Civ Add-on/Expansion Pack Ideas

Originally posted by wervdon
If Manhattan and Apollo are small wonders (and they should be) then either
a) Other civs should get them cheaper once its been built
b) There should be a new spy mission to get that effect ;)
-> Like "steal nuclear secrets", if you succeed manhattan costs you only 1/4 as much, if you get caught the other side gets really, really ticked :P

Similar for apollo :)

Both spy missions should require the tech to build them of course ;) Maybe even require you having started your own manhattan/apollo before you can pick the spy mission, then if its successful it just grants you a huge instant shield boost in the cities producing them.
:goodjob: :goodjob: :goodjob:
 
Originally posted by Dez
This is sort of like tanks getting killed by spearmen...I noticed my nuclear sub taking damage from a galleon. Seems submarines should be undetectable by civ's that haven't acquired the tech to make them. Maybe that seems unfair, but that was why they were built in the first place, right?

This is one of those combat discussions I happen to agree with very much. When first introduced, subs were devastating to enemy naval vessels. But now, they're almost a waste of shields to even produce.
 
The guy who talk about put el nino et weathers effects in civ3: it's a game! would be to complicated. I agree a game must be realistic but must be playable.

I think apollo et manhattan program should stay as they are. if they give cultural points, remember it's because a lot of research were made a accomplish them.
Every civs have his stockmark in real life but only one have made a big space program.

and about the killer phalanx: remember Italy in ww2 in Ithiopie. Or the Jews in the Warsaw ghetto against tanks and Wermacht.
 
There are a lot of great ideas in this thread. A lot that should be in the game.

Some things I would like to see are the radar and sonar stations like in CTP. There are times when it would be great to have a SOSUS line.

Subs definitely need a boost as stated already.

Making actual use of privateers would be great for interdicting trade and possibly snagging profits temporarily. I liked the trade connections that CTP had that could be intercepted.

Enough with the global warming crap already. Global warming is still debateable as to whether it exists. Pollution is rampant enough in the game without the spectre of global warming.

More modern units is a definite must.

I must say that I am disappointed about the special units. I am playing a game currently as the Germans and was looking forward to getting panzers. Unfortunately, I have only one source of oil and one of rubber, both far removed from each other. Come on, Panzer is just the German word for tank or armour. It should be buildable just like any other tank, the Germans just made them better than the Americans and Brits in WW2.

I definitely support being able to suppress a cultural revolt with military force.

A user friendly mod back would be great for both creation and implementation.
 
These are what I would like to see in the XP. Some of these ideas are stolen from other posts I've read, others are my own, and a lot are from civ2. (NOTE: I'm NOT going to include changes I can make myself...adjusting unit ADM, adding govs/civs/etc, I have personally made may large edits to the game rules, it is easy to do...if you don't like the move rate of ships, or the attack of tanks, or the upgradeablity of a unit - change it. For MP games it could simply be a requirement that all sides must be using the same .bic file)

BTW - I think this thread should be abandoned soon and the person keeping the list should begin a new post (posting the list). Here we could argue over what ideas we would really love and those that most of us don't want / don't care about. This way if (when :) ) Firaxis acts on this list, they don't spend a good deal of time and energy on something 1% of us want 50% don't want while ignoring something 50% want and 1% don't want (the other 49% would't care). (We could also figure out how to make some of the ideas work :) )

