Conquest XP Creation Wishlist

I don't think eras or religeon will be in, but I guess it doesn't hurt to ask

I think the "Unit Class" is too limiting. You should be able to set the combat bonuses on a unit-to-unit bases (even if you have to manually list every unit it has a Offensive/Defense bonus against)

I didn't notice whether you had individual unit upkeep or terrain movement penalties for certain units (being able to select more than a "Wheeled" flag if you want 2 units to be restricted to different terrains)

Oh, BTW, instead of saying "Like Guerrillas in CivIII" don't you mean "Like Partisans in Civ2"?
Also, you can decide whether a unit can capture cities or not (the AI doesn't get attack or Defense strategies though). Do you mean the opposite? (Can only attack cities) or Do you mean making this have a use (by letting the AI use the Attack/Defense strategy)?

That's about it
 
Another thing:

A "Land Transport" AI strategy flag

Also, you might want to put AI strategies under its own heading (since it would probably be dealt with by a different person)
 
I was messing around with my mod tonight and was thinking of something else I'd like to be able to do:

Add and/or Edit Worker Jobs.

Now, I know it sounds more complicated than it may be, but I was thinking some basic things could be added. Open up flags for existing worker jobs, such as "Is Fortress"; "Is Road"; "Is Irrigation"; etc. That way we could, say, duplicate an improvement called "Farms" that uses the flag "Is Irrigation". Using that hard coded information, we would have 2 improvements that increase food x amount (selected under Terrain: terraform bonuses). It could be cumulative. So if a square had both "Irrigation" and "Farms" (simulating the effects of modern farming for instance), it would produce a LOT of food.

That is the "simple" solution and would be imperfect. Better would be to unlock all the terraform, terrain improvement, worker action flags and add worker jobs at will. No new flags would need to added (although such a thing would be awesome, the list would be exhaustive). We would then have items added to the "Worker Jobs" tab that allow for manipulation of how much food, commerce, shields, etc. are added and whatever else effects an improvement can have.

This would be cool!!!


Thanks,

AK
 
I was thinking about that too

You could flag it with things like "fortress" or "Air Base" or "Road" (for road you could set the movemetn multiplier).

Then you could have the "improve food" AI strategy (I say this as a strategy because irrigation depends on the individual terrain type, so you would set the improvement as such)

Then you'd get the flag it so it is the ony thing that can be built (like irrigation) or gets built on top (like roads)
 
ASW and AA factors to ships. It should also be
possible for air-units to attack ships in port.

An option to set "real" borders on the map.
Important for Scenario-creators.
 
They need to include an option to have simply political boundaries, as in SMAC. This cultural crap is the reason I play a lot mroe SMAC than civ.
 
I don't think they'd do that for an expansion
 
Hmm.. Lots of those ideas sound good, but I get the feel from Civv II that basicly when they made the game they had a list of all the things they'd like to do, & did as many as time and ecconomy allowed, the things that were left over (like a minimap in the editor, extra diplomacy options, extra civs etc...) were "left open", I.E not too heavily hard coded, and saved for potential add ons.

Many of the things on the list are just never going to make it in to the expansion, while others are almost definately going to be in.
The best thing would be if we could find out what the firaxis programing staff think that they might be able to do, and tell them of that list what we think is most important.

Say if they could add eras, or do five other things, we would have to weigh up the options, and see what people thought. Personaly I'm not much interested in adding eras, because I intend to do scenarios, with a limited scope and range, rather than overall improvement mods which are only limited by labour & programing.
 
I agree with Smoking Mirror. I don't really care about era (at first my tech tree was simply a huge one with 300 techs interconnected, without break for each era).
But other things seems fare more important to me. If we send a short list, we should be reasonnable. Why?
Let's say we send a list of 10 features, knowing that 5 of them are unlikely to be in (like era). They may simply discard them and say "OK guys, only 5 to do".
But if we ask for 10 reasonable featurers, perhaps they'll make 7.
 
