Minefield "improvement"?

Capehill

Chieftain
Joined
Nov 11, 2005
Messages
13
What about minefield (military) improvement? No food, no commerce and no production from tile. Could also be added to diplomacy discussions as a negative aspect.
 
I like it!

I think this would function best if building it removed the improvements from a square but didn't change the appearance, to better hide the mines (not even the people who plant mines can find them after the fact, so the player not knowing where his own mines are should make things...interesting).

The first unit moving into the space could take 75% damage, the next 50%, the next 25% before the minefield becomes unusable. However, the minefield should probably still have to be cleared before anything can be rebuilt on it, and any minefields in a city radius should cause a considerable degree of unhappiness and sickness (making sowing your enemy's city radius with mines a viable tactic to damage him before concluding peace).
 
Capehill said:
No food, no commerce and no production from tile.
It could be so easy to find it out. Let leave it just same as the forts. I suggest "Demining Promotion". It'd have 50% of chance to detect a landmine when a unit standing on it.
 
I don't really think it fits with the scale of the game. 1 tile is meant to represent a huge area, many kilometres across, and I don't really think a minefield fits with such a large area.

Mines have been in other games in the past, and they're always incredibly annoying and open to abuse. For a while they were in loads of RTS games, and they always provide way more annoyance and frustration than fun. I doubt the AI would be able to use them effectively...... or at least, wouldn't be able to abuse them in the same way humans would.
 
jimbob27 said:
I don't really think it fits with the scale of the game. 1 tile is meant to represent a huge area, many kilometres across, and I don't really think a minefield fits with such a large area.

Mines have been in other games in the past, and they're always incredibly annoying and open to abuse. For a while they were in loads of RTS games, and they always provide way more annoyance and frustration than fun. I doubt the AI would be able to use them effectively...... or at least, wouldn't be able to abuse them in the same way humans would.

What about Hitler's Atlantic Wall? That had several humongous mine fields. And that thing continued along the French coast for about one thousand miles.
 
Well then you just put in an AI code saying "Only build them outside the city limits or on desserts".

Of course, then they'd go absolutely EVERYWHERE that isn't in your city's territories, so if a country in the game took up the same space as the USA, Russia, China or Australia, then there would be mines absolutely EVERYWHERE. You'd have to say something like, "Can only be used during police state (or whatever) government", or "Causes +0.5 unhappiness in nearest city".
 
That would make workers (indias fast workers) vital in campaigns.

An intresting aspect would be to try to avoid "painting oneself into a corner".
 
You could just carry around a small stack of chariots from 1000 BC and use them to soak up the damage from the mines. Combine them with explorers from 1000 AD that have the medic promotion, and mines would be useless.

Also, since it can be assumed that your enemies will take the most direct routes to your cities, mines placed outside of your city radius wouldn't do much good.
 
I also thought about various ways garrisoned and fortifying units could prep anticipated battle-tiles.

Fortify-simple fort by the soldiers with a 2 turn wait
Fortifications-already known-built by engineers 2 turn wait
pitfield-good defense with a 1 turn wait
Breast works- simple fot with a 1 turn wait
Oilfields-defense and attack increase with a 1 turn wait
Entrenchment-massive defense with a 3 turn wait
fox hole-basic defense with a 1 turn wait

For city improvement:
city wall
sentry towers
battlements
seige wall
moats
pitholes
pallisades walls
entrenchments
turrets
bunkers
coastal barricades
coastal ramparts
coastal battlements
coastal punctures
AA turrets
flak towers
AA defense
Missile defense
anti-ballistic missile defense

This is what I'd like to see.
 
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