FIREPOWER / HITPOINTS! My #1 problem with civ3, and the biggest case of devolution from civ2. This NEEDS to come back. Apart from its obvious advantage (fewer spearmen killing tanks), it is considerably easier to balance several units over different ages (IMO). The only remaining question is what to do with conscript / regular / veteran / elite units. One solution is a civ2 / civ3 hybrid combat system. Use the old HP/FP system, and have experience levels be multipliers to the HPs. For example a conscript would be 50%, regular would be 100%, veteran 150%, elite 200%. So envision an infantry unit with (for the sake of argument) 20 HP: A conscript would have 10HP, regular 20HP, veteran 30HP, elite 40HP. Or perhaps a tank with 30HP: conscript (if their is such a thing) 15HP, regular 30HP, veteran 45HP and elite 60HP.
I have read posts that try to get around the problem. The most common posts fall into 2 catigories:
1) Solution: simply multiply the attack by era: I have already done this, and it is still week...my 33/33 destroyer (DD) just lost last night to a 12/12 Man of War (both ships still in green).
2) Solution: in patch/XP make some units indestructable to others. For example make some system so that a spearman can't possibly hurt a tank...well I don't have a problem with spearmen "hurting" tanks -> just think of it as:
a) some tanks are killed when not in battle (sneak attack, infiltration, killing the crew and dumping axle grease into the engines and salt water/dirt in the fuel tank). The problem I have is this happening to an entire unit at the civ scale...a platoon or company perhaps, but a relatively fresh civ sized unit (brigade?) is a little hard to swallow. HP/FP would solve this.
b) the tanks must go down for servicing, resupply, crews need rest, etc. The "damage" to the tank may not be physical at all, just it needs more ammo, gas and an air filter changeout. If you run your tank too hard (attack with "damaged" units) and get killed, you ran out of gas/bullets/energy or your engines just starting crapping out (clogged with dirt), treads falling off, etc on tanks the desperately need servicing, crews/troops that need rest and weapon stocks that need resupply, and you got overrun...well by the length of time I spent on this issue, you can see how important it is too me...
BRING BACK HITPOINTS AND FIREPOWER! PLEASE! I'M ON MY KNEES BEGGING! PPPPLLLLEEEEEEEAAAAAAASSSSSSSEEEEEEEE!!!
More than anything else, FP/HP need to be brought back!

naming: Simple concept (for a simple mind) but I really want it (call it fun factor). Especially units. Ever since civ1 I've wanted to make the 82nd Airborne, 1st Cav, USS John Paul Jones and the Frink Guards. This could be optional (turn it on in preferences, or at the beginning of the game). I saw someone else mention this, so I guess I'm not the only one. How about the rest of you?

Peace conference: this idea is rather complicated, so I put it in its own thread at:

http://forums.civfanatics.com/showthread.php?s=&threadid=14024

now for the less important changes (IMO):

Food convoys... I like this one, but take it one step further, add food as an export if you have extra in your cities. Those civs in a long war with a real War weariness problem (and the starvation that comes along with it) will love you.

Republic / Democracy, why is EVERY AI civ a democracy? It would be nice if AI civs were a mix (perhaps use that civs preferred government in steady state)

Republic / Democracy, should have penalties for using captured works, razing cities, killing population (through bombardment), especially in the modern era. Civs with these governments should also look down on those engaging in such practices.

Editor: ability to set the number of resources per player (or at least a better explanation than current in the help file - so I know what one number (200?) will do when I have 8 players (2 resources per player I think). What would it do for 10 players? 3? what does raising this number do? lowering it?

AI: Upgrade units...please, after the first few rifleman, I have to kill his spearmen

Upgrade cost: right now it is dependent upon resource cost. However I lowered the cost of later units (so that new city isn't building an infantry for 80 turns (or what ever)). The problem is that now the upgrade is free.

More trouble for a civ when it loses its capital. Right now it only appears to move to another city. Perhaps a turn of anarchy, followed by communism style corruption until a [reduced fee] palace is rebuilt. However, a palace in this case could only cost a few (10, 20) resources and be able to be rushed by $$$ or population (depending on gov). This way a big civ could recover in 2 turns (1 anarchy, 1 to rebuild the reduced fee palace), while at the same time being hit harder (more corruption and such). A smaller civ may have to wait a few turns to finish the palace, but the corruption won't be as bad.

Subs- why can frigates attack subs by "accidentally" running over them. How about, if a unit can't see a sub, yet runs over one, the sub attacks it (if at war, if at peace, the surface vessel just passes over it). Example: Transport/frigate runs over sub -> resulting combat uses subs attack and transports/frigates defense: and DDs should be able to see subs.

Editor: Ability to increase range of air units / paradrops, etc to greater than 8. 8 Might be ok for a small map, but on a 256 X 256 they are nearly worthless. When you figure that stealth bombers flying out of Missouri are bombing Afghanistan, the 82nd Airborne (and 75th Ranger Regiment) can air drop (into combat, not airlift to another city) their entire force anywhere in the world flying from Pope AFB

Have a flag to not allow bombers onto aircraft carriers -> you can't fit a B-52 or a B-2 onto a CVN (and with increased range on large maps, it won't be necessary).

