ViSa Suggestions/Requests

Unit Request for a Wasp or Tarawa class Amphibious Assault Carrier.

USSWasp.jpg


USSWaspLaunch.jpg


The Wasp-class are the largest amphibious ships in the world. WASP class ships are the first to be specifically designed to accomidate the AV-8B Harrier jump jet and the LCAC hovercraft, along with the full range of Navy and Marine helicopters, conventional landing craft and amphibious assault vehicles to support a Marine Expeditionary Unit (MEU) of 2,000 Marines. The ships also carry some of the most sophisticated communications, command and control capabilities afloat, alongwith state of the art electronic systems and defensive weaponry.

These ships conduct prompt, sustained combat operations at sea as the centerpiece of the Navy's amphibious strategy of "Forward... From the Sea." They provide the means to deliver, command and support all elements of a Marine Landing Force in an assault by air and amphibious craft.

globalsecurity.org


The LHDs also have expanded medical facilities that are surpassed only by those on Navy hospital ships. These consist of six medical operating rooms, four dental operating rooms, medical laboratories, and hospital facilities capable of caring for up to 600 patients. This level of capability is vital for effectively treating combat casualties during hostilities and for supporting disaster relief and other non-combat efforts.

In the future, every LHD will carry all the elements of the Navy and Marine Corps tactical mobility triad - the MV-22 Osprey tilt-rotor aircraft, the Advanced Amphibious Assault Vehicle, and the LCAC. These craft are critical to the conduct of over-the-horizon assault and other aspects of expeditionary maneuver warfare. Additionally, the ships of the Wasp class will also be able to deploy the Marine Corps' STOVL version of the Joint Strike Fighter (JSF), which will begin replacing the Harrier later this decade. Consequently, the Wasp-class ships will continue to play a key role in U.S. sea-based expeditionary operations for years to come.

exwar.com

More pictures and Ship Characteristics of the USS WASP LDH 1 . navysite.de
 
I have some minor suggestions, although I have only played with Israel. I have to say first, I love this mod and thank you to the entire team who put forth the time and effort for all of our benefit.

  • A huge earth map with 24 civs would be AWESOME - if you do nothing else, do this!!!
  • The 'Stealth Bomber' (B2) should come after the F-117 and have more strength and longer range. The F-117 in reality was Gen1 stealth and is not very good.
  • Not sure about other UUs but, the Israeli ones are imaginary. The Satil is a old broken down boat used as a scuba-diving site for tourists and the Koronas (aircraft) simply does not exist....maybe replace Koronas with Kfir or the jet fighter with a Lavi, but I suggest not giving Israel an air UU. The Satil is fine.
  • Star Defense satellites getting shot down by biplanes is fake. Actually, The star defense sats should not be able to be shot down at all...I would suggest making them unable to be intercepted but much less powerful
  • On the topic of sats, Earth observing sats orbit in about an hour and a half. Most are in polar orbit and with the earth's spin can cover a large amount of area. Increase the range of sats accross the board by A LOT.
  • AEGIS should be able to intercept missiles (30% chance or so), including tomahawks, as in reality.
  • Not really VISA specific, but I would like to see international outcry (lowering of relations) for razing an enemy city if you do it after a certain year.

    Again well done and thank you. When can we expect a new VISA version release?
 
There are two problems with the Civics in ViSa I wish to address. The first problem is inherited from Civilization, though some of ViSa's innovations further compound these difficulties.

Civics in Civilization fail to represent divergent options within a catagory. This is their primary problem. For instance, how exactly is "Free Speech"
incompatable with "Vassalage?" Again, how is a "Free Market" incompatable with "Decentralization?" And couldn't a "Pagan" Religion be "Organized"? Or is it not possible for a "Theocracy" to be "Pacifist"?

ViSa has introduced some new Civics and these, for the most part, just compound the problem without adding much to the game. However, in the case of Healthcare and Education, in my judgment, ViSa further confuses the entire concept of Civics (I'll get to those later).

The second problem with the Civics in ViSa and Civilization is that they generally imply "progress." Later Civics are almost always better. At games end, no one is still using "Hereditary Rule." But look around the world today....there are many Kings. Where are they in the game?

To correct the first problem, I renamed the exisitng, standard Civics. To correct the second problem, I made changes to how the Civics work. For the most part -- they still work as they did originally however, so I won't get into exactly how I've changed the Civics. Not in this post. This post is concerned exclusively with rationalizing the Civis such that they come to represent true alterantes in the areas of Government, Law, Labor, etc.

