First off I like the thing Ur/In bring to the game and yes in the games I've played I did not get all of them in the same order or time frame.
However, they give too big a boost to the techs IMHO and the fact that they are always the same makes it so that you can plan out allot of what and how...
231. When you expect a free tech when you enter your shed.
232. You realize that your country is based on civ city placement (cities next to each other and roads everywhere.) ;)
233. Sid asks you for your ideas about ciIV, ciV, ciVI etc. :hatsoff:
234. Start building your SOD now to...
@khan I like the idea of being able to negotiate every detail, and as for secret agreements :thumbsup:
@sturm I agree it would alsow expand the esp. options and that is always a good thing in my book. :mischief:
Like the idea but I think that it should only affect culture and science and have no economic aspect or at least a small one.
Perhaps the cultural city would be appointed every turn, if a city at that time has the most culture in the world it would be the cultural city.
This would mean...
As for shift-U upgrade there should be 3 options:
- All defensive
- All offensive
- Half offensive / half defensive
These are the most common usages if you like to have a few off en the rest def or vice versa then you could shift-U the rest. :hmm:
I think the undo button should only exist for workers, if it worked for units you could just attack and if you lost just undo and try again until you win this would make the game less fun because would start playing without really paying attention to the game.
I say this because I like the...
Maby canals should be a wonder feature so that once you completed it you could just place one (straight) line within a city radius (on the map).
This would be like a small wonder that would require a city to have two see tiles in the city radius that are non connected or have a certain number...
Its probably a scale thing.
If a canal ran down the middle of a tile then putting down a canal would be like digging a see.
Still this did not stop them from building roads like that so I say go for it.
I agree that forts should influence borders, as it is I think forts are almost usless, come on why would I built a fort when I can plant a city + there quicker to build.
It would be an incentive to build forts.
As for factors that should determine if you are granted the land maby....
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Well it works out about the same, instead of producing more food they would generate the same efect because they don't cost food. so I ges we are thinking along the same line sir_schwick. :cool:
This idea could work but the diplomatic system would have to be updated.
You could attack civ a and you would have to keep reasuring the other civs that every thing wil be alright you are not invading civ a you are just trying to help civ a keep coruption down :borg:
Or if you are the...
thats why I thought of the delay.
like the idea but something should set apart every civ.
what I mean is if a civ is sientific it should get a bonus on whatever they are recearching at that time, militaristic would be more likely to discover a tech like worior code than pottery and so on...
why not get the whole tech and have a time delay on it depending on your curent tech level, delay growing with # o tech and age deference compared to your curent level.
1 tech away = 1 turn delay
2 tech away = 2 turn delay
3 tech away = 3 turn delay
3 tech away but in an other age would...
Maby they should have like a diesel and a nuke sub, diesel would have the 6 and the nuke would be higher.
Then mabe more people would be shouting. up periscope. :p :lol:
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