Have a "covert unit" flag (useful for guerillas, SpecOps, terrorists): this would work the same way as subs described above (except that no unit can see them). If an un-expecting unit enters their tile, that unit is attacked by the "covert unit" - including other covert units. these units would be invisible to enemy units and inside borders (Always hidden in their own fog of war). (you could put one on that hill next to your enemy's road and see what units pass by. These could also be "hidden nationality" units, and can thus conduct covert raids in peace time (however if you capture a city with one, the enemy will see that it was you / or make capturing cities not an option for these units). Covert Units should also be masters of retreat: They always retreat (away from roads) no matter what the difference in movement is (always retreat flag).

"Hidden Nationality" Units have a chance of being discovered. While this wouldn't matter if you attack a privateer in the middle of the ocean, when you attack with a privateer (or special ops unit) their would be a chance that the AI would see that it is you, and get ticked off. This should probably be proportional to how much damage the unit takes (killing troops may lead to a discovery of who it is, capturing and interrogating troops especially helps). For discovery to happen the non "hidden nationality" unit must win the fight (destroy in case of privateer, take the ground from covert units). If this happens their is a 25% (?/editor changable) chance of discovery.

"Hidden Nationality" units would have the option to show their flag when in a ROP agreement (and transiting through) / covert units won't attack allies (MPP, ROP) that wonder into their tile.

ROP agreement includes transiting tiles occupied by your allies, and includes the use of transportation assets (Airports, transports, etc). When a ROP is cancelled peacefully, units are returned to the nearest home territory. When a ROP is cancelled through a war (surprise attack), [regarding units in the same tile] the canceller's units attack the cancellie's units. Example: I have a ROP with the French. I can place some tanks in one/many of his cities and cancel the agreement through a surprise attack. These tanks will attack his defenders (while the defenders are stripped of walls / city size benefits). Further, any units he has in my cities are also attacked. Notice that this could backfire, if I lose the attacks in my cities...well you get the picture. Further some of the most aggressive AI civs (Zulu's) might actually try to pull this on you (very rare).

Airfields - same as in civ2, only they can also be used for airlifts and trade networks. Act as colony if outside your boards (can be taken over culturally / but if attacked...war). If taken over culturally, any units based on it will return to your nearest airbase (or city).

War weariness partially dependant on losses... I you are losing many units (especially in an offensive war) you're in trouble, however if you are rolling your enemy with few losses, your people don't really care as much.

arms dealing (unit trading...same thing). Would be nice if it worked more like civ2 -> units from any city (pick the city you want to give the unit from, or select the type of unit you want, and the AI will decide which city to give it from) as opposed to just the capital. AI civs don't like it when you deal arms to their enemies.

Variable turn deals. Default could be 20, but why not a 5 turn ROP after a way to allow you to withdraw your troops. Or maybe a 40 turn trade.

Ability to cancel deals if both sides agree. Under the trade table have the option to renegoiate a trade. If one side refuses, no deal, but if both sides agree to new terms (or just cancel the current deal), well...why not?

one sided MPP / ROP...can't tell you how many times I've wanted this. Just won a war, part of the agreement is I get a ROP and you don't. Aztecs crossing your land to attack the Germans (yet you don't care about crossing the Aztec land) sell them a one way ROP.
AI: a ROP given to an enemy is not liked and could even result in war. Above example: Germans are going to be ticked! Try to give a ROP to both - both are going to be ticked...can't please everyone, and trying tends to make more enemies than friends!

Railroads: embark and disembark I've seen ideas like giving RRs less movement bonus. Well how about make RRs act like transports (but still have the unlimited move bonus). When on a RR you must "load" a unit and you can move it. At the end of the RR journey, you must "unload" the unit. Example: Turn 1: load unit and move to front, Turn 2: unload unit and fight. This would work exactly like a sea transport, except for 3 things: First "trains" are abstract. You don't load onto a unit but rather onto a transportation network. Second the goto command would use RRs (unless the destination is 1 turn away or could be gotten to faster on foot). and third, units being transported can defend, but at reduced effectiveness (call it 50% ?). And third, the bonus isn't just a few tiles, but unlimited move once embarked.

