Aks K
Scientist
There has been a lot of great ideas concerning the current science model and how to improve it. In civ3 large civs were favoried by quicker research making the smaller inferior in therms of winning the game.
A tech at lvl 4 should cost 4 times more than the same tech at lvl 1. Researching techs on higher lvls will be compensated by bonuses to the tech and making techs that recuire the tech in question cheaper to research. This would also make lvl 4 writing more important eventhough it hasnt got any units, improvements and wonders.
By introducing techs in lvls then the smaller civs could focus on some techs while keeping others at the lowest lvl and therefore not be too behind in research. I will go in to detail later with tech lvls later on.
This could also be a way to make the ancient times last longer by making tech rush of lvl 1 techs 'risky'.
Warmongers as well as builders can focus on their decires techs to either producing stronger/cheaper units or cheaper(/better) improvements.
The techs lvls will improve units acording to their use and reduce cost of improvements, great wonders and tech related small wonders.
This would be the scheme:
Offencive units:
lvl 2 +1 to attack
lvl 3 +1 to defence
lvl 4 +1 to attack and +1 to movement
Defencive units:
lvl 2 +1 to defence
lvl 3 +1 to attack
lvl 4 +1 to defence and +1 to movement
Artillery units:
lvl 2 +1 to attack
lvl 3 +1 to fireing rate
lvl 4 +1 to attack and +1 to movement
Warrior and curragh:
lvl 2 +1 to movement
lvl 3 +1 to attack
lvl 4 +1 to defence
Each lvl of tech improvement could also reduce the cost of units who has the required tech by 5 - 10 % pr lvl.
The scheme should in general be + 5 - 15 % to attack/defence pr lvl, but this will only effect units with high attack or defence values. The % should only count if they are higher than +1 to attack/defence.
Ships should have an additional movement bonus from lvl 3 or lvl 4.
Improvements and wonders should also have reduced cost ot the amount of 10 - 25 % pr lvl. I would suggest that the base of improvements and wonders should cost 25 - 50 % to macth my sceme. Then it would look something like this:
Improvements and wonders:
lvl 2 - 25 % cost
lvl 3 - 15 % cost (total: - 40 % cost)
lvl 4 - 10 % cost (total: - 50 % cost)
This idea could be a supplement to the civ specific traits. It should also bring a funnier and more unique game feeling.
Unit examples:
Warrior: a/d/m
lvl 1 1/1/1
lvl 2 1/1/2
lvl 3 2/1/2
lvl 4 2/2/2
Swordsman: a/d/m
lvl 1 3/2/1
lvl 2 4/2/1
lvl 3 4/3/1
lvl 4 5/3/2
Spearman: a/d/m
lvl 1 1/2/1
lvl 2 1/3/1
lvl 3 2/3/1
lvl 4 2/4/2
Catapult: a/d/m
lvl 1 4/1/1
lvl 2 5/1/1
lvl 3 5/1/1 +1 to fireing rate
lvl 4 6/1/2 +1 to fireing rate
Galley: a/d/m
lvl 1 1/1/3
lvl 2 1/1/4
lvl 3 2/1/4
lvl 4 2/2/5
Hope these examples helped to illustrate my idea. Please feel free to comment.
Aks K
A tech at lvl 4 should cost 4 times more than the same tech at lvl 1. Researching techs on higher lvls will be compensated by bonuses to the tech and making techs that recuire the tech in question cheaper to research. This would also make lvl 4 writing more important eventhough it hasnt got any units, improvements and wonders.
By introducing techs in lvls then the smaller civs could focus on some techs while keeping others at the lowest lvl and therefore not be too behind in research. I will go in to detail later with tech lvls later on.
This could also be a way to make the ancient times last longer by making tech rush of lvl 1 techs 'risky'.
Warmongers as well as builders can focus on their decires techs to either producing stronger/cheaper units or cheaper(/better) improvements.
The techs lvls will improve units acording to their use and reduce cost of improvements, great wonders and tech related small wonders.
This would be the scheme:
Offencive units:
lvl 2 +1 to attack
lvl 3 +1 to defence
lvl 4 +1 to attack and +1 to movement
Defencive units:
lvl 2 +1 to defence
lvl 3 +1 to attack
lvl 4 +1 to defence and +1 to movement
Artillery units:
lvl 2 +1 to attack
lvl 3 +1 to fireing rate
lvl 4 +1 to attack and +1 to movement
Warrior and curragh:
lvl 2 +1 to movement
lvl 3 +1 to attack
lvl 4 +1 to defence
Each lvl of tech improvement could also reduce the cost of units who has the required tech by 5 - 10 % pr lvl.
The scheme should in general be + 5 - 15 % to attack/defence pr lvl, but this will only effect units with high attack or defence values. The % should only count if they are higher than +1 to attack/defence.
Ships should have an additional movement bonus from lvl 3 or lvl 4.
Improvements and wonders should also have reduced cost ot the amount of 10 - 25 % pr lvl. I would suggest that the base of improvements and wonders should cost 25 - 50 % to macth my sceme. Then it would look something like this:
Improvements and wonders:
lvl 2 - 25 % cost
lvl 3 - 15 % cost (total: - 40 % cost)
lvl 4 - 10 % cost (total: - 50 % cost)
This idea could be a supplement to the civ specific traits. It should also bring a funnier and more unique game feeling.
Unit examples:
Warrior: a/d/m
lvl 1 1/1/1
lvl 2 1/1/2
lvl 3 2/1/2
lvl 4 2/2/2
Swordsman: a/d/m
lvl 1 3/2/1
lvl 2 4/2/1
lvl 3 4/3/1
lvl 4 5/3/2
Spearman: a/d/m
lvl 1 1/2/1
lvl 2 1/3/1
lvl 3 2/3/1
lvl 4 2/4/2
Catapult: a/d/m
lvl 1 4/1/1
lvl 2 5/1/1
lvl 3 5/1/1 +1 to fireing rate
lvl 4 6/1/2 +1 to fireing rate
Galley: a/d/m
lvl 1 1/1/3
lvl 2 1/1/4
lvl 3 2/1/4
lvl 4 2/2/5
Hope these examples helped to illustrate my idea. Please feel free to comment.
Aks K