Conquest XP Creation Wishlist

As far as asking for stuff that supposedly would be difficult to implement; this is, after all, a wishlist. Adding eras is something I've wanted in CivIII since before the game was even released.

When I get home tonight I'm going to list everyone's suggestions up until then and then compile a list and ask everyone to choose 10 off that list. So get posting!
 
Originally posted by alireza1354
THE ABILITY TO SWAP UNITS BETWEEN CIVS

Yes, I think that this would be great. Then, civs could export their UU's to each other for techs or gold. I would love to hire some mercenary Sipahi. Also, it would be a nice way to check the aggresive civs without actually going to war. That was one of my favorite things in CivII.

I would expect scenerio triggers to be in the revised editor. Afterall, aren't there already triggers in the game--like massive barbarian uprisings when two civs reach the next era?
 
After reading through this entire thread, one thing I didn't see mentioned is the ability of fast units to retreat from slower fast units. For example, Cavalry with movement of 4 could retreat from Knights with movement of 3.

When I started modding the game when it first came out, this would happen. For some unknown reason, this is no longer the case. Why??!!! That irks me so much. :mad:



And another thing we DESPARATELY need is the ability to have variable unit maintenance costs!!! This would make unit distinctions so much easier and better. It's such a basic thing, I don't understand why it is not in the game.

Yes, I know you can change the maintenance costs per government, but that's across the board for every unit. I'm talking about a unit by unit basis!

PLEASE add this. PLEASE

Some of these things we're asking for seem like they would be so easy to implement with a simple flag in the editor. Oh well. We can only hope.
 
Originally posted by Admiral Kraken
After reading through this entire thread, one thing I didn't see mentioned is the ability of fast units to retreat from slower fast units. For example, Cavalry with movement of 4 could retreat from Knights with movement of 3.

When I started modding the game when it first came out, this would happen. For some unknown reason, this is no longer the case. Why??!!! That irks me so much. :mad:

I second that :goodjob:
Maybe it could be made available for ships too, or even better, a "can withdraw" flag with order not even correlated to movement (subs, privateers, commandos).



And another thing we DESPARATELY need is the ability to have variable unit maintenance costs!!! This would make unit distinctions so much easier and better. It's such a basic thing, I don't understand why it is not in the game.

Yes, I know you can change the maintenance costs per government, but that's across the board for every unit. I'm talking about a unit by unit basis!

PLEASE add this. PLEASE

I hope they do. Most people are demanding it.
 
Yeah, I'd like a "Can retreat flag", becuase speed is not the only thing that should allow a unit to withdraw from combat, Think of submarines, if they could retreat, they might actualy be worth building. This would also be good for Reconisance units or special forces.

What ever happens I'd like to see ships have the retreat ability, as it is Battle cruisers and patrol boats are not even worth adding to the game. in real life battle cruisers are ships that are half battle ship- the guns, And half cruiser- the armour and engines, so they can out fight cruisers and destroyers while retreating if under attack from battleships. As it is they are forced to sit still while totaly obliterated by enemy battleships, as are submarines).
 
I second many requests in this thread and as my own small contribution I add this:

Improvements/wonders flags and options:

- "Increases food in land" +1 food in all land tiles already producing food.
- "Increases corruption" Self-explainatory
- "Succeptible to propaganda" Self-explainatory
- "Increases war-weariness"
- "Replaces all improvements with this flag checked #2" A one or two more of this flag, please. There's more things than just power plants that could benefit from this flag.
- "Elite ground units" Self-explainatory
- Negative production. Ability to set improvement or wonder to reduce production.

This is simple stuff and that's how I believe these requests should stay in order for them to have even a snowball's chance in hell. I have a feeling that Firaxis will add what it needs in Conquests and leaves it at that. It's basic economics - don't waste your time doing something you don't really have to. However, I really hope the actual product proves me wrong.
 
You can Increases corruption, go in to the difficulty tab and look in there. You can change it to have no corruption or lots of corruption.
 
