arkguy
Warlord
Here are some suggestion I have of things to go into the upcoming Civilization V Gods and Kings Expansion set to be added to and changes to consider listed in order of preference. I have included links to the thread where I found some of the ideas mentioned on Civilization Fanatics' Center for some of them to either show how they could be used or give the modder credits for their ideas.
1. Eliminate the 1 unit/resource rule! Or make it an option in the customized game or have a mod/scenario that uses it but not in the main frame of the game. Allow stacks of units large and strong enough to take a city. It does little good to be limited to attacking a city with only 4 or 5 units if the city is defended with 8-10 units.
2. Make mountains usable terrain, allow resources to be found on them and terrain improvements on them. I suggest that the minimal number of improvements and resources be: 1Commerce; Resources: obsidian, whiskey, guerrilla (jungle), linen stripper/exotic dancer, timber, boar and hit movies.
Improvements: radar station & Rainforest preserve (Jungle MOD [BtS XML Mod Component]). Rain forest also occur in temperate forests, Temperate rainforests are coniferous or broad leaf forests that occur in the temperate zone and receive high rainfall. Examples include New Zealand's Auckland Islands, North Island & Fiord land temperate forests; & Valdivian temperate rainforests in South America. 3.1.1 Pacific temperate rain forests include the Hoh & Queets Rainforests in Olympic National Park, WA. Flora includes Coast Redwood, Coast Douglas-fir, Sitka Spruce & Western Redcedar. Olympic National Forest target for 2011 is to offer 18.5 million board feet of lumber. Fauna include: salmon, black bear, deer, elk, otter, raccoon, beaver, trout, stealhead, and fox. On the coast can also be found razor & bay clams, several deep sea fish types including salmon, halibat & link cod, crabs, mussels and whales.
3. Include Moderator Action: Pie's Ancient Europe minus the plague, leprosy and units located outside its own territory losses strength points penalty.
4. Ages: Motor Age (4 distinct ages).
5. Create patches that we can download or some means of incorporating units, terrain types & features, buildings, wonders and features for other Civilization variation that can be incorporated in to the newer version so we can the old deleted items or missed one of the game sets can add them to our newer games versions and expansion sets as well as ad new ones to the game.
6. Make larger rivers navigable. Rivers could be divided into 2 types, normal for narrower & shallow rivers and wide rivers for large navigable rivers like the Mississippi, Ohio & Columbia. Small naval units like destroys could go one or two squares up river as they have done on the Columbia River where they can go up river as far as Portland, OR without aid of lock & dams and farther than that for friendly units if dames are added as an improvement. In fact the battleship New Jersey has gone up river as far as Portland (100 miles up river) before. Destroyers have gone up the lower Columbia River to The Dalles, OR, 185 mile up river, with the aid of navigational locks. Washington Canal in Seattle, WA was used to hide our battleships as an inland safe haven during WWII. They could be give a penalty for lack of mobility in the river, say -4 on movement/defensive bonus for lack of being able to take evasive action as they would have to stay in the main channel, thus would be easy targets for artillery, PT boats, ironclads, planes and even small arms would be with in range as they would be within 1/4 to 1/2 miles or less of the bank. Smaller vessels like iron clad & PT boats could easily go 2 or 3 squares or more up river as they are shallower draft vessels. Ironclads were designed for river use during the civil War.
7. Buildings: Barracks & zoo. Dance club (strip club): +1 gold, +1 happiness.
8. Civics: religion: Zen Buddhism. Catholic Monarchy civic allows civilization to make Papal Light infantry 1820; tribal. Facist civic: allows any civilization to build Panzer while using Fascist civic, -3 to research, all corporations headquarters are moved to the capital, -15% to culture, +1 to spying/specialist and +7 happiness for security bureau; and Shamanism.
9. Bring back the colony allowing cities access to strategic & luxury resources beyond cultural boundaries. Allow a colony to upgrade to the correct improvement; lumber mill, mine, camp etc upon being brought into the cultural boundary.
10. Desert Promotion: +20% desert attack and defense.
11. Remove open ocean, ice and fallout from terrain types from World Builder and replace them with something else since they are unusable terrains.
Improvements: minimum number of terrains/features for improvement.
Radar station: mountains & Ancient Forest.
Rainforest preserve: mountains, forested flood plains, deciduous forests, sal forests and forests.
