Scilly_guy
Prince
- Joined
- Nov 13, 2006
- Messages
- 403
Yes exactly but in the game we only see the mobile cannons and those on galleons, frigates and such ships. And castles become obsolete as soon as you get close to inventing cannons!
Yes exactly but in the game we only see the mobile cannons and those on galleons, frigates and such ships. And castles become obsolete as soon as you get close to inventing cannons!
Roads and railways
You should be able to use enemy roads without any promotions. There should be three classes of road, first is simple dirt road +2 movement, improved dirt +3 (think roman roads) finally paved road +4 or 5. Rail ways should act more like aircraft, each unit should have a move by rail button that will move that unit to any city or station (workers can build a rail depot improvement) connected to the rail network.
Combat
First bring back the differences in attack and defend values.
Each unit should have an era class, and (ancient, bronze, medieval, feudal, gunpowder, Turn of the Century, modern) and a unit should get a huge bonus when fighting a lower era unit.
There should be more specialized units, and units that can only attack one other class of units, think: torpedo bomber (only against ships) Siege Canon (only effective against fortifications) Recoilless rifle (against Armor units) ect.
There should be combat engineers who can build roads pontoon bridges, and fortifications quickly in enemy territory but nothing else.
Later in the game (with liberal civics) putting units in cities (except in times of war) would result in unhappiness as would keeping military bases too far from the cites (you must balance it)
Aye, I would like to see city walls play a bigger role, and castles too. WHY OH WHY does gun powder obsolete them? Every fortification I have visited has cannons! Perhaps a Keep could be an earlier form of castle, or prerequisite, it might have reduced defence against against gunpowder but it shouldn't be obsolete. I would like to see City walls that you can upgrade, at first just a palisade, then a stone wall (both of which would decrease the enemies attack, much more so for cavalry less for archers). Then crenellations which would provide increased defence for ranged units (archers, musket men, etc), then you could add cauldrons (not sure what bonus these should provide, perhaps just decrease enemies attack), drum towers (which would increase defence for catapults, ballistas, etc).
I would also like to see Castles which can be upgraded to have moats, perhaps this should only be possible if the castle is on plains (ie flat land near water), maybe it is purely graphical and means that castles provide the same defence wherever they are. Although on the flat in the desert a castle would be weaker than on a hill/cliff or with a moat. Archers should get huge bonuses for defending castles and cavalry should get a bonus for attacking from them. Of course if morale is implemented then castles would be much stronger.
There should also be feudal lords when your in the mideival era. just like in history. the central power is falling and feudal lords are coming to power. then as the era progresses on. lords start to lose power and central goverment is restored
Yes, contrary to the paradigm at Firaxis, and the strangely-colored glasses they wear when looking at the world, a musket ball can NOT penetrate STONE.
Part Three
Customizable units this is my most radical and, in my opinion, best idea for CIV 5
Non combat units (workers, settlers, missionaries , etc.) would be standard for everyone, but other combat units would be customizable, There would be a basic unit; for example infantry, it would have an attack value of 15, defense value of 20, 1 movement, and 0 experience at a certain cost in hammers, if that works for you build it. But say you want more less but more powerful infantry, well you could increase their attack/defense/movement/experience values, but it would cost more hammers, say 20 hammers for +1 attack or defense and 50 -100 hammers for +1 movement, 30 40 hammers for +1 experience. You would also be able to reduce the values for a unit to reduce build time. Do you want 100 weak infantry units (Soviet Army style) or 30 powerful ones (like the U.S.) your choice; mix them up, some weak, some powerful. This would apply to land units, navy, air. After adjusting the values to your liking you would save the template and could build it in any city, have as many templates as you like for each unit. A person could build Infantry with 100 attack and defense, 30 movement points, but it should take forever to do so.
What do you all think of this idea?
How would this benefit gameplay ? It might be more realistic - if we are only concerned with the progress of history in Eurocentric terms - but I'm not sure I see a way of applying it that makes the game more fun, and in that case to my mind, realism can get stuffed.