| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
Immortal
Join Date: Mar 2006
Location: South Florida
Posts: 1,246
|
Top 10 Game Mechanics Changes I'd like to see in BTS
Apparently someone posted a list already, but the moderators pulled it at Firaxis's request. So, here is what I would like to see in no particular order (many of which are not my idea):
1. If you demand and receive tribute you can't declare war for 10 turns. 2. Castles and Walls don't obsolete if you are Protective. 3. Imperialistic no longer gets the Settler bonus but gets 50% off the distance component of city maintenance. 4. Rifleman take two popluation to draft. 5. Production bonuses don't apply to whipping. 6. Divine Right gives a Great Prophet and Versailles is moved to Monarchy. 7. Better AI mod gets completed and incorporated with copious amount of playtesting to ensure balance (we know its in, but not the second part). 8. Slavery civic is enabled by Metal Casting (nod to T-Hawk). 9. You get a chance to make immediate peace if someone vassalizes an opponent you are at war with. 10. The AI troop upgrade bonuses are made sane. Any others out there? Darrell Last edited by darrelljs; Jul 11, 2007 at 11:18 AM. Reason: Making it a top 10 list. |
|
|
|
|
|
#2 |
|
Chieftain
Join Date: May 2006
Location: Indianapolis
Posts: 79
|
I'm behind making it to the same tech doesn't enable both early game methods for rush builds, but why Metal Casting? I guess I don't really understand the reasoning behind tying Slavery to BW in the first place, either historically or from a game balance perspective.
|
|
|
|
|
|
#3 |
|
Deity
Join Date: Jul 2006
Posts: 4,016
|
Another: aircraft can sink ships and bombard railroads, as well as destroy city buildings.
|
|
|
|
|
|
#4 |
|
Chieftain
Join Date: May 2006
Location: Chicago, IL
Posts: 67
|
I think this would be a great addition. Would really help Islam get up and out there. Some of the rest of your ideas were pretty good too.
__________________
"The pain I feel now is the happiness I had before. That's the deal." - C. S. Lewis |
|
|
|
|
|
#5 |
|
Deity
Join Date: Oct 2005
Location: England
Posts: 4,985
|
I always thought that slavery should be moved to animal husbandry. That way you have two techs that both unlock a key resource and a rushing method. Also, AH is basicaly keeping animals in slavery, so I don't see why keeping humans in slavery is that different.
__________________
Most zealously I seek for erudition. Much do I know, but to know all is my ambition.
-Faust |
|
|
|
|
|
#6 | |
|
Veteran QB
Join Date: Nov 2005
Location: Cheering For Mr Sanchez
Posts: 2,634
|
Quote:
__________________
:- Sunday Night Football vs The Vikings:- " The Bears Defence has some of the best Strippers in The NFL" ![]() Who else but John Madden |
|
|
|
|
|
|
#7 |
|
Deity
Join Date: Apr 2007
Posts: 3,320
|
|
|
|
|
|
|
#8 | |
|
Deity
Join Date: Jul 2006
Posts: 4,016
|
Quote:
![]() Actually, slavery doesn't really fit well with any early tech that I can see. (Perhaps it deserves one of its own.) Agriculture maybe? Hunting? Why is bronze working so special? |
|
|
|
|
|
|
#9 | |
|
Chieftain
Join Date: Jul 2007
Posts: 53
|
Quote:
I agree with the rest of the suggestions, especially number 9. |
|
|
|
|
|
|
#10 | |
|
Veteran QB
Join Date: Nov 2005
Location: Cheering For Mr Sanchez
Posts: 2,634
|
Quote:
That's all, just a possible idea, and enough offtopic from me
__________________
:- Sunday Night Football vs The Vikings:- " The Bears Defence has some of the best Strippers in The NFL" ![]() Who else but John Madden |
|
|
|
|
|
|
#11 | |
|
Immortal
Join Date: Mar 2006
Location: South Florida
Posts: 1,246
|
Quote:
@dutchking - this isn't a "real" list, this is a wish list. Someone apparently got a leaked copy of the the real list from Firaxis and that was what they didn't want to see posted (or re-posted). @Crenor - yeah, it doesn't make a lot of real sense but Protective needs sucha big boost and I'm not sure bunkers and bomb shelters are it. Maybe the boost would be zero cost Walls/Castles/Bunkers/Bomb Shelters, i.e. when the requisite tech is known they appear in all your cities? That would probably be a bit much. I'm surprised no one has mentioned any adjustment to war weariness .Darrell |
|
|
|
|
|
|
#12 |
|
Deity
Join Date: Jan 2006
Posts: 2,907
|
Darrell--good list.
I agree with the comments about protective--it's pretty useless and not sure how to buff it. |
|
|
|
|
|
#13 |
|
Deity
Join Date: Oct 2005
Location: England
Posts: 4,985
|
Protective is getting a boost, 3 actualy.
1) the great wall requires 3 cities to have walls - so protective civs will find it a lot easier to build 2) castles give +25% expionage 3) Gunpowder units can now promote along the drill line Personaly, I think thats enough. its still a weakish traits for most strategies, but is not completely useless.
__________________
Most zealously I seek for erudition. Much do I know, but to know all is my ambition.
-Faust |
|
|
|
|
|
#14 |
|
Prince
Join Date: Oct 2001
Posts: 453
|
"Shackles, I guess. Certainly it would be easier to mass produce them after Metal Casting, but mostly it is just to push such a powerful civic back and make early rushes a bit more difficult."