Diplomacy: Cancel an agreement with X. I want someone to cancel a trade embargo on me or a ROP (or MPP - than attack that person after breaking his alliance) Such deals should be expensive, but possible (read affordable)

Unit animations / sounds data base...especially 19th and 20th century units (Napoleonic Infantry, Dreadnaughts (and smaller coal fired ships (Cruisers) from this era), Modern (yet not AEGIS) cruisers, guided missile destroyers (DDGs), WWII era carrier, Jet bomber, a modern Marine, Airborne, Infantry unit (big difference from WWII era units in the game now) and more

Barbarians: right now they are just warrior and horsemen. Fine for the ancient era, but after that, barbarians are worthless. How about instead of just barbarian and advanced barbarian, we have a barbarian and advanced barbarian unit for each era (Ancient, middle ages, industrial, modern)...(maybe warrior/horseman, swordsman/knight?, rifleman/cav, infantry/terrorist)

On the trade advisors screen, when you mouse over your exported/imported resources have it say not only who you sending/getting it from it to, but how many turns remaining on the trade

a resource -or- function. For example, I have iron and oil, but no coal. Why can't I build oil fired trains. Theirfor rails could require iron and (oil or coal). You could also requre techs in the or field. Tanks require oil and (rubber or synthetic rubber). Finally expand the number of possible stragetic resources (the icons limit us to default+2), and the number of resources required to build something. For example 2 columns of 5 (the second column would be for the or): Example:
Tank
iron
coal // note: to make steal
oil
rubber synthetic rubber
none

civil wars...perhaps instead of the high corruption in far away cities [on that 2nd or 3rd landmass you settled] decide they want to be their own civ... civil war, some cities go his way, some go yours, and both want all of them [just in a contested region]. American Revolution!
 
Fix the combat system!A caravel CANNOT sink a battleship!

Scenarios!

Fix the AI!AI should not be land-hungry!They should NOT ALL of them have DEMOCRACY!

More non-combad units.After all the whole point of teh game is "it's not all about war..."

Wonder Movies

Speech.Why speech is left out?Since all the interactivity is pre-expected, there is no problem in giving to(at least the leaders)speech.

Make the long range attackers(i.e catapults,artillery,cruise missiles) effective!I want to see them destroy an enemy,not damage or wound him...

Been polite and humanitarian shouldn't be an invitation to be attacked by all the AIs...Even Ghandi attackes me...
 
By the time of the middle ages, sometimes sooner, I never see Barbarians anymore, all the available land is taken up.
 
I have pulled ahead in the tech race and have developed armour. I declared war on the Romans and Greeks who are using cavalry and knights and still even have some spearmen and pikemen. It is ridiculous that a sword wielding unit can take out an armoured unit, WTH!!! Or when my tanks take damage from spearmen. I can give a little on some damage from cavalry, though not very realistic given the weapons most likely used based on saltpeter as a resource, but not nearly wiping out a full strength elite tank unit.

It also hard when you have a fortified infantry unit (veteran) taking severe damage from knights. That armour on knights would not stop a bullet. It could not even stop arrows as the English well proved at Angincourt.

Would fixing this unbalance the game? Yes, and that is fine, that is what happens when using tanks against spears. I was so happy to find that phalanxes were no longer taking out battleships or archers shooting down stealth bombers.
:sniper: :king:
 
Brought this up in the main forum.. The old mother earth effects from Civ1, but allow it to be on or off (much like barbarians) since some people don't want volcanos sprouting out :)

-----------------------------
Volcano
Effects: Mountain square.

Description: Any worker improvement adjacent and on the square is destroyed. Any cities adjacent to the volcano have a 50% chance of losing 1-5 population (Pompeii anyone?) and a 20% chance of destroying a city improvement (each improvement checked). A mountain that turns into a volcano will change the tile into an active volcano tile.

