searcheagle
Emperor
This would elimate the problem of enemy units sneaking into the hear of your territory and building a city in the square or two where culture has not yet reached. I'm 100% for this.
1.) The names of sections of the map, whether it be a lake, a river, a peninsula, an island, and strait, etc. These named regions could gain culture based on historic events taking place there, or could be traded as a specific property. You can only get the AI to trade cities if you are absolutely crushing them, and then it's small cities on the outskirts, nothing larger than pop 3. One could rush a settler over to the new land given in the settlement....this would be great to simulate and recreate things like the Louisiana Purchase and creating borders after WWII. Areas could have great culture depending on the magnitude of the war fought there, after a war you could name the sea, or desert, for example and it could collect some culture.
2. Have explorers (not scouts I don't think) become useful by letting them get promoted from regular to veteran and elite as well, by having them discover resources or other civs/barbarians. The more experience, the more lucrative/friendly the barbarians encouter. Depending on the reputation of your civ, or the ever increasing negotiation skills of your explorer, diplomacy with that new civ could be improved and they would like you more and be more willing to trade, or more hostile. Factors that could affect the reception of the explorer could be if your civ or the other civ is militaristic or commercial, the education/literacy level of your civ (ei. building the explorer in a city with a library/university would make a difference), the previous enconters with that scout/explorer. The more landforms named in honour of one civ could bring culture to the civ and promote the explorer, naming would be the first-come-first-serve mentality. Leaving an area named for one's civ with culture collecting colonies for several turns might give enough culture to flip a newly settled city. Does that seem feasable?
I think it should be required that a scout or explorer go near another civ's land in order to contact them diplomatically, especially on different continents (while we're at it, maybe embassies should only be availble after nationalism? Maybe bring back the Marco Polo's embassy, but make it so you wouldn't need a scout/explorer in there vicinity)
The point I wanted to make is that the experience of the explorer would increase the more land or sea lifted from the fog of war. I would like to see them as GL's as well, giving them the ultimate ability to built a colony with harbour capabilities from trade, getting the luxuries back home or perhaps just an extra movement point when on a ship or on land. Have the ADM increase like I have read about the units in the Japan Scenario for Conquests. The expansionist trait could benefit from somethign like this. (maybe commercial too) The improved ability for relations could result in trading for tech, resources, map, etc.
Maybe a bonus for being the first to make contact with all the civs on a map or just a new continent, like a promotion or something else, but that would be depandent on level of play, size of map, # of civs, etc.
Perhaps a special diplomacy screen for first contact with another civ, your chioces would get more advanced as the unit gets promoted (expansionist's explorers could be more likely to be promoted, much like units w/ militaristic civs) and with new techs.
You would have the choice of being peaceful or aggressive with them, thereby affecting the development of the explorer and the relations with the new civs.
If you're talking about selling virgin squares (no improvements) inside your cultural borders, ok, it will good for someone build a fortress and garrison units there, or even an airfield later in the game. Claiming squares that aren't in any cultural border is a bad idea and will allow people to abuse it.MaisseArsouye said:I think we should be allowed to negociate virgin territories or borders with other civilizations. Just an example, you begin in Africa and you're alone on that continent. Why not clailing this territory as YOURS even before you build cities there.
Good idea, but I think the fort must keep only the square where it's located and - as you wrote - it must be garrisoned. When you remove your units from a fort, it will suffer cultural dominance and can go to another civ. Maybe colonies will become useless after it, because your garrisoned fortress will make it become your territory. So, building a fortress over a resource will do the job better.Commander Bello said:To claim a certain territory, you would have to build some "forts" over there, and the size of the territory would be depending on the location and garrison strength of those forts ... almost, as it has been in real history.
1) As I wrote above, I don't like the idea of claiming territories.sir_schwick said:Here is what I would like to see, and its obvious conclusions.
1) You can claim any land you want to.
1a) If someone else is using that land, you can decide to ignore them, negotiate, threaten, or declare war.
2) National and cultural borders are seperate entities
2a) Cultural borders can be defended without war weariness, or attacked without war weariness
2b) Culture overlaps and does not push other cultures back
3) Forts can build fort-versions of some improvements.
3a) They are manned by workers you assign to them.
3b) New workers can be grown by local food collected by workers assigned to the fort.
3c) Forts must have two workers assigned and build a 40 shield 'City' to become a city.
Tunch Khan said:Are any of these ideas in Civ4?
K-HAN said:My idea is borders must be in historical progress.It means, if a nation conquer an area before, they must gain this area unless building a city.They can guard this area own soldiers...