Ranch-An improved version of farm available in the modern era, possibly available with Corporation for horses, cattle, cow, sheep, buffalo and wheat. Big game, desert-scrub, flood plain, desert hills, chicken and beehives.
Expanding discovery to other improvements (farms can discover wheat/rice/corn etc.) (Resource discovery [Archive] - Civilization Fanatics' Forums).
Allow improvements outside cultural boundaries.
Cart path and Lake farm ( Balance Farms).
Outlet mall: cost 120, +4 commerce, built on Whiskey & linen.
Mining camp: +1 happiness, +5 production for mineral & gem deposits within 1 square radius. Doesnt have to be built on deposit like gold to gain benefit. Can grow into towns with time like cottages do.
Resources: boar: 2 food, found in (6) jungles, forest, mountains, rainforests, chaparral and delta. Improvements: Paved road. Linen (Moderator Action: Age of civilisations (BtS) - Civilization Fanatics' Forums): improvements: colony. Terrain: hills, bonus grasslands, mountains, Tropical dry forests & ice. Obsidian: improvements: workshop. Terrain: mountains, tundra, crater, forest type #1 in world builder, caves, forested flood plain (wooded bottoms), bayou & New Forest.
Guerrilla: +2 food, +11 gold with zoo. Improvements(3): railroad, camp and radar station. Terrain: mountains & jungles.
Hit movies: terrain: forest type #2 in world builder.
Stripper/exotic dancer (Vuldacon's Variety Resources): Buildings: dance club adds +4 gold. Terrain: plains, Semi arid-desert hills, arctic, mountain passes and deserts. Timber & Whiskey (http://forums.civfanatics.com/showthread.php?t=190098: 337 resources): improvements: road, Agricultural Estate adds an additional +1 gold, breweries, cottage; outlet mall (+4 commerce), adds an additional +6 commerce to whiskey. Desert windmill, mining camp +8 gold (thirsty miners makes for GOOD profit!), Chain guns, solar collectors, canals and air base (allowing paratrooper to be ale to parachute from outside a city or allow them to do it from a fort). Terrain: mountains, desert, New York Autumn (Tree pack: New York Autumn), heavy grass, jungle and forest.
Additional suggestions.
City improvements: Gattling cannon (Command & Conquer: Generals): for air & land units and defense for terrain/city improvements, very strong vs. infantry
Ages: Ancient age
Civilizations abilities: Manifest Destiny
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
1. Eliminate the 1 unit/resource rule! Or make it an option in the customized game or have a mod/scenario that uses it but not in the main frame of the game. Allow stacks of units large and strong enough to take a city. It does little good to be limited to attacking a city with only 4 or 5 units if the city is defended with 8-10 units.
2. Make mountains usable terrain, allow resources to be found on them and terrain improvements on them. I suggest that the minimal number of improvements and resources be: 1Commerce; Resources: obsidian, whiskey, guerrilla (jungle), linen stripper/exotic dancer, timber, boar and hit movies.
Improvements: radar station & Rainforest preserve (Jungle MOD [BtS XML Mod Component]). Rain forest also occur in temperate forests, Temperate rainforests are coniferous or broad leaf forests that occur in the temperate zone and receive high rainfall. Examples include New Zealand's Auckland Islands, North Island & Fiord land temperate forests; & Valdivian temperate rainforests in South America. 3.1.1 Pacific temperate rain forests include the Hoh & Queets Rainforests in Olympic National Park, WA. Flora includes Coast Redwood, Coast Douglas-fir, Sitka Spruce & Western Redcedar. Olympic National Forest target for 2011 is to offer 18.5 million board feet of lumber. Fauna include: salmon, black bear, deer, elk, otter, raccoon, beaver, trout, stealhead, and fox. On the coast can also be found razor & bay clams, several deep sea fish types including salmon, halibat & link cod, crabs, mussels and whales.
3. Include Moderator Action: Pie's Ancient Europe minus the plague, leprosy and units located outside its own territory losses strength points penalty.
4. Ages: Motor Age (4 distinct ages).
5. Create patches that we can download or some means of incorporating units, terrain types & features, buildings, wonders and features for other Civilization variation that can be incorporated in to the newer version so we can the old deleted items or missed one of the game sets can add them to our newer games versions and expansion sets as well as ad new ones to the game.
