In the real world the UN is marginal at best. If the game were to model the real UN, it would have to include fraud, waste, corruption, indecision, meaningless resolutions and an unequal system of funding itself. Don't get me wrong. The UN has done some good, but not much.I'd like to see a more in depth UN. The UN plays a large role in our global society today and having it in the game as it is now is marginal at best. I'd love to see more options and more penalties for opposing these options.
Also refering to the AI concerning wars. I hate when other civs want me to declare war on a civ half a world away with no logically way for either of us to support such an endeavor.
How about, getting a relations penalty from civs who have decided working ivory/whales are bad.
In the real world the UN is marginal at best. If the game were to model the real UN, it would have to include fraud, waste, corruption, indecision, meaningless resolutions and an unequal system of funding itself. Don't get me wrong. The UN has done some good, but not much.
I agree with all that.
But, strictly talking about the game and a wishlist, the current UN is horrible for the game. It's absolutely one of the worst things they could have done.
Let's see... let's make a game mechanic that discourages player creativity and forces the same "idealitic" civics down their throats. Even if the player wants to do something different, they might be forced to switch. Which means, taking a gamble on alternative and interesting civic combinations is double risky, because you might be forced into this mold, making all of your preparations till that point worthless. Instead, the wise and careful player will not take the risk, and will prepare for a late game strategy which uses the UN civics, thus resulting in an optimal late game with minimal risk.
In ciV, let's throw that in the crapper where it belongs, along with similar mechanics such as the Emancipation penalty. If we get a UN, let's make it totally different gameplay than cIV.
1. A Supreme Allied Commander. Whenever I fight a war in Civ4, it seems like I do all the fighting while my allies sit on the sidelines out of fear of getting dirty (or waiting to capture a city that I had just assaulted). I think it would be nice that when allies go to war they create a unified assault force under the command of the player (or AI, if you're daring). You just select which units of yours you want to send, and they are placed under the command of the SAC.
Instead of upgrading, for instance, Archer to Longbowman all the way up to Rifleman, Start with Archer but just buy new weapons as the technology becomes available. When you discover musketry the game would ask " You have discovered Musketry would you like to equip your Longbowmen with muskets for x amount." If yes then they would be unavailable for x amount of turns for retraining.
It could even be one choice to do it as funds become available or another choice could be to do a certain percentage of the unit in question at a time. A weapon rollout schedule. That way you would still have a large percentage available for action at any given time.
I'm not so sure about more money should equal less time. The time the unit is unavailable is to simulate the weeks or months real troops need to learn a new weapon and the new tactics required/possible. There could be a tech, possibly called Advanced training or whatever, that would reduce the time unavailable for training. Or perhaps a Leader trait.I think something like that would work as well. Your idea of having the units unavailable for some time is intriguing. Maybe the more money you're willing/able to spend the shorter the time of unavailability?
I have one. Much like in Civ 3 when you capture your opponents city it doesn't just throw up its culture and become your culture but instead becomes steadily integrated into the new culture. An example would be this, the Chinese take over a Greek city, and the city graphics remain Greek but every few turns or so the city steadily turns Chinese. This is more a cosmetic touch, but empires feel a lot more imperial when there's a mesh of cultures.
i hate UN in civ4. forcing for civics suck.I'd like to see a more in depth UN. The UN plays a large role in our global society today and having it in the game as it is now is marginal at best. I'd love to see more options and more penalties for opposing these options.
Also refering to the AI concerning wars. I hate when other civs want me to declare war on a civ half a world away with no logically way for either of us to support such an endeavor.
hmm they are absolute in late game. fur plots are generally very south/north. so in some games, i just ignore them and don't settle. you'll loose the happiness extra in late game anyway. and in early game, there is HR.How about, getting a relations penalty from civs who have decided working ivory/whales are bad.
Compare: Japan still "works" whales today. It doesn't really hurt them, other than every now and then PETA stages a demonstration and they make the news.
It's a horrifying anachronism for most of human history.I REALLY like this idea.