loki1232
Loki
I really like these ideas. Kinda diablo II though...
woodelf said:Since it does add to the confusion are we planning on renaming one of the double improvements, "Elven XXX". No, not Elven porn either....![]()
fallador said:I was just wondering if it would be possible to have canals that would be like roads but would also allow ships to travel along them in the same way as pirate coves. They could also be used to irrigate land if they were connected to fresh water
DarthCycle said:One aspect of CivIV I feel is missing is the better usage of defensive structures outside of cities. There is the fort improvement, but since zone of control do not exists, there are not very usefull. Basically, you can build a line of forts and stack them with units, but once the line is broken at one point, the whole defensive line is useless. This design has two flaws: it takes a lot of time to build all those forts, and it is very costly in units since all those forts have to be occupied by one unit in order to block enemy units.
I hereby propose a new terrain improvement: the wall. Building the wall destroys all other improvements on the tile. The presence of the wall prohibits all units from entering the tile, except for recon units and workers. The presence of the wall also inhibit the building of roads or of any other type of improvements.
The wall is constructed by worker or any unit that has the ability to build improvements. The wall can be constructed on any tile inside your borders except for tiles with rivers. Building a wall should take between 6-8 turns (tests required).
The wall can be destroyed by catapult/canon. It would be very nice if walls would have a strength in % and is only destroyed when this % reaches 0. The wall cannot be pillaged.
There could be different type of walls: wood, stone and 'concrete' (can't think of a fantasy term for this). The difference between the types would be the strength in %. It would be possible to upgrade the wall from one type to the other. However, perhaps stone and 'concrete' could have a ressource requirement.
From a gameplay perspective, the wall would effectively allows civs to create choke points (with cities and forts) in their territory (especialy on borders of hostile civs), adding a whole new depth to the game. Allowing recon unit to move through it would also improve the value of recon units, which I feel is currently very low.
loki1232 said:*imagines the great wall of Perpentach*
YNCS said:It would be very helpful if we could call up a list of active Nodes. I want to check if I have a particular type of Node or not so I don't duplicate my efforts.