6. Make larger rivers navigable. Rivers could be divided into 2 types, normal for narrower & shallow rivers and wide rivers for large navigable rivers like the Mississippi, Ohio & Columbia. Small naval units like destroys could go one or two squares up river as they have done on the Columbia River where they can go up river as far as Portland, OR without aid of lock & dams and farther than that for friendly units if dames are added as an improvement. In fact the battleship New Jersey has gone up river as far as Portland (100 miles up river) before. Destroyers have gone up the lower Columbia River to The Dalles, OR, 185 mile up river, with the aid of navigational locks. Washington Canal in Seattle, WA was used to hide our battleships as an inland safe haven during WWII. They could be give a penalty for lack of mobility in the river, say -4 on movement/defensive bonus for lack of being able to take evasive action as they would have to stay in the main channel, thus would be easy targets for artillery, PT boats, ironclads, planes and even small arms would be with in range as they would be within 1/4 to 1/2 miles or less of the bank. Smaller vessels like iron clad & PT boats could easily go 2 or 3 squares or more up river as they are shallower draft vessels. Ironclads were designed for river use during the civil War.
7. Buildings: Barracks & zoo. Dance club (strip club): +1 gold, +1 happiness.
8. Civics: religion: Zen Buddhism. Catholic Monarchy civic allows civilization to make Papal Light infantry 1820; tribal. Facist civic: allows any civilization to build Panzer while using Fascist civic, -3 to research, all corporations headquarters are moved to the capital, -15% to culture, +1 to spying/specialist and +7 happiness for security bureau; and Shamanism.
9. Bring back the colony allowing cities access to strategic & luxury resources beyond cultural boundaries. Allow a colony to upgrade to the correct improvement; lumber mill, mine, camp etc upon being brought into the cultural boundary.
10. Desert Promotion: +20% desert attack and defense.
11. Remove open ocean, ice and fallout from terrain types from World Builder and replace them with something else since they are unusable terrains.
Improvements: minimum number of terrains/features for improvement.
Radar station: mountains & Ancient Forest.
Rainforest preserve: mountains, forested flood plains, deciduous forests, sal forests and forests.
Ranch-An improved version of farm available in the modern era, possibly available with Corporation for horses, cattle, cow, sheep, buffalo and wheat. Big game, desert-scrub, flood plain, desert hills, chicken and beehives.
Expanding discovery to other improvements (farms can discover wheat/rice/corn etc.) (Resource discovery [Archive] - Civilization Fanatics' Forums).
Allow improvements outside cultural boundaries.
Cart path and Lake farm ( Balance Farms).
Outlet mall: cost 120, +4 commerce, built on Whiskey & linen.
Mining camp: +1 happiness, +5 production for mineral & gem deposits within 1 square radius. Doesnt have to be built on deposit like gold to gain benefit. Can grow into towns with time like cottages do.
Resources: boar: 2 food, found in (6) jungles, forest, mountains, rainforests, chaparral and delta. Improvements: Paved road. Linen (Moderator Action: Age of civilisations (BtS) - Civilization Fanatics' Forums): improvements: colony. Terrain: hills, bonus grasslands, mountains, Tropical dry forests & ice. Obsidian: improvements: workshop. Terrain: mountains, tundra, crater, forest type #1 in world builder, caves, forested flood plain (wooded bottoms), bayou & New Forest.
Guerrilla: +2 food, +11 gold with zoo. Improvements(3): railroad, camp and radar station. Terrain: mountains & jungles.
Hit movies: terrain: forest type #2 in world builder.
Stripper/exotic dancer (Vuldacon's Variety Resources): Buildings: dance club adds +4 gold. Terrain: plains, Semi arid-desert hills, arctic, mountain passes and deserts. Timber & Whiskey (http://forums.civfanatics.com/showthread.php?t=190098: 337 resources): improvements: road, Agricultural Estate adds an additional +1 gold, breweries, cottage; outlet mall (+4 commerce), adds an additional +6 commerce to whiskey. Desert windmill, mining camp +8 gold (thirsty miners makes for GOOD profit!), Chain guns, solar collectors, canals and air base (allowing paratrooper to be ale to parachute from outside a city or allow them to do it from a fort). Terrain: mountains, desert, New York Autumn (Tree pack: New York Autumn), heavy grass, jungle and forest.
Additional suggestions.
City improvements: Gattling cannon (Command & Conquer: Generals): for air & land units and defense for terrain/city improvements, very strong vs. infantry
Ages: Ancient age
Civilizations abilities: Manifest Destiny
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889