Originally posted by Bobisback
You can Increases corruption, go in to the difficulty tab and look in there. You can change it to have no corruption or lots of corruption.

Read my post more carefully. I was talking about building and wonder options. You can't currently set a building or wonder to increase corruption.
 
Originally posted by Drift


Read my post more carefully. I was talking about building and wonder options. You can't currently set a building or wonder to increase corruption.

I like that -- immediately think of an ancient "Bread & Circuses" wonder to increase happiness and corruption both.

-Oz
 
Originally posted by Smoking mirror
Yeah, I'd like a "Can retreat flag", becuase speed is not the only thing that should allow a unit to withdraw from combat, Think of submarines, if they could retreat, they might actualy be worth building. This would also be good for Reconisance units or special forces.

Excellent point, SM! Much simpler solution as well. A "Can Retreat" for any unit you want to have the retreat ability for. One "problem" (maybe not such a problem) would be: would you really want a unit with less movement points be able to retreat from a unit with more movement points? This really is not a big deal as "strategic movement" could certainly be distinguished from "tactical movement". Even slower moving units can/did/do retreat from the battlefield.

Interesting. This seems like such an easy thing to add. I hope it makes it in.


Thanks,

AK
 
Originally posted by Admiral Kraken


Excellent point, SM! Much simpler solution as well. A "Can Retreat" for any unit you want to have the retreat ability for. One "problem" (maybe not such a problem) would be: would you really want a unit with less movement points be able to retreat from a unit with more movement points? This really is not a big deal as "strategic movement" could certainly be distinguished from "tactical movement". Even slower moving units can/did/do retreat from the battlefield.

Interesting. This seems like such an easy thing to add. I hope it makes it in.


Thanks,

AK
What if the units had retreat point? Say a Rider would have 50 retreat points and a Knight would have like 30 points, then the Rider would have a change of retreating and the Knight would´nt.
 
Ok, here's a preview of the list. If no-one complains before tomorrow night (GMT), I'll start a new thread with this list:

  1. The ability to add eras.

    Forced diplomacy, with the option of at start of scenario only, or all way through game

    AI triggers

    AI properly using units with less than all the worker actions selected.

    AI knowing when to Upgrade and Rejoin units

    The diplomacy text should be restructured so that it isn't reliant on knowing how many civs there are. That way you wouldn't need to mess about with that horrible string text when you add a new civ.

    The units tab of the editor should have sections for inputting pedia text and pathnames for pedia icons, but being able to do so in plain english w/o worrying about stuff like PRTO, # or ^. In fact, that should probably go for all the tabs. If that takes up too much space, then a button with a pop-up asking you to type the stuff in.

    The AI should stop patrolling. The number of times I've seen AI units moving back and forwards to and from the same tiles...it's ridiculous and causes a huge drain on system resources.

    Be able to spilt your territory into regions. A good way would be to simply select one city, the city(/ies) closest to it and say they make up a new region. A box pops up asking for the region name. Simple.

    The ability to set whether or not a transport unit can itself be loaded onto other transports (like helicopters onto carriers). I imagine you'd need 2 load flags, then.

    The ability to add new culture groups.

    The ability to choose which tile improvements and city improvements are era-specific.

    Civ-specific advisors.

    A box, similar to the Ignore Move Cost box, which would give a combat bonus to the unit when fighting to or from that terrain.

    Ground units should be able to use air missions w/o doing wierd things like flak units flying through the air on intercept missions. Although, I think this probably involves a change to the format of the INI file, with dedicated lines for intercept, recon, etc.

    The game engine should automatically draw the lines between techs. Yep, you heard me correctly; that way we don't have to mess about with the pcx files and can just add techs with the editor.

    Being able to move units, techs, buildings, etc. up and down the list would be handy since that affects it's position on the in-game build list.

    Be able to set whether or not a specific fast unit will retreat on a percentage chance, or will always retreat.

    A land Transport AI strategy flag would be nice (and obviously the AI be able to use it ).