Unfortunately, however, I felt the new ViSa civics and civic catagories added little to the game and so these were dropped in favour of some (IMO) better alternatives. Here are my results:

GOVERNMENT:
Tribal (Despotism) -
Monarchical (Hereditary Rule)
Republican (Representation)
Democratic (Democracy)
Athoritarian (Police State)
Absolutist (Replaces Seperate Powers -- Ruler is "Emperor")

LAW:
Customary Law (Barbarism) - derived from customs, elders act as judges
Doctrinal Law (Vassalage) - derived from religious or ideological beliefs
Civil Law (Buerocracy) - laws reflect the immediate will of the state
Martial Law (Manafest Destiny) - laws are derived from military authority
Common Law (Nationalism) - laws are derived from tradition of precident
Constitutional Law (Free Speech) - laws are restrained by constitutions

LABOR:
Clans (Tribalism) - groups, bonded to each other in different areas, in specialized roles
Slaves (Slavery) - individuals, taken in war, bonded to the citizenry
Serfs (Serfdom) - individuals, bonded to the land, serve a local state rep.
Castes (Caste System) - individuals, bonded to their rank and occupation
Unions (replaces Bid for Contract) - groups, bonded to each other and an enterprise
Freemen - individuals, free to do the work they choose.

ECONOMY:
Traditional (Decentralization) - small-scale, unorganized production
Mercantile (Mercantalism) - State protected, organized industry
Liberal (Free Market) - Unregulated pricing and production without tariffs
Centralized (State Property) - Centrally-planned, state-organized production
Fixed (replaces Industrialism) - free production but 'fair' pricing and 'just' wages set by the state
Restricted (Environmentalism) - Production is curtailed bythe state when not in the common interest

RELIGION:
Pantheism (Paganism) - alien belief systems are easily integrated
Monotheism (Organized Religion) - civilizational beliefs are exclusively true
Sectariansim (Theocracy) - alien belief systems must be eradicated
Ecumenicalism (Pacifism) - alien beliefs are sometimes true in part
Universalism (Free Religion) - all belief systems are more or less true in part
Secularism (Secularism) - no belief system is relivant to the state

The last two civic catagories, created by ViSa, confuse the notion of "Civics" with "Government Policy." Civics are broad characterizations of a civilization's cultural character over time, but these last two catagories are more like laws which might alternatively be passed by Republican or Democratic administrations.

To solve this problem, I've scrapped the last catagory, Health, and replaced it with the one Civic catagory that ought never to have been left out of the game. I'll get to that in a moment. First, I'll demonstrate how I tried to make Education reflect broader, civilizational concepts.

EDUCATION:
Hereditary Heritage (Heritage) - Children learn directly from their parents at home
Pedagogical Tutoring (replaces Ignorance) - Select teachers are available to families and advanced students may attend academies
Commercial Apprenticeship (Apprenticeship) - Enterprise invests in the education of its current and future leaders and labor force
Clerical Training - Religious leaders educate the community
Institutional Schooling - Industrial-scale mass education
Distributed Learning - Teachers are all but eliminated as students learn at home from multi-media and from each other.

(All options are privately or publicly funded, dependng on economic civic choices)

The final Civic is one of the most essential: Civil Participation. This determines the portion of society entitled to participate in civic life -- decision making, in whole or in part, having impact on the state. For ewxample, it is possible to have a deomcratic government in which only property owners can vote, or a Monarchical state in which only those of a particular Faith may count themselves as citizens.

To include this civic, I've eliminated the Health catagory.

CIVIL PARTICIPATION:
Military Role - Citizenship is limited to the warrior class
Blood Line - Citizenship is limited to those of a particular geneology
Property Ownership - Only property owners count as citizens
Doctrinal Confession - Only adherants to the state religion may participate in civic life
Language and Ethnicity - The civilization as nation-state
Geographical Settlement - Anyone living permanently within national boundaries is a full citizen
 
A couple more things that came up...I'm sure more will later...I'll keep posting them as I think of them.
1. For the Ottomans, the capital should be Ankara, not Istanbul
2. The Hoplite came before the Phalanx, so just change the name of Phalanx to Hoplite and Hoplite to Phalanx
 
Great mod, I can't go back to playing vanilla Civ, it's just too boring. An airbase is really needed in my opinion. This would be built by workers and have to be within your cultural borders. The base's function would be to heal air units and provide a forward base of operations for your airforce.

