Weather changes! (a rainy or warm or ice period that comes
during a turn-)
Aaaaah..it's been raining for 50 years!
Weather changes! (a rainy or warm or ice period that comes
during a turn-)
Originally posted by Turner_727
@Ordep - that is one of the best suggestions I've seen for Civ3 in a long time.
Maybe you should move to Baltimore to be on their development team. . . .
Originally posted by warmonger
If I can build a pyramid in 4000BC why can't I build a simple stone arch bridge covering 1 tile
If I can build a RR in mountians why can't I build a steel frame two tiled bridge over coastal waters.
If I can build a space rocket, I should be able to build a 4 tile suspension bridge over the sea.
Originally posted by garner
as for the actual suggestions,
i think that 3 and 4 should be there, there is no reason why they are not feasible. and they should be there from the start.
as for 1, [police state] i think this should not come into play till the industrial age and nationalism.
I think that traits, and UU were a good idea in Civ 3, they add a unique aspect to each civ, which stops the game becoming monotonous (sp?), but in Civ 4 (if they make it) I think they could change it in some ways to reflect playing styles, and starting locations.
For instance, in Civ 3 PTW Mongols get Horse Archers, which can move over mountains like grassland, but surely a civ located nowhere near mountains would find little or no use in this trait. I think it would be quite cool if the stats for your unique unit reflected your playing style, and start location.
Possable influences I can think of off the top of my head:
1. Class: This would depend on what quantity of class your civ has most of, attack footers, defensive footers, aircraft, boats... etc., and would affect the base stats of the units
2. Attack and defence values: These would be based on the ratio of attacks you defences your civ has done, and, along with the movement, would have to average more than a 'standard' unit of their time. They would be affected by the class of the unit.
3. Movement: This would again be based on how much movement your units had done over time (probably based on land discovered and map size), and would be affected by class.
4. Resource usage: This would be determined on the resources you had at your disposal, but less resources would mean a worse unit.
5. Cheap movement over certain terrain: If your land in made up primaraly of mountains, the unit should naturally get cheaper movement over mountains, likewise with grasslands, if a unit has this it would naturaly degrade the A/D/M slightly.
I can see that animating these units could be a trouble, but they could be represented by a unit of that period with a civ-coloured star.
As far as the UUs being worked out it could be based on golden ages, if another factor could be used to trigger them (first leader?) and the UU could be generated at the start, or in the middle of the golden age, it would then be the best unit of it's class available with stats generated as above.
This method, I feel, would bring a unique UU (unique, unique unit ) to each game, for each civ.
Now... traits - these could be based on how many of each type of building (barracks = militerisic, temple = religeous... etc.) a civ has in it's civilisation, and one extra trait could be granted at the end of each age (perhaps with a random at the start). This would give a total of 4 traits by the end of the game, so maybe one or two more could be added. This would add more of a unique aspect to each game, and gives a player a unit, and traits to suit his playing style in that particular game.
Originally posted by redstoner
I'd like to see more futuristic technologies and units. There should be an entire Age after the Modern Age complete with a ton of new techs, units, and wonders.