    Civ-specific tech-trees.

    Era-specific barbarians.

    Give modding control over movement bonus on railroads.

    Make the movement cost change unit to unit. 0 meaning : the unit cannot enter this kind of terrain (-> add a list of terrain in the unit tab, where you can select the cost). To allow us to mod faster, the terrain will have a default cost, and new unit will use it, except if specifically changed. Of course, some units must have the possibility to go in land and water (to make real helicopters).

    Introduce the notion of "unit class" (for instance Infantry, Cavalry, Armor, Air, Naval, Sub). Each units belongs to one of this class, and has bonuses against other class. exemple : Pikes have a bonus against the Cavalry class (but not the armor class!), Aegis Cruiser have a bonus against Air class, Destroyer against the Sub class, AT gun against Armor and MG against Infantry, etc.... The bonus could be attack and/or defense

    Add inside the editor the possibility to copy a unit or a building or a government, keepin all its attributes, so we can easily make improved version without to make everything by hand.

    For terrain improvement, add a flag to state if they consume the worker or not.

    Make the sentry function work if the fortify is disabled.

    In the editor, sort the dropdown list , so we can easily find the prerequesite! (In my mod with 300 techs, it starts to be quite boring to do this).

    Variable unit upkeep costs, on a unit-by-unit basis

    Introduce the notion of "Internal name" and "displayed name". This could be handy for flavour unit. For instance, we can have an US Infantry, FR Infantry, UK Infantry, GE Infantry for a WWII scenario, with different animations and stats, but they will all be displayed with one name : Infantry.

    Make it possible to have civ specific animation and or icon for units, but sharing the same civilopedia entry and stats -> We had the unit once, but then we change the animation to make flavour units.

    Add some efficiency rating for the government (science / happyness / Trade, etc) that could affect the speed at which buildings (that are commercial, religious) are created, or the production of science, gold and shields, etc.

    Make it possible to have AND and OR prerequesite.

    Add buildings and governments prerequesite for units. You need a shipyard to build ships!

    Make building upgradable, for a cost that would be smaller to the regular cost. Still with my shipyard idea : Ancient shipyard can be used to create galleys. To make battleship you need a modern shipyard. In a new city, you can directly create the modern shipyard, or you can upgrade the ancient one for a lower cost. Also, ancient shipyard are removed from the build queue once modern shipyard are available.

    Make the efficiency at military police (to reduce rebellion, or prevent disorder) unit specific, so Special Forces may have a bonus for instance.

    Add a new flag "affect units only" for unit, so we can make for instance chemical weapons that damage units / population, but not the building.

    Add a Naval Task Force that would work as armies, but for fleet.

    Improved the efficiency of blocus to reduce the production or prevent the passage of ennemy troops and or goods.

    Make it possible to have more than 2 different types of barbarian. I think we need at least one for each era (the best would be 3 per era : one slow moving but stronger, one fast moving but weaker, and one naval).

    Introduce religions into the game. They would work a bit like governments (so the combination of religion / government gives unique bonuses). It would also be nice if a capture city retains for a while its former religion, and if unhappyness is linked to religion difference between population and owner of the city. To go with it, add a flag for units "can convert". A unit with this flag as a % of change to convert each turn one of the citizen into the owner religion.

    Add a flag "can bombard land" and "can bombard sea". So submarine can try to use their torpedo against naval transports, but cannot use it against troops on the shore. Even better, make two row : bombard strength, ROF and range against land unit / against sea unit. This way, we could have aircraft specifically designed to attack ships, other for ground attack. While they are at it, they could even make the bombard change with the class (bombard against infantry, cavalry, armor, naval, sub).

    Add a flag to make aircraft loadable on carrier without the need to use to many tricks

    Add a flag to tell if a unit can capture a city or not

    Add a flag for unit, so it could appear "automatically" it the city is capture (good old guerilla resistors of CivIII)

    Increase the number of levels for city (more than 3 levels), so we could have more than 2 buildings which the flag

    Put back the second level of irrigation (and perhaps introduce a second level of mine as well), to give workers something to do in the end of the game.