My playing style involves building a large airforce, this would also help me keep my air units organized.

Dustin
 
Requesting Eusebius World Religious, specifically MOAR religions and diseases, please
 
More silly suggestions from me:

I really dislike when you get Scientific Method and you can no longer build missionaries. To me, it seems that this does make sense just to get rid of the research bonus from monasteries. However, without organized religion, no more missionaries can be made. To correct this, I would suggest a "Seminary" building. This allows you to build missionaries, but provides no further benefit...maybe +1 culture?

I really dislike Gov. Controlled Health Care's unhappiness penalty...it basically makes it impossible to use any other medical civic it seems, and GCHC arrives so early...with Paper I think? Consider reducing the penalty and/or moving the tech back to Civil Service or something?

Perhaps a new naval unit between Ironclad (str. 12) and Destroyer (str. 30), I'm thinking maybe a str 20 ship, a Dreadnought or Pre-Dreadnought, a steel covered steam powered ship loaded with large guns. WWI era ships. Perhaps available with Assembly Line, Str 20, Bombard Ability, weakness to subs?
http://en.wikipedia.org/wiki/Pre-dreadnought

Can it be changed so you cannot build tac nukes without Manhattan Project?

How about a new Great Person: The Great Worker ... points generated perhaps by every improvement construction, road construction, and resource improvement construction, instead of the normal GPP method (or perhaps the normal way, except citizens generate the Great Worker GPPs) the Great Person will be one of the many labor/trade/craft union organizers or leaders: Jimmy Hoffa, Crystal Lee Sutton, Samuel Gompers, Eugene Debs, Francis Dillon, William Green. The Great Worker would have the following abilities: if s/he is in the same plot as a worker, the worker will build 50% faster. the worker can be consumed to build a Union Hall in a city after Guilds, which would provide a hammer % bonus and happiness bonus (based on % of pop) but cost some gold per turn. The worker can join a city as a Great Worker, which adds hammers, happiness, but cost gold. Finally, the Great Worker can cause a "strike" in a foreign city...which could basically be the same ability of the Statesman.
 
I'd like to support Vobodas proposals with regards of Govern. Controlled Health Care's (too soon and so much penalty) and the need for a new naval unit before Destroyer (it'd be interesting if without bombing capabilities so to bomb cities you still need to use weaker Ironclads).

I'd like even to remember bilipadouzi suggestion (from post32) I find really interesting , innovative but also balanced: Satellites improvement and magnetic propulsion railroads.

I know TAf already said too little time but they could still be considered as ideas for future developments. (Obviously these are the suggestions I like more; I didn't mean to say the other ones do not deserve attention).

Bal.
 
a private maps section to stick all the various visa maps currently available in so that selection of them is easier
 
Requesting Eusebius World Religious, specifically MOAR religions and diseases, please

No, sorry. ViSa is focused on adding to, not drastically changing Civ.

Diseases and AI Autoplay are possibilities but 18 religions is not.
 
I really dislike Gov. Controlled Health Care's unhappiness penalty...it basically makes it impossible to use any other medical civic it seems, and GCHC arrives so early...with Paper I think? Consider reducing the penalty and/or moving the tech back to Civil Service or something?

I hated that too....it is gone totally in V3.0
 
a private maps section to stick all the various visa maps currently available in so that selection of them is easier

What 'all various maps'?
 
A few minor tweaks:

Bronze cannon should come before Musketmen. Cannon were in use a good century before the first "handgonnes" had been developed. Maybe create an arquebusier unit that can go before musketmen and bronze cannons?

Also, the Ironclad unit (as well as Areonautics and the ability to have planes) should be moved forward a bit...Having Steel before industralization clashes a bit.

Great Mod, and I love it. Can't wait for 3.0!
 
A few minor tweaks:

Bronze cannon should come before Musketmen. Cannon were in use a good century before the first "handgonnes" had been developed. Maybe create an arquebusier unit that can go before musketmen and bronze cannons?

Also, the Ironclad unit (as well as Areonautics and the ability to have planes) should be moved forward a bit...Having Steel before industralization clashes a bit.

Great Mod, and I love it. Can't wait for 3.0!

Industrialism and Assembly Line are a bit out of place, but with so many Modern techs it is tough...I know, I am moving and adding all over the place and trying to make sense of it.

But Steel should come before Industrialism....
 
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