Occurence: Very rare, unless an active volcano (then becomes 'less' rare, to that tile itself)

Earthquake
Effects: Hill and Mountain Squares

Description: Destroys any worker improvement on the tile and any adjacent hill tiles. A city on the earthquake tile has a 25% chance of losing 1-2 population and a 20% chance that one city improvement will be destroyed.

Occurence: Rare

Flood
Effects: A Flood plain square adjacent to the coast only.

Description: Makes any worker improvement on that tile unusable for one turn. If it effects a city, then city has a 10% chance of losing 1-2 population, 10% chance of losing half the food stored and a 10% chance of one city improvement being destroyed.

Occurence: Rare

Fire
Effects: Desert or plains square

Description: Destroys any worker improvement on the tile. A city on the fire tile has a 25% chance of losing 1-2 population and a 20% chance that one city improvement will be destroyed.

Occurence: Rare
-----------------------------

Anyone like this idea? Could be expanded to bring back pirates, plagues of locusts, famine and disease... Most of which would be nullified once the civ discovers certain advances...
 
Originally posted by Shockwave
Volcano
Effects: Mountain square.
A mountain that turns into a volcano will change the tile into an active volcano tile.
Any 'volcano' tile should be incredibly fertile too, giving extra food :)
Earthquake
Effects: Hill and Mountain Squares
*snicker* Not really relevant I suspect, but I'd say make it so every temple and cathedral lowered the chance of this happening until the industrial age ;)
Flood
Effects: A Flood plain square adjacent to the coast only.
Already got disease effects...not needed

Fire
Effects: Desert or plains square
Fires occur anywhere. And I'd say they stop with aquaducts.
 
Stacked movement (without being able to attack while stacked of course.)

Auto-pollution cleanup that works properly (Doesn't send 2 workers to a polluted tile when 16 are needed!)

Better treatment of power plants - you shouldn't be able to build a coal plant when you already have hydro, solar, or Hoover dam. Coal plants should cost you no support after you build Hoover, and/or give you a "sell all" option when the dam is built.

Civilopedia entry for city "flips" updated with the real criteria that determine the chance of flipping.

A pseudo iron-man game setup option that either prevents you from saving the game at all (probably not practical) or uses hidden codes to flag the game as unscored if you reload a game after you have already been "in the future" of the same game. (For comparitive play - GOTM) Other options - allow saving only once per 2 hours of play, or no reload for 2 hours after save.

Allow me to see what science the other civs have (someone suggested that it was doable, but I haven't been able to find it!), and tell me when a civ that I'm in contact with researches something, so I don't need to keep checking!

Do away with the AIs cheat that allows him to trade a tech that you just sold him so fast that you don't get to trade it to the other civs, even though it's your turn! (In MP Civ II you were able to trade techs while waiting for your turn to move, but the AI is too fast!)

Improve the look of Forest, Jungle, and Irrigation (there are some great mods out there!)

Add a lot more hyperlinks from menus to the Civilopedia (ex. In the build menu.)

Better helpful overlays to more easily see the best spot to move your settler, when he's active.

Swordsmen and Privateers need to be obsoleted by something!

Governors are a great idea in principle, but often don't work right - seem to be buggy or perhaps just counter-intuitive.

Units in combat often hide interesting information, like city size (important, because you need to know the size to know what the defenders' entrenchment is like), and the progress of a melee (not as cruicial, but still nice to see.)

It should be possible to show all 16 faces on the foreign advisor, even if it was an optional thing and the actual faces were replaced with the civ names.

The draft button should bring up an "are you sure" box. It's dangerous!

The ability for bombers to sink ships. Since WW II, planes are a much bigger threat to ships than other ships, and an undefended transport caravan should never be able to land in the face of enemy air power, just because the defenders don't happen to have an ironclad or two handy!

---

To those who are crying for the ability to assign 50 workers to mass forestry around a city to boost production...Nooooooooo!
Firaxis is trying to minimize micromanagement! You could do this pre-patch, and it was awful. Plus, the AI can't handle it, and we don't need any more advantages!
 