I saw the thread Zulu made
( http://forums.civfanatics.com/showthread.php?s=&threadid=53845 )

There were a few things which I didn't think should be sent in current form

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

Unit class might be too limiting. It would be better to have full control over combat against each unit.

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

I thought this flag already exists.
But the "attack" or "defense" AI strategies become grayed out.
 
I was just wondering what the Statue of Zeus' power is ?

It is supposed to make your troops powerful.

Does it put barracks in all your cities, or has it another influence ?

Raise HP, morale ????

Guess I am daydreaming.

BTW, they are recruiting beta-testers at civ3.com
 
Originally posted by Steph


Where ? I did not see it

No big deal, you are too busy with your mod and Cossacks units anyway. I will have to be the French beta-tester ;) :p :D
 
This was probably said before, but what I would also quite like is "synthetic resources". This means that a building which requires some strategic resources for operation produces a new resource, which could be either strategic or luxury. For example a steel mill requires iron and coal, but produces steel which is then required to make tanks and battleships. Similarly a chemical plant requires oil but produces plastic or synthetic rubber.

This shouldn't be too hard to implement, but would open up incredible possibilities for scenarios - now some countries could be providing raw resources, while others produce and trade produced good, just like in real life. This would also make developing industry and infrastructure in a civ much more important.
 
Originally posted by sgrig
This was probably said before, but what I would also quite like is "synthetic resources". This means that a building which requires some strategic resources for operation produces a new resource, which could be either strategic or luxury. For example a steel mill requires iron and coal, but produces steel which is then required to make tanks and battleships. Similarly a chemical plant requires oil but produces plastic or synthetic rubber.

This shouldn't be too hard to implement, but would open up incredible possibilities for scenarios - now some countries could be providing raw resources, while others produce and trade produced good, just like in real life. This would also make developing industry and infrastructure in a civ much more important.

Yes, we need to add this to.
 
I had some requests too. :egypt:


- Like the cultural conversion to another civ work. I'd like to see cities making secession, and choosing to declare their independency against your empire (could hapen particulary if you have a too large empire)... :evil:
(This could also for hardcoded max number of civ, happen only if one starting civ as already be killed)


- Allow modders to create new workers (killing) jobs in the editor. Like Radar Tower/Airfield/Watch tower. :arrow:


- Allowing you to have more elaborated foreign diplomacy like Forcing 2 War Protagonists (wich doesn't include you of course) to make peace. Or paid a Civ to declare war alone (without you) to another Civ (sort of secret pact wich doesn't reveal your real intentions to the whole world) :vampire:
 
I had some requests too. :egypt:


- Like the cultural conversion to another civ work. I'd like to see cities making secession, and choosing to declare their independency against your empire (could hapen particulary if you have a too large empire)... :evil:
(This could also for hardcoded max number of civ, happen only if one starting civ as already be killed)


- Allow modders to create new workers (killing) jobs in the editor. Like Radar Tower/Airfield/Watch tower. :arrow:


- Allowing you to have more elaborated foreign diplomacy like Forcing 2 War Protagonists (wich doesn't include you of course) to make peace. Or paid a Civ to declare war alone (without you) to another Civ (sort of secret pact wich doesn't reveal your real intentions to the whole world) :vampire:
 
There is something I forgot.

I don't think they will give us civ-specific tech trees but I really wished we could make resources prerequisite for some techs. That way would enable a limited civ-specific tech tree, not so much because of a pseudo cultural behavior but linked to specific resources available.

Example : horses are a prerequisite to horseback riding. They were there already. Keeping on the example with American civs : that could lead to a very real simulation of the spreading of horses in the world. Horses enable you to learn horseback riding. Then if you exchange the tech with other people, another horse resource (call it bred horses) appear, allowing them to create mounted units. So these bred horses would not appear in America until there is a contact made with a civ from the Old World who has both the resource and the tech (simulating a certain kind of trading).

The celts would probably not research elephant riding unless they have reached and control elephant resources.
Etc, etc...
 
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