View Full Version : I want more stuff in the next expansion
Tantor Nov 03, 2006, 07:19 AM Civ 4 have been a wast improvement since Civ 3, but there`s a few things I dearly miss and I hope could be included in a future expansion.
Airborne Promotion: I miss the paratrooper and it could be easily implemented with a new promotion.
Watchtower: In civ3 we were able to build watchtowers, but it was perhaps a little ahead of time. I didn`t see much use in them then, but now it would be nice to be able to build watchtowers to remove the fog of war and thereby avoid spawning of barbarians or AI sneak attacks.
Airbase: Where did they go?
Colony: In civ3 it was always better to build a new city rather than a colony, but now I miss them. I want to get hold of that iron two squares away from my cultural border without having to build a new city.
Functionable fortress: fortresses doesn`t work at all. How about giving them: 25% reduced collateral damage, 25% increased healing and +1 Line of sight in addition to the defense bonus.
Coastal fortress: okay it was mostly useless in Civ3, but I think it should be reintroduced. I don`t think castles and cultural defense bonus should apply vs amphibious attacks unlessa coastal fortress is present. It should also apply 25% less damage from naval bombardement.
Privateer: Now that you can pillage coastal improvements for gold they would be more useful.
SkippyT Nov 03, 2006, 07:27 AM I agree with most of what you said but the Fortress would be quite overpowered if you're gonna give it that much..
Tantor Nov 03, 2006, 09:47 AM I agree with most of what you said but the Fortress would be quite overpowered if you're gonna give it that much..
The exact percentage of bonii may of course be tweaked in order to make everything balanced, but I believe its fair for the fortress to have som of the same abilities as the castle city improvement.
SkippyT Nov 03, 2006, 09:52 AM Hmm..I'd understand it if the health bonus would be maybe 10% and the reduced colletral damage 10-15% maybe :D And the +1 line of sight will be unneccasary now if we'll be able to build watchtowers :)...because then the workers would just build fortress in stead of watchtower and have the line of sight :p
Tantor Nov 04, 2006, 12:29 PM Hmm..I'd understand it if the health bonus would be maybe 10% and the reduced colletral damage 10-15% maybe :D And the +1 line of sight will be unneccasary now if we'll be able to build watchtowers :)...because then the workers would just build fortress in stead of watchtower and have the line of sight :p
My thoughts were that a watchtower functioned without any friendly deployed on that tile; they help you against barbarians that are spawned in the fog of war and to observe neighbouring enemies.
The LOS bonus for fortresses would apply to the units occupying the fortress, but perhaps it should be made available by the optics tech. Some people want fortresses to have ZOC, but I think that would make them too powerful. LOS bonus represent the fortress`ability to make recon patrols in the surrounding area, gather information from the locals regarding enemy movement as well as lookout posts etc around the fortress.
ThePope Nov 04, 2006, 12:35 PM I never played Civ III, but it seems many of these ideas would be awesome (especially the paratrooper) A mod Maybe????
Aussie_Lurker Nov 06, 2006, 08:09 PM OK, here is what I think would be good:
1) Airborne promotions: AB1=Can move after airdrop. AB2=Can airdrop into non-city plots. AB3=+25% strength after airdrop. I would suggest moving AB1 and AB2 around, but I fear the AI wouldn't understand the ability to effectively 'teleport' to a square.
2) Forts: Forts in friendly territory should have a -1MP effect on all enemy units that pass within 1 square of the fort-if occupied-and grant a temporary First Strike and Sentry Promotion. Forts in neutral or enemy territory should grant a temporary Heal, Sentry and First Strike Promotion to units.
3) Coastal Forts: 2 types. The first is just a special 'fort' built on coastal tiles. This would have the same -1MP effect as a fort-but on enemy naval units. It would require the fort to be occupied by either siege or gunpowder units, however. The second type would be a a building for coastal cities reduces the % city defense lost from coastal bombardment.
4) Airbases and Outposts are an absolute must-I have nothing more to add to these particularly great suggestions.
5) Well, you might be glad to know that TheLopez has already got a modcomp which adds a series of 'Privateer' promotions for naval units. They allow naval units to gain more cash from pillaging than is normally the case. At higher levels they also have a % chance of capturing transport ships.
Aussie_Lurker.
GeneralX Nov 07, 2006, 06:22 AM 1. Units – MORE, MORE, MORE. More variety in eras and variations. Give me the following:
• An early form of cavalry with a lance rather than a bow.
• Better artillery - I want to be able to bombard everything, not just defences.