    Add munits in the package, including PTW munits.

    Allow marines to attack other ships, and capture prizes - just like real maritime warfare!

    Remove upper limit of 31 civs

    Add a limit to the number of units of a given type you can have at the same time, to represent some unique elite force (for instance, only 1 immortal unit for Persia!)

    Resources as prerequisites can be set so as they either have to be merely connected by road (the current system) OR they also have to be inside city radius, e.g. edit civ aggressiveness for each era. A civ might be extremely violent and merciless in the middle ages, but very peaceful and loving in modern times.ethnic unit localized creation.

    Government specific units

    An 'obsolete' flag for units and improvements, similar to the one currently implemented for wonders.

    Get a gold bonus when a trade route goes through your territory, commercial network (the programming knows that already for such a trade would stop in case of war). Trade route would then be either the shortest one or you could (even better but for latter I guess) choose it.

    The ability to build bridges across single grid costal waters would be great though it maybe vulnerable to attack but that life....but its some thing thats needed specially if they add canals & real river travel...

    For terrain improvement, add a flag to state if they consume the worker or not.

    Open up all possible features for improvements, wonders, and minor wonders -- so that, e.g., improvements might expire, and a minor wonder can place an improvement in every city.

    Add a flag and field to limit and set the number of tiles a land unit can move from a friendly city -- and have an improvement flag which then eliminates the limit.

    Be able to edit civ aggressiveness for each era. A civ might be extremely violent and merciless in the middle ages, but very peaceful and loving in modern times.

    The possibility to check a mod/scenario while in the editor (check if all links , pedia , etc.etc.etc are right , so that you dont need to start the game , and load the scenario just to get an error , and then do that again for every error you get)

    Unit trading

    Make fast units able to retreat from slower fast units. For example, Cavalry with movement of 4 could retreat from Knights with movement of 3

    A "Can retreat flag", becuase speed is not the only thing that should allow a unit to withdraw from combat, Think of submarines, if they could retreat, they might actualy be worth building. This would also be good for Reconisance units or special forces.

    Give ships the potential for the retreat ability

    Improvements/wonders flags and options:

    - "Increases food in land" +1 food in all land tiles already producing food.
    - "Increases corruption" Self-explainatory
    - "Succeptible to propaganda" Self-explainatory
    - "Increases war-weariness"
    - "Replaces all improvements with this flag checked #2" A one or two more of this flag, please. There's more things than just power plants that could benefit from this flag.
    - "Elite ground units" Self-explainatory
    - Negative production. Ability to set improvement or wonder to reduce production.[/list=1]
 
Why include things that we know will not be in the expansion, such as the ability to add eras, and why include things that we know will be in the expansion, like forced diplomacy and events triggers?

Also, I suggest fixing some spelling errors before posting a new thread.
 
Ok, here is a recompiled list, slightly more organized.

Will Be:
Forced diplomacy, with the option of at start of scenario only, or all way through game

AI triggers


Will Not Be:
The ability to add eras.

Be able to spilt your territory into regions. A good way would be to simply select one city, the city(/ies) closest to it and say they make up a new region. A box pops up asking for the region name. Simple.

The ability to add new culture groups.


Units:
AI properly using units with less than all the worker actions selected.

AI knowing when to Upgrade and Rejoin units

The AI should stop patrolling. The number of times I've seen AI units moving back and forwards to and from the same tiles...it's ridiculous and causes a huge drain on system resources.

The ability to set whether or not a transport unit can itself be loaded onto other transports (like helicopters onto carriers). I imagine you'd need 2 load flags, then.

A box, similar to the Ignore Move Cost box, which would give a combat bonus to the unit when fighting to or from that terrain.

Ground units should be able to use air missions w/o doing weird things like flak units flying through the air on intercept missions. Although, I think this probably involves a change to the format of the INI file, with dedicated lines for intercept, recon, etc.

