
Replies: 1
Views: 1616

When editing player: "Select all inventions" option

Yes I admit giving my player 21st century tech at the beginning of the game. I am not ashamed. It is one way to play - a small, lone 21st century society transported to ancient times and forced to survive against hordes of barbarians and nations who want to kill them. Anyway, one of the more onerous...
by TwoSalientOversight
Mon Sep 29, 2014 4:54 am
Forum: Wishlist
Topic: Destroy Enemy City Option
Replies: 5
Views: 4440

Destroy Enemy City Option

Having a "destroy enemy city" option flagged at the beginning of the game means that any city captured during the game is immediately looted and destroyed. It could imply, for example, that different nations are actually different species and are incompatible. Also, some of us like having ...
by TwoSalientOversight
Fri Aug 08, 2014 1:02 am
Forum: Wishlist
Topic: Trade routes in city dialog screen
Replies: 5
Views: 3844

Re: Trade routes in city dialog screen

In the city overview tab, hold left mouse button pressed on top of value shown for "Trade:" It should give you list of things contributing to the trade value, including trade routes.


I didn't know that one. How many other hidden things are there in the game?
by TwoSalientOversight
Mon Aug 04, 2014 11:11 pm
Forum: Wishlist
Topic: Trade routes in city dialog screen
Replies: 5
Views: 3844

Trade routes in city dialog screen

There should be part of the city dialog screen which shows the trade routes of that city, specifically the city name. I'm not wanting to send caravans into marketplaces, but to establish trade routes, and I don't want to follow a screenfull of lines which indicate trade routes. It's very simple. Eit...