YES - BOMBERS SINK SHIPS WE NEED THIS

on the subject of bombardment - i think bombarding units should be able to take away more than 1 hitpoint each time - it should eb two sometimes

definetley I think the AI should upgrade more and should be able to blockade your ports

I dont think we need to bother with wonder movies - they take up time for people to make and are not worth it now - in the x-pack we want the real gameplay issues solved


and qslack could you add unit trading to your list - this would work by having the two capital cities connected then on the dplomacy m enu u could select a city and then select unit that was in that city to give to the other nation - it would then appea in the city that the other person wanted it to as long as it was connected (if human player recieves unit message appears - which city do u want this unit in) - obviously any block betweeen trading (enemy units) and transaction cannot go ahead.
Furthermore the units retain their nationality so if a gives b units and the declares war on b, A's units will either turn back to A's colour or, if on the same square as B's units have to fight b's units. ATHe units would become assimilated over time though depending on culture levels etc.
And on the diplomacy menu you can disnquish between units you sold to them and their units so you can buy back your own if necessary (if you dont want to buy theirs)

On the diplomacy menu you could clcik trade unit - then a list of citeis would appear under it - you would then click on a city and a list of units would appear beneath that city - if they were yours or another races they would have that civs name in front of them - so a city might have a rifleman in, an american rifleman and a eqyptian rifleman. If you are at war with a civ you cannot trade units of that civ through a 3rd party (is ne1 getting this???) - ie if you are at war with egypt you cannot buy egyptiuan units of the americans (the americans having bought them earlier)

Now - does ne one understand that - its not actually horribly complex


could a mod please make this a sticky and will someone from firaxis please post here and tell us something - like if what we are doing is useless
 
I'm not sure if this had been mentioned or not but Scenarios and a Scenario creator need to be included!!!! CivIV is a long ways off though.
 
Gonzo, if you had actually bothered to read the thread you'd know two thing s- firstly scenario editor is a suuggestion we consider necessary and secondly this thread isn't for civ4 its for the x-pack which is rumoured (though unlikely) to come out in march.

I have another suggestion about improved diplomacy - make it possible to undercut the price of another civ on resources - say a civ is buying iron from somebody - you could offer them it cheaper and if they wanted they could break the deal with the other person (though this would make them annoyed with the civ who broke the deal depending on factors such as how many turns into the deal you were and if they got anything other than a lump sum for it)

I also think there should be an option to break all deals, civs being unhappy with you based on the factors above and if you break a deal after only a few turns there should be a definite possibility they declare war.
 
Wow, lots of good ideas in this thread. I'd like to add some.

First of all the scoring system. It is not worth a sjit. Some ideas that may make scoring and HOF more attractive for true gameplayers (and eliminate tiny conquest and large / huge milking games):

1. Make the score of AI civs a factor in your own score in a way that strong AI Civs can be good for your score.

2. Also, if there are no strong Civs around that has a negative effect on your score.

3. Do this in relation (and not by itself) with the year where high score is made.

4. Make the scoring mechanism more versatile i.e. include Culture by some means in the scoring mechanism.

5. Make the AI UNDERSTAND that there is a point where it should stop messing around and just plain surrender!

6. Set a minimum of whatever (pop, land area, culture, year, number of cities) before victory can be called (Civ III is full of examples of these minimum criteria..............).

btw there is an good discussion going on in the HOF thread.

Second, micromanagement is still eating up valuable time. Improvements:
1) Allow Rush building in F1 screen without going to the city screen.
2) Show barracks in cities and unit in barracked city in F3 screen and enable Mass Upgrade in that screen. Or allow mass upgrade if unit is in unbarracked city but connected with / close to / whatever barracked city.
3) Show optional message when AI Civ has made/aquired advance and give F6 screen a function by making Science status of AI Civs selectable there.
4) Announce AI Civ is changing government.
5) Show numeric values for Culture in F8.
6) Show unconnected resources (no roads) within your borders in F2.
7) Automated workers go clear pollution by themselves, workers set to clear pollution go to terrain improvement if there is no pollution to clear.
8) Some enhancement for the City Governer. If I told him 10 times to build Tanks instead Bombers the fart should have a clue.
9) Option in F4 to show all relationships between all Civs.
10) In main map view show growth / build as turns left / total turns required. Clearly indicates fast / slow grower / builder.

Then the benefit for War Elephant is futile IMHO. No unit benefit, just that iron / horses (the most ample resources) are not required.

