jsweeney
American
Just gotta say Soda7777777, i was like yo i wrote that while reading your post, feeling rather idiotic when i got down to the bottom of the post. :/
Sure thing Brosef. One question, whats with the whole Chuck Norris obsession?
I think they should add IEDs and IED dedecting and destroying units.
Yea that'd be good, also sea mines as they were commonly used in both the World Wars and many others.
[size=+2] Ideas, read and leave a comment[/size]
Military Companies
1. When founded can improve unit types by giving additional promotions or strength. E.g. Boeing, Lockheed Martin. Cannot be spread to other nations and can only be spread to 1 other city in founding civilization. These special upgraded units can be traded.
Global catastrophes.
1. Mega Tsunami Lower Population of Costal Cities, Destroy Something like 60% of buildings in city, Destroy Naval units in area.
2. Mega Volcanoes eruption causes global blackout of sun which causes some food resources to die. Can range in devastation.
3. Asteroid Strike permanently destroys impact tile and range in size. Large strikes cause global black outs and some food sources die. Smaller strike on a nation can cause nation power blackouts which cause less production, less commerce and cause Fog of war inside cultural boarder.
4. Ice Caps melting cause coastal cities to be destroyed by flooding, Land sizes reduced and small islands disappear under the ocean.
5. Global disease outbreak. If occurs in early eras, Global populations of cities are reduced greatly and in later eras Medicine help reduce the amount of population lost. Diseases spread quickly through trade. Lasts for like 20 turns.
Geniuses and Unique Technologies (Modern Era)
1. Nations only get 1-2 scientists that have genius ideas throughout the entire game span, depending on game type. These units have the ability to join a city to give huge increased science output and discover a technology that is only in the unique technology tree.
2. Once discovered no other nation can have the access to the unique technology unless the city where the genius lives is captured.
3. Geniuses are born when a city reaches X amount of science output and stays at that output for X amount of turns.
4. Unique Technologies available can faster spaceship, Alternate Fuel source (Maybe a new resource pops up that gives higher production to all cities in the civ), New Unit Engine Designs that gives bonuses, More Food output from resources etc etc.
5. Only a small amount of unique technologies to choose from.
Pirates
1. In all eras (Modern day ones like pirates in South China Sea) can reduce trade over sea and result in trade losses to civilisations involved. E.g. Pirate boats between your nation and the other nation can cause you to lose the trade for a turn or two. Only affects resources and not money.
Create and launch satellites
1. Different types to improve unit view range, Give access to other city buildings and give warning of global catastrophe. E.g. Tsunami, Earthquakes, Asteroid strike.
Rebel Warlords
1. Form near cities that are great distance from capital and want independence for their city. Or because you have oppressed their religion.
2. As your technology advances so do they, becoming hard to find
3. Only visible from 1 tile away. They could have +200% defences in Hills, Jungle, Forrest. E.g. Modern day Al qaeda, IRA, Lords Resistance Army in Africa. Past ones like Legend of Robin Hood etc.
4. Rival Civilizations can aid these groups at diplomatic cost, to cause more disruption. E.g. selling weapons, Advancing Units in technology, Training option that gives the units higher promotions (High diplomatic cost).
Tourism
1. In Modern era you can start tourism by paying a one large sum of money and within a few turns Cities with Scenic tiles like Mountains, Oasis, and Warm Coastal Areas generate increased money. (A Global disaster near a tourism city would ruin tourism for a city)
Diplomacy
1. Ability to form groups like NATO, British Commonwealth. More than 2 Civs needed. Allows Sharing of Military Companies, Strategic resources and buying/selling military units.
2. Ability to form small World and Continent Armys (Controlled by AI) to hunt Terrorists, Rebellion warlords, Pirates. Possibly gives better relations between civilizations the more units they send. ( Each unit would only last for like 20 turns)
3. UN Sanctions to stop a civilization from building certain units (Nukes, Bio missiles, satellites, naval and air)
4. Defeated nations can have limits put on their Military by the winning nation for a certain amount of turns.
5. Ability to send Aid (Resources, Money, Workers, Transport helicopters) to a nation suffering a global disaster.
6. During Cease Fire, if you have Units with no Star upgrades (Conscripts) on the boarders of the opposition you signed the cease fire with; there is chance a of war being triggered on these tense boarders.
Tile Improvements
1. Missile Facility! Cannot be built inside a city radius but must be inside cultural boarders. Houses Nukes, Bio Missiles. (Missiles can only be housed in these, Submarines or bombers)
2. Space Launch Pad. Only one can be built but outside of city radius but inside cultural boarder. Must have it for Launching satellites and the Spacecraft from world wonders like Mars program and Alpha Centuri program.
Ethnically diverse units.
1. Like the MODs people have created at civfanatics.com.
Modern day units
1. Spy Drones, Spot out hard to see targets. E.g. Special Forces, Rebellion warlords that are only normally visible from 1tile.
2. Vertical take off Jets (Can fit more of these planes on Carriers than standard take off fighter planes)
3. Defiantly need more types of tanks, mech inf, planes and soldier units.
4. Defiantly need a Special Forces unit. (Maybe this could be a national wonder and these units can only be built in that city).
5. Rail gun naval ships (like the one off transformers 2 (its realistic!) They act like naval ranged artillery.
6. Ability to equip bombers with different 2-3 different types of bombs. (Precision, Carpet, Chemical, Napalm)
7. Ability to add a missile to a bomber plane.
8. Bio weapons like VX gas. Causes Huge Diplomatic uproar if used and possible Warlord rebellions to appear on own nation.
9. Ground to space Missiles to destroy opponents satellites.
10. Transport Helicopters can be loaded with a single unit for a drop off. These helicopters work out of cities and Fortresses.
Colonise Mars
1. When space victory is enabled you can build a mission to mars then colonise mars. You switch between your map and mars map or have option to put one on automate.
2. Diplomacy works the same, War with a nation on your map, War on Mars.
3. First spaceship gets first pick on area to expand. Second spaceship to arrive gets second pick etc.
4. This acts as though an extra part of the game that gives an extra 200 turns to play if you reach mars within the original turn limit.
5. Land area should be smaller than your original map.
Thanks for reading.
Make players to not have to respect borders like in civ3 but add a leave or die button.
The only good part about that was you could have sneak attacks on your enemy.Make players to not have to respect borders like in civ3 but add a leave or die button.