JohnYoga
Dec 31, 2006, 03:29 PM
Hello Folks,
My $0.02...
1. Toggle Weather: Your choice to use it, and also make geographically adjustable. IOW, the far North gets snow, while the equator (middle) area gets rain, typhoons, etc. Affects terrain (food/hammer output)/movement,etc.
2. Toggle Seasons: Interesting for war & growing/hammering things. The Germans couldn't take Russia in the winter because of it. (Tied to #1)
Have the ability to sectionalize the weather: Equator always hot/wet or hot/dry, hurricane, typhoon seasons, etc... Geography is affected by weather in differing ways...Affects terrain/movement,etc. Hmmm, now a civ in those semi-barren Northern/Southern territories may now have a built-in military defense buffer. Who knows, where there are four seasons, let each season last 300 years? You decide at beginning of game.
3. Marriages: We're friends because my daughter married your son. Add this into the diplo mix.
4. War logistics screen for your troops. For those who love the micromanaging aspects of the game, have the ability to toggle on/off, the need to worry about supply lines for troops.
5. Disease: Perhaps something like a cultural bomb, where other civs may intentionally/unintentionally spread disease to your civ. Maybe this is where a Doctor specialist should be developed in each town (your decision), just like you have the decision whether to put military unit(s) in each town.
6. Tunnels: A way to burrow into a closed civ/way of spying, or even a covert way of moving troops.
7. Rulers age & die: Toggle the ability to change ruler traits over history, make it adjustable as to when you can pick new traits, say, every 500 years? every 1000 years? The decision to change has it's consequences: Anarchy for, say three turns?
8. Decadence/Laziness/Hubris: Sure, you're rich and powerful, but your citzens have become lazy, decadent, undisciplined, whatever you choose to call it, and this rots away at the inners of your Civ...A way to toggle this aspect? Hammers, Coins, Bread, Beaker, Music Note...Safety Helmet?
Sure, some of these are semi-chance related, but so it is when the barbarians keep popping up out of nowhere too. And what about those goody huts, or even your luck at starting out in an area with great resources?
Allow for toggling these at beginning of the game, and further allow for timespan, geographic bands for some of the items mentioned.
Regards,
John:)
My $0.02...
1. Toggle Weather: Your choice to use it, and also make geographically adjustable. IOW, the far North gets snow, while the equator (middle) area gets rain, typhoons, etc. Affects terrain (food/hammer output)/movement,etc.
2. Toggle Seasons: Interesting for war & growing/hammering things. The Germans couldn't take Russia in the winter because of it. (Tied to #1)
Have the ability to sectionalize the weather: Equator always hot/wet or hot/dry, hurricane, typhoon seasons, etc... Geography is affected by weather in differing ways...Affects terrain/movement,etc. Hmmm, now a civ in those semi-barren Northern/Southern territories may now have a built-in military defense buffer. Who knows, where there are four seasons, let each season last 300 years? You decide at beginning of game.
3. Marriages: We're friends because my daughter married your son. Add this into the diplo mix.
4. War logistics screen for your troops. For those who love the micromanaging aspects of the game, have the ability to toggle on/off, the need to worry about supply lines for troops.
5. Disease: Perhaps something like a cultural bomb, where other civs may intentionally/unintentionally spread disease to your civ. Maybe this is where a Doctor specialist should be developed in each town (your decision), just like you have the decision whether to put military unit(s) in each town.
6. Tunnels: A way to burrow into a closed civ/way of spying, or even a covert way of moving troops.
7. Rulers age & die: Toggle the ability to change ruler traits over history, make it adjustable as to when you can pick new traits, say, every 500 years? every 1000 years? The decision to change has it's consequences: Anarchy for, say three turns?
8. Decadence/Laziness/Hubris: Sure, you're rich and powerful, but your citzens have become lazy, decadent, undisciplined, whatever you choose to call it, and this rots away at the inners of your Civ...A way to toggle this aspect? Hammers, Coins, Bread, Beaker, Music Note...Safety Helmet?
Sure, some of these are semi-chance related, but so it is when the barbarians keep popping up out of nowhere too. And what about those goody huts, or even your luck at starting out in an area with great resources?
Allow for toggling these at beginning of the game, and further allow for timespan, geographic bands for some of the items mentioned.
Regards,
John:)