Come to think of it, speaking more broadly another solutions is to enable tree chopping and slavery using different techs. Right now BW is too important of a tech that there isn't much choice of the 1st or 2nd tech you research. They should break that up a little, it would be better for gameplay to distribute some of those advantages a little more. |
|
|
|
|
|
#15 |
|
Deity
Join Date: Apr 2007
Posts: 3,320
|
They need to bring back the flavor to Civilization! (there's a thread somewhere like that). Reading about BtS I think they've done that!
|
|
|
|
|
|
#16 | |||||
|
Deity
Join Date: Apr 2004
Posts: 6,891
|
Quote:
Disagree What I would put in is Bunkers and Bombshelters having a similar Military effect (harder to reduce defense %, as well as offering defense against both Air AND artillery).. and then maybe give protective Cheaper Bunkers+BombShelters Quote:
Don't they already? Seriously disgree, that is a Very bad change, as it opens the door to all sorts of complicated micromanagy manipulations with overflow...it was a bug when they had it. Quote:
What Divine Right really needs is a bonus for those who don't get there first.. I think something like +1 happy for state religion might be good (or maybe +1 happy for state religion Temples for a more limited version) Also Philosophy should give 2 Missionaries, and Theology and Divine Right should give 4 Quote:
Disagree, Metal Casting is too late, I'd either place it with Animal Husbandry (treat people like animals) or keep it with Bronze working (when you get the metal tools to shackle +brand, and the weapons to actually collect slaves). In any case the Medium maintenance has nerfed it enough. Quote:
True, hopefully part of the new handicap levels the AI will have sane Upgrade And War Weariness costs...the AI had basically no War Weariness before Lets see... 11. Production bonuses Should apply to food (during Worker/Settler production) 12. Global Warming needs to be totaly revamped, to be something interesting. |
|||||
|
|
|
|
|
#17 | |||||
|
Immortal
Join Date: Mar 2006
Location: South Florida
Posts: 1,246
|
Nope, just one. It is the biggest abuse in the game to have a high food Globe city draft a Rifleman every turn. This would also make the Musketman more attractive, since they would become the best one pop per draft unit.
Quote:
. One of the easiest tactics in the game is an early rush which is often fueled by whipping, making Slavery earlier is certainly not going to help that. I think the civic is too powerful and Medium maintenance alone is not enough to nerf it, but I'm afraid the Slave revolts they added are too much. IMO Firaxis has a bad history here as the cash rush nerf was way overboard. In terms of excessive micromanagement without bonuses, I'm not sure I get it. One pop gives 30 hammers no matter what. Can you explain?Quote:
Quote:
Quote:
Quote:
Darrell |
|||||
|
|
|
|
|
#18 |
|
Rambling and inconsistent
Join Date: Mar 2007
Location: A Silver Mt. Zion
Posts: 9,868
|
Vassal state makes the master declare war on the vassals enemy.
no way. i hate it. XD
__________________
The car's on fire, and there's no driver at the wheel. And the sewers are all muddied with a thousand lonely suicides, and a dark wind blows. The government is corrupt, and we're on so many drugs with the radio on and the curtains drawn. We're trapped in the belly of this horrible machine, and the machine is bleeding to death. The sun has fallen down, and the billboards are all leering, and the flags are all dead at the top of their poles. It went like this: The buildings tumbled in on themselves. Mothers clutching babies, picked through the rubble and pulled out their hair. The skyline was beautiful on fire, all twisted metal stretching upwards. Everything washed in a thin orange haze. I said; "Kiss me, you're beautiful - these are truly the last days." You grabbed my hand and we fell into it, like a daydream or a fever. We woke up one morning and fell a little further down, for sure it's the valley of death. I open up my wallet and it's full of blood. |
|
|
|
|
|
#19 |
|
Prince
Join Date: Jul 2004
Posts: 434
|
Mine:
1. I'd like combat to be less random. 2. I'd like it if the human player is treated the same as an AI faction in diplomacy. There's just too many penalties right now that only come into play on human vs. AI interactions as opposed to AI vs. AI interactions. 3. Make navies more important. They should be able to do more against coastal cities as well as to units and cities a few tiles away. Make coastal cities give bigger rewards to compensate for the risk. 4. I'd like to see them add an option to randomize enemy difficulty. I liked it in Gal Civ 2, where if you choose normal difficulty, not all AIs will be normal difficulty. Some will be a bit easier and some a bit harder. They can limit it to 1-2 difficulty settings and it'll work well. 5. I'd actually like to see AIs fight each other. They rarely make war on each other and if they do, almost nothing ever happens. I think I have more chances of winning the lottery than seeing an AI faction eliminate another AI faction. |
|
|
|
|
|
#20 | |
|
Conquistador
Join Date: Apr 2006
Location: California, United States
Posts: 1,607
|
Quote:
To get in on an earlier discussion, I think slavery should remain how it is. The medium upkeep is fine, and well, slave civs were dang powerful, they built the pyramids, Chichen Itza, the Collosseum, etc. A supply of expendable labor is great, and also realistic. Plus you have to decide how you want to grow and work tiles, vs. getting the payoff now. I suppose if they made the unhappiness last longer, that might be an okay tradeoff, more of a backlash.
__________________
Check out Glory and Greatness, a new mod for Civ IV! You'll be glad you did. |
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| ModDB Awards 2008: we are top 100, can we go to top 10 ? | seZereth | Civ4 - Fall from Heaven | 15 | Jan 23, 2009 08:42 PM |
| PC Game Sales: Civ4 Resurrected to Weekly Top 10 List | Thunderfall | News Updates | 12 | Aug 18, 2008 01:27 AM |
| Your top 10 prediction | Dell19 | Sports Talk | 43 | Oct 16, 2003 06:40 AM |