Also privateer is the most obsolete unit in the entire game. It is just to slow and weak to mean anything. It's sole purpose are rading parties, so make it stronger and faster, also bit more expensive and a higher cost per turn. Then give it ability to not only destroy but also capture naval units and / or to make a profit on vitories. And have fun with Privateers!!!! :slay: :slay: :slay: :slay:
 
A nice list so far. Here are my additions:

1. Get rid of all the pop up reports between turns. Instead have one long summary that includes civil disorders, city builds, and diplomatic notices. You should be able to select reports on this summary for closer inspection.

2. Have a wider variety of minimaps. eg:
* a disorder map
* a simplified political map that only shows coloured territories and capitals (not every single city)

3. Have neutral cities. These have a level 2 cultural boundary, do not trade, do not produce, and are defended by one unit (the best defensive unit producible by their least advanced neighbour - this unit will be upgraded when appropriate).

4. Disallow razing. You can however grant independence and the city will become neutral (see 3).

5. Instead of razing, allow military units to plunder a city square (each case replaces 2 citizens with one worker and causes hostility).

6. Have terrain sensitive units (like the natives and independence fighters in Colonization). ie. 'Ambush' units ignore the terrain penalty when attacking normal units. 'Delicate' units ignore the terrain bonus when defending against normal units. 'Ambush' units attacking 'delicate' units use the terrain penalty as a bonus instead. So alpine troops would get a good attack against tanks in the mountains but not on the plains.
 
Originally posted by Beammeuppy
.

Then the benefit for War Elephant is futile IMHO. No unit benefit, just that iron / horses (the most ample resources) are not required.

Also privateer is the most obsolete unit in the entire game. It is just to slow and weak to mean anything.

You sould have seen the Indians in my last game! Boy did they come for me! i slaughtered >50 Elephants before the walls of Chittagong (nothing like a sneak attack reinforced by Riflemen when the other guy doesn`t even have pikemen hehehehehe.)

When I took their last city I suddenly realized: they didn`t have iron, they didn`t have horses! That`s why they didn`t use pikemen and later Cavalery on me! And if I hadn`t rushbuilt my Riflemen and walls in the captured city I`d never have gotten away with stealing that city for the luxury resource.


Privateers are excellent to fight down an enemy Navy early on without having a war !!!!

Stack a privateer and good defensive units and watch the other guy try to sink that privateer......

You can also draw an enemy fleet away from yours with a privateer.
Still I`d like to have seatrade changed and privateers given a more realistic purpose...
 
Originally posted by Killer


You sould have seen the Indians in my last game! Boy did they come for me! i slaughtered >50 Elephants before the walls of Chittagong (nothing like a sneak attack reinforced by Riflemen when the other guy doesn`t even have pikemen hehehehehe.)

When I took their last city I suddenly realized: they didn`t have iron, they didn`t have horses! That`s why they didn`t use pikemen and later Cavalery on me! And if I hadn`t rushbuilt my Riflemen and walls in the captured city I`d never have gotten away with stealing that city for the luxury resource.


Privateers are excellent to fight down an enemy Navy early on without having a war !!!!

Stack a privateer and good defensive units and watch the other guy try to sink that privateer......

You can also draw an enemy fleet away from yours with a privateer.
Still I`d like to have seatrade changed and privateers given a more realistic purpose...

Well, I haven't made an actual measurement, but since horses and iron are usually very well available (an otherwise reasonably tradeble), I would guess that in + 90 % of cases you could build Knight as well, which have the same specs. Even so, if you or AI is neither big enough and / or capable to gain access directly or by trade that Civ is probably in trouble anyway. Yet there are rare particular cases that are exceptions of course.

On Privateer, what is it adding to the defensive stack? Draw a fleet way with a speed of 3?

And indeed, Privateer have little added value with their current capabilities! Might try a mod for an upgraded version .............

Anyway, thnx for your reply!
 
Also: Fix the Map Editor to get rid of forced terrain. In other words:

* no forced grassland between desert/plains and tundra (especially seeing you can have jungle next to tundra!!!!)

* no forced 'coastal' terrain (there are plenty of coastal waters that can only be navigated by more advanced ships - the arctic springs to mind)
 
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