• A musket unit between the arquebus and the rifleman, something with a bayonet.
• A generic Special Forces (commando) unit.
• UAVs
• Wider variety of ships. I want some form of combat ship between a Carvel and the Frigate, and where are the larger ships (Man-o-War etc). What about Dreadnaughts and modern frigates/destroyers/cruisers. We need more than one type of submarine. I also want a modern form of marine transport like the Wasp Class Amphibious Assault ship that can carry aircraft, helicopters and troops.
• Missiles – Cruise missiles and make it possible to be loaded on all types of modern marine vessels.
• Helicopters – A transport helicopter would be good.
• Modern infantry that don’t look like they belong in WWII, perhaps even a form of infantry that follows on from them. And where are my paratroopers?
• Guerrillas. Why were they removed? I had so much fun with them when opening a campaign.
2. Airbases, Outposts and radar. I want to watch my borders and set up strategic outposts without having to build a city on an island that is only 1 or 2 squares in size.
3. Oil pipelines that must connect to cities with a port before you can sell or use oil.
4. Colonies – For those hard to reach resources.
That will do for now. More may come later.
azzaman333 Nov 07, 2006, 06:28 AM I agree, that there is a vast amount of interesting concepts that could/should be in the game which arent utilised.
Tantor Nov 07, 2006, 06:36 AM OK, here is what I think would be good:
5) Well, you might be glad to know that TheLopez has already got a modcomp which adds a series of 'Privateer' promotions for naval units. They allow naval units to gain more cash from pillaging than is normally the case. At higher levels they also have a % chance of capturing transport ships.
Aussie_Lurker.
Sounds good, but I hope for a unit without "nationality markings" that may pillage in peactime without causing war. This would make it important to have a functional navy at all times, not just in times of war. Perhaps there should be a percentage chance that the nationality is revealed once the privateer has been sunk.
ShaLouZa Nov 10, 2006, 04:52 AM And dd to that barbarian privateers, pirates who pillage every sea improvement in sight with their fregates or attack unprotected transports. Would be cool.
There are still pirates nowadays in the real world, so why not ?
Tantor Nov 14, 2006, 06:29 AM By the way. What happened with the Cruiser, the Aegis Cruiser and the Cruise missile??
Bring them back, please!!
Iuvavus Nov 15, 2006, 04:57 PM I think, there should be another cavalry unit between knight and cavalry, maybe Hussars or Dragoons or something like that. Knights are medieval and Cavalry in CIV4 is American Civil-War style. There was something between the Middle Ages and 1860.
Canons should be avilable in the Rennaissance Age, maybe with gunpowder. I don't like to siege Cities with Musketmen/Riflemen, Grenadeers and Catapults/Trebuchets. By the way, Canons were invented and used before Muskets.
Spies should have more abilities, above all Stealing Technologies!
I once had an Idea about a new Great People-Unit (when I was playing Civ3 with Capture the Flag): Great Princess. She could have a "marry the gouvernor" - function: when she goes to an enemy city and marries the gouvernor, the city with all of its buildings, culture, people and Units in it will convert to your civ. This would bring dynastical marriages into Civ, a way to enlarge your territory without war in ancient, medieval and early modern times, and by the way, another female unit woulden't do Civ any harm.
As far as new civs are concerned, there should be one or two Eastern European civ added. When you play on an Europe-Map, the West is completely crowded (Spain, England, France, Celts, Romans, Germans, Wikings), then there is a "big hole" until the Russians, Ottomans or Greek come. And Eastern European Civs like Hungary, Austria, Poland, Bulgaria, Skythians, Huns or Goths played a big role in European and World History.
Fuzzz Nov 24, 2006, 04:43 AM I think the leader trait "spiritual" should be renamed to "revolutionary" or "political". An example of who should get this trait is Lenin (http://en.wikipedia.org/wiki/Vladimir_Lenin#Revolutionary) or Catherine (http://en.wikipedia.org/wiki/Catherine_the_Great#Coup_d.27.C3.A9tat). The revolutionary (or political) civ should be able to build cheaper courthouses, jails or bradcasting towers and have no anarchy.
I don't think the spiritual trait should disappear from the game though because it represents the religous way of reigning a country. I would give the spiritual trait more happiness (+3) and/or culture from a temple and spiritual leaders must be able to build as much missionaries as they want. They also keep their cheap temples.
I know some things should have to be changed dramatically to balance the game out, but it would be more fun I guess.
FatGroove Nov 24, 2006, 10:11 PM Would it be possible in the next expansion to allow the capture of enemy Unique Buildings when you capture an enemy city?
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