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#1 |
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Emperor
Join Date: Dec 2005
Location: St. Charles, IL USA
Posts: 1,160
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Some random ideas, not AI specific for a change
So we have all of these civs and with few exceptions they play very much alike. One thing I think would help would be something other than military heroes for some civs. For example, everyone wants Phoenicia & Carthage to be trading empire so why not give them a special caravan unit instead of a hero, essentially a great merchant with maybe 1/3rd (or less) of the profit from trade missions and the ability to create a unique building like a bazaar not to unlike the great scientists' academy. Egypt could receive some sort of an engineer with the ability to rush production slightly or maybe build improvements much quicker than normal workers for another example. Lots of possibilities and I think some variety in this special unit could really add some spice to the game and make playing different civs much more interesting.
The Roman Legionary works very well with the March promotion rather than the Commando promotion and it doesn't feel quite as "broken" when used by a human player compared to the AI. First strike immunity (or first strike capability) also works well since many defenders receive first strikes as does Combat II since it opens up additional promotions for newly created units in cities with Barracks. Allowing all naval units to enter the ocean and increasing the movement required to enter coastal tiles has a good effect on naval warfare, particularly amphibious landings. Currently you seldom have the chance to use your navy to defend against invasions since the attacker will move past you (from their own cities in many cases) and unload in a single turn. It may also be a good idea to allow all naval vessels to enter rival territory since it seems inappropraite for ancient civilizations to even know I'm sailing in their waters, especially when nowhere near their cities, let alone prevent me from doing it. This also makes everybody more vulnerable to amphibious landings despite open borders being harder to get. |
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#2 | |
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TAM Fanatic
Join Date: Jun 2006
Posts: 45
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Quote:
Together with the first generation of sea vessels being able to enter ocean tiles i'd suggest that every vessel has a chance of being lost in bad weather. Reading articles about the roman wars and especially the punic ones revealed to me that a large amount of ships was lost in storms. The chance should be not too big, maybe 10% for biremes/transport galleys and decrease to 5% for biremes/barges maybe? |
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#3 | |
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Chieftain
Join Date: Jul 2002
Location: Tampa, FL
Posts: 79
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Quote:
Regarding Legions, how about changing the upgrade path of the Legion to armored infantry or an equivalent Imperial Legion? Regards |
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#4 | |
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No, no, please. Please.
Join Date: Mar 2006
Posts: 2,145
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#5 |
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jumping off the cliff
Join Date: Jan 2002
Location: London
Posts: 1,529
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I do like the idea of sea tiles being open borders, but the problem I see is too early contact with all civs. But I still think we should try it out. I'll edit it in.
And how does the game know what boats to spawn for the barbs? I think barbs has only land units right?
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Game Designer - Ancient History Encyclopedia, my new project that needs your contributions! - The Ancient Mediterranean Mod - Civilization Search Engine |
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#6 |
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jumping off the cliff
Join Date: Jan 2002
Location: London
Posts: 1,529
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Oh, and we could re-institute the civ-specific advantages that we had in CIV4, most of them in the shape of a national wonder or national technology.
__________________
Game Designer - Ancient History Encyclopedia, my new project that needs your contributions! - The Ancient Mediterranean Mod - Civilization Search Engine |
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#7 | |
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No, no, please. Please.
Join Date: Mar 2006
Posts: 2,145
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Quote:
Last edited by Jet; Jul 30, 2006 at 03:39 PM. Reason: meant Biremes... arr. |
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#8 |
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Emperor
Join Date: Dec 2005
Location: St. Charles, IL USA
Posts: 1,160
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Yeah, what he said, and if you want them to use anything better than a Bireme down the line give them the appropriate free tech.
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#9 |
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"The Heretic"
Join Date: Jun 2002
Location: Far Rockaway (New York City)
Posts: 336
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Yes I would welcome these changes. As it stands now the AI always completes the Great Pyramid before I am halfway through building it.
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#10 | |
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Prince
Join Date: Nov 2005
Posts: 435
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Quote:
I've been hoping for that feature in Civ4 for awhile now. The concept of each civililzation having their own unique wonder or building did a good job of diversfying the game experience. |
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#11 |
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Seidrik The Gray
Join Date: Jun 2006
Posts: 1,115
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I think what's missing is an early sea-going vessel, like the Phoenecian round boats with the deep cargo holds (which, Carthage also used, being an off-shoot of Phoenecia if you will.) Additionally, it may be more a problem of the prevalence of ocean tiles. For example, there should be only a couple of real ocean tiles between Rome and Carthage, none in the Eastern Med, and only a few SE of Macedonian mainland. Finally, the waters between Iberia and North Africa should be mostly ocean, except where the two land masses are closest, near the straight of Gibralter.
I wholeheartedly agree with making all borders over the water in this mod, open to all forms of naval travel. This will also allow for greater use of sea trade via merchant ships. I don't particularly agree with making Great wonders available only to certain civs. If so, then the wonder builders would choose either Greece or Egypt. I would, however, support national wonders offering similar benefits to the great wonders. These, you could tailor to the civ in question. For example, you would have the Great wonder, the Sphinx or the Great Pyramids, but allow Egypt to also build a national wonder, specific only to Egypt, called Valley of the Dead or Temple of Amun-Ra, etc...This in addition to unique buildings. I've been dabbling in the new expansion, Warlords, and liking the implementation of unique buildings. While I think Warlords could have gone much further than it did, it has enlightened me to new concepts, some of which I'd like to see implemented in TAM at some point. Wish I knew how to play around in Python and xml or the DLL scripting, but for now, I can just offer suggestions. |
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#12 | |
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Warlord
Join Date: Nov 2005
Posts: 115
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Quote:
- special naval trading unit able to travel across foreign water tiles AND able to make trade mission in a coastal city even without open borders (strenght 0 would not be a problem with opened seas as you suggested) - commerce bonus for trade routes with luxury goods (spices, ivory, gold...). Maybe the "financial" could be replaced for some of them with a "mercantile" or something quite different with +1 commerce bonus for every trade route (this way it helps both science and gold) |
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#13 |
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jumping off the cliff
Join Date: Jan 2002
Location: London
Posts: 1,529
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Version 1.951 should already allow ALL boats to cross into rival territory...
__________________
Game Designer - Ancient History Encyclopedia, my new project that needs your contributions! - The Ancient Mediterranean Mod - Civilization Search Engine |
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#14 | |
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Warlord
Join Date: Nov 2005
Posts: 115
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#15 | |
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jumping off the cliff
Join Date: Jan 2002
Location: London
Posts: 1,529
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Quote:
![]() We have to test that.
__________________
Game Designer - Ancient History Encyclopedia, my new project that needs your contributions! - The Ancient Mediterranean Mod - Civilization Search Engine |
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#16 | |
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Chieftain
Join Date: Nov 2005
Location: Kent, England
Posts: 14
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#17 | |
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"The Heretic"
Join Date: Jun 2002
Location: Far Rockaway (New York City)
Posts: 336
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#18 | |
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Seidrik The Gray
Join Date: Jun 2006
Posts: 1,115
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Quote:
OUCH! I really need to get over my attempts to find the best way to play Carthage and just play out a game lol. I am over not being able to grab as many early wonders with the Carthaginians as I could with other civs ![]() I still believe Carthage is very sloooooooow. |
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