Design: Improvements

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
 
Since it does add to the confusion are we planning on renaming one of the double improvements, "Elven XXX". No, not Elven porn either.... :shake:
 
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.... :shake:

Yeah, Ill change it.
 
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

This is a ncie idea for a late-game improvement. Hard for the ai though...
 
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.
 
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.

I wanted this when I added the sentry tower in (origionally it was player buildable, but a random map feature). I wanted players to be able to build gates, walls and towers around their empires.

The problem? As always, the AI.

I couldnt figure out a way to get the AI to build intelligent walls and react to walls without considerable ai rewriting (and if we were going to do a bunch of ai rewriting we should spend it teaching the ai to cast spells).

So I agree completly with the idea, but its to much effort to do right now.
 
loki1232 said:
*imagines the great wall of Perpentach*

No doubt he ordered it built from the top down in one section, supported on pillars 12 feet off the ground in another section, and completly made out of ladders for a third...

~p
 
Another problem I could see with the wall: If the garrisoned fortifications along the wall are very strong, it will be easier to simply destroy a section of the wall. But if the wall is stronger/unbreakable, then the player might just build all wall, and no forts. It would prevet his own passage too, but in many cases that wouldn't be a great problem.
Perhaps we'd have to force at least one fort for each wall.
 
Idea:

~How about a fishing village improvment?

~could be built on top of existing villages or towns on coastal squares.

~could provide and extra food for all ajacent coastal squares.

~can not be built within 3 squares of another fishing village.

~could allow owner's ships to be repaired there.
 
Woah its lamas. Where have you been?

Its a nice idea, but i think its too much like the pirate's cove.
How about making it a city improvement for cities that had a water resource? It could give like +3 food.
 
Lol, ive got exams tomorow and been studying, just thought id give myself a relaxation time. and played FfHII;)

I thought the pirate cove was only avaliable for Seafaring civs, and that this could be for all civs. also the pirate cove gives gold where the fishing village gives food.
 
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.
 
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.

Just check one of your cities connected to the trade network. They show up as strategic resources.
 
A mine gives 2 hammers, but doesn't get better with technology.
A windmill with full technology gives 1 food, 1 hammer and 2 commerce. Doesn't that make the windmill too attractive in the end? What would you think of letting mines give an additional hammer with some late-game tech?
 
Mines get an additional commerce from Dwarven Mining. They also get a commerce from being on a river, I think.
 
Windmills also get an additional commerce from the financial trait. So eg when playing with that Khazad leader with the financial trait, building windmills becomes more profitable than mines. Doesn't feel very dwarvy to me. :(
 
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