Be able to set whether or not a specific fast unit will retreat on a percentage chance, or will always retreat.

Make the movement cost change unit to unit. 0 meaning : the unit cannot enter this kind of terrain (-> add a list of terrain in the unit tab, where you can select the cost). To allow us to mod faster, the terrain will have a default cost, and new unit will use it, except if specifically changed. Of course, some units must have the possibility to go in land and water (to make real helicopters).

Introduce the notion of "unit class" (for instance Infantry, Cavalry, Armor, Air, Naval, Sub). Each units belongs to one of this class, and has bonuses against other class. exemple : Pikes have a bonus against the Cavalry class (but not the armor class!), Aegis Cruiser have a bonus against Air class, Destroyer against the Sub class, AT gun against Armor and MG against Infantry, etc.... The bonus could be attack and/or defense

Make the sentry function work if the fortify is disabled.

Variable unit upkeep costs, on a unit-by-unit basis

Allow Government specific units

An 'obsolete' flag for units

Allow Improvement prerequisites for units. You need a shipyard to build ships!

Make the efficiency at military police (to reduce rebellion, or prevent disorder) unit specific, so Special Forces may have a bonus for instance.

Add a new flag "affect units only" for unit, so we can make for instance chemical weapons that damage units / population, but not the building.

Add a Naval Task Force that would work as armies, but for fleet.

Add a flag "can bombard land" and "can bombard sea". So submarine can try to use their torpedo against naval transports, but cannot use it against troops on the shore. Even better, make two row : bombard strength, ROF and range against land unit / against sea unit. This way, we could have aircraft specifically designed to attack ships, other for ground attack. While they are at it, they could even make the bombard change with the class (bombard against infantry, cavalry, armor, naval, sub).

Add a flag to make aircraft loadable on carrier without the need to use to many tricks

Add a flag to tell if a unit can capture a city or not

Add a flag for unit, so it could appear "automatically" it the city is capture (good old guerilla resistors of CivIII)

Add a flag and field to limit and set the number of tiles a land unit can move from a friendly city -- and have an improvement flag which then eliminates the limit.

Make fast units able to retreat from slower fast units. For example, Cavalry with movement of 4 could retreat from Knights with movement of 3

A "Can retreat flag", becuase speed is not the only thing that should allow a unit to withdraw from combat, Think of submarines, if they could retreat, they might actualy be worth building. This would also be good for Reconisance units or special forces.

Give ships the potential for the retreat ability

Allow marines to attack other ships, and capture prizes - just like real maritime warfare!


Editor
The diplomacy text should be restructured so that it isn't reliant on knowing how many civs there are. That way you wouldn't need to mess about with that horrible string text when you add a new civ.

The units tab of the editor should have sections for inputting pedia text and pathnames for pedia icons, but being able to do so in plain English w/o worrying about stuff like PRTO, # or ^. In fact, that should probably go for all the tabs. If that takes up too much space, then a button with a pop-up asking you to type the stuff in.

Being able to move units, techs, buildings, etc. up and down the list would be handy since that affects it's position on the in-game build list.

Give modding control over movement bonus on railroads.

Add inside the editor the possibility to copy a unit or a building or a government, keeping all its attributes, so we can easily make improved version without to make everything by hand.

In the editor, sort the dropdown list , so we can easily find the prerequisite! (In my mod with 300 techs, it starts to be quite boring to do this).



Worker Jobs:
For terrain improvement, add a flag to state if they consume the worker or not.

Put back the second level of irrigation (and perhaps introduce a second level of mine as well), to give workers something to do in the end of the game.


Governments:
Add some efficiency rating for the government (science / happiness / Trade, etc) that could affect the speed at which buildings (that are commercial, religious) are created, or the production of science, gold and shields, etc.

