Joe Cool said:
I don't play Civ to recreate history as it happened.
And I do.
Since there was a question about ideas, I talked about the one I implemented in my mod. And I argued it since this idea has a chance to be made. Of course, nothing can make happy everyone - there always will be a group of dissatisfied people. There's a proverb in Russian "You can't be attractive to everyone", I don't know if there's a EN equivalent.
I tried something similar once
OK, about my experience. I never played for Aztecs in my mod (I hate them
in my mod - I respect all the people who deserve it and Aztecs as the human race do - I hope I'm clear with it), but I played a number of times as their neighbor. They very powerful because of units number in Ancient times + Medieval, horse knights have more strength but they takes money from player while jaguars-swordsmen cost nothing to Aztecs.
So a situation - me, Aztecs + someone else. I can't invade someone else because military & aggressive Aztecs wait for me to be involved in conflict to join on someone's else side. Then they both make me hurt. A lot. If I develop my army, culture, science - they will beat someone else, easily enough sometimes. They will dominate me with territory & victory points, and I'll have to wait till the Industrial era to use artillery & powerful gunpowder based units. But it's not the end yet. Of course, I will attack them (usually they attacked me), but they will ruin my infrastructure in all nearby areas, they WILL take a couple of cities. Since I'm into Industrial era and I developed my cities enough, it's very bitter to see them ruined. Yes, I care for my citizens.
And understanding I'm more powerful makes this feeling more bitter. So it never been "easy".
eazyhasaids said:
Maybe the Aztecs could work by keeping them weak from around their fall to mexican independence.
Yes. But I wanted something special and I got it. I told I made American Natives evolving to USA, so the same could be done to Aztecs. It's not & won't be - I like it as it is. It's like playing for Byzantine Empire in "Twilight" mod - you almost have no chance to win with them. My idea was to make something the same and I was happy when I saw it was done by someone else too.
Want to introduce 3 ideas more.
1) spies. Invisible units with hidden nationality, auto-produced by a small wonder, so available to all the civs in different variations. They can attack & pillage and may be visible by other spies.
Since we have a big discussion about different unique ideas, so I suppose I can ask about an opinions about some of mine.
Visible units with hidden nationality always enrage AI, but if they INvisible? Will it be interesting? Have someone tried it? What in return?
2) goods. There's a strategy of victory points from special units: a "winery" can be constructed an it will auto-produce a "luxury" units - wine barrels. But if this unit could be sacrificed to make people happy and give an amount of culture?
This may be not applicable for AI, but it could allow a new "sacrifice" system for "civilized" civs. Aztecs sacrifice people, French sacrifice wine, Germans - beer and so on.
But the same can be applied to strategic resources. For example, you can build a "manufacturing plant" (sorry for my poor English
) which auto-produces a good of iron, oil or something other valuable? This unit can cost a lot of shields, but it can hurry any production if disbanded ("Iron consignment turned into 100k shields").
Of course, these units should be immobile and can be transported by naval, air, ground transport (the last way is very doubtful).
3) cities specification split. I once introduced this idea to
Steph, but very unclear, so I give it a 2nd chance. I tried it but it didn't work, I made a mistake somewhere. If anyone has a correction - please, tell me where I mistaken and how it could be done.
Idea is: to split cities into 2 categories - cultural & military.
In this case something should be done with veteran units built in the cities with barracks - they should be much more powerful than regulars.
An example of what I did to explain my idea clear an concrete. On early stage of the game I provided a possibility to build 2 city improvements: "obelisk" & "well".
"Obelisk": +1 of culture, 0 support, weak equivalent of walls, a basic "military" structure;
"Well" 0 of culture, 0 support, auto-produces workers (
Civinator ), a basic "cultural" structure.
"Obelisk" replaces "well" and viceversa. "Obelisk" & "well" available to all civs.
To build a barracks & a shipyard (veteran ground & naval units) city must have an "obelisk" which will be replaced with a barracks. To build a "settlers center" (auto-produces settlers to prevent ICS -
Civinator ) city must have a "well" which will be replaced with "center".
Basing on the barracks & settlers center, you can build military structures (knights stables, artillery iron plant, tank mechanized vehicles plant) or cultural structures (cathedral, opera house, cinema house).
So player have to choose whether they needs:
- a powerful army of veterans & less culture or
- developed culture & a less powerful army.
Changing of city specialization will take some time & may cost a defeat into war.
My problem was: AI refused to build "well". I forced it in debug mod, but AI destroyed a "well" the next turn to hurry up a production of spearman (defender). WHY?