Improvements:
Make building upgradable, for a cost that would be smaller to the regular cost. Still with my shipyard idea : Ancient shipyard can be used to create galleys. To make battleship you need a modern shipyard. In a new city, you can directly create the modern shipyard, or you can upgrade the ancient one for a lower cost. Also, ancient shipyard are removed from the build queue once modern shipyard are available.

Allow obsolete improvements and small wonders

Open up all possible features for improvements, wonders, and minor wonders -- so that, e.g., improvements might expire, and a minor wonder can place an improvement in every city.

Improvements/wonders flags and options:

- "Increases food in land" +1 food in all land tiles already producing food.
- "Increases corruption" Self-explainatory
- "Succeptible to propaganda" Self-explainatory
- "Increases war-weariness"
- "Replaces all improvements with this flag checked #2" A one or two more of this flag, please. There's more things than just power plants that could benefit from this flag.
- "Elite ground units" Self-explainatory
- Negative production. Ability to set improvement or wonder to reduce production.

Miscellaneous:
The ability to choose which tile improvements and city improvements are era-specific.

Civ-specific advisors.

The game engine should automatically draw the lines between techs. Yep, you heard me correctly; that way we don't have to mess about with the pcx files and can just add techs with the editor.
A land Transport AI strategy flag would be nice (and obviously the AI be able to use it ).

Civ-specific tech-trees.

Increase the number of levels for city (more than 3 levels), so we could have more than 2 buildings which the flag

Introduce the notion of "Internal name" and "displayed name". This could be handy for flavour unit. For instance, we can have an US Infantry, FR Infantry, UK Infantry, GE Infantry for a WWII scenario, with different animations and stats, but they will all be displayed with one name : Infantry.

Make it possible to have civ specific animation and or icon for units, but sharing the same civilopedia entry and stats -> We had the unit once, but then we change the animation to make flavour units.

Make it possible to have AND and OR prerequisites for units and techs.

Improved the efficiency of blockade to reduce the production or prevent the passage of enemy troops and or goods.

Make it possible to have more than 2 different types of barbarian. I think we need at least one for each era (the best would be 3 per era : one slow moving but stronger, one fast moving but weaker, and one naval).

Era-specific barbarians.

Introduce religions into the game. They would work a bit like governments (so the combination of religion / government gives unique bonuses). It would also be nice if a capture city retains for a while its former religion, and if unhappiness is linked to religion difference between population and owner of the city. To go with it, add a flag for units "can convert". A unit with this flag as a % of change to convert each turn one of the citizen into the owner religion.

Get a gold bonus when a trade route goes through your territory, commercial network (the programming knows that already for such a trade would stop in case of war). Trade route would then be either the shortest one or you could (even better but for latter I guess) choose it.

The ability to build bridges across single grid costal waters would be great though it maybe vulnerable to attack but that life....but its some thing thats needed specially if they add canals & real river travel...


Be able to edit civ aggressiveness for each era. A civ might be extremely violent and merciless in the middle ages, but very peaceful and loving in modern times.

The possibility to check a mod/scenario while in the editor (check if all links , pedia , etc.etc.etc are right , so that you dont need to start the game , and load the scenario just to get an error , and then do that again for every error you get)

Unit trading

Add munits in the package, including PTW munits.

Remove upper limit of 31 civs

Add a limit to the number of units of a given type you can have at the same time, to represent some unique elite force (for instance, only 1 immortal unit for Persia!)

Resources as prerequisites can be set so as they either have to be merely connected by road (the current system) OR they also have to be inside city radius, e.g. edit civ aggressiveness for each era. A civ might be extremely violent and merciless in the middle ages, but very peaceful and loving in modern times. ethnic unit localized creation.
 
very good and comprehensive list! I hope they won't be thrilled by its size, especially that some things are really simple to do (from sort of retired programmer's view ;) )
 
Yeah Zulu you tell'em how "WE" feel about IT!!!!!!!!! :mad:
 
Well if we demand it, and keep buging them I am sure they will add eras. I will be pissed off if they don't add it to XP.
 
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