Jarms48
Prince
- Joined
- Jan 16, 2016
- Messages
- 358
I would love to see:
Additional Features for Global Warming:
- Tsunamis and Earth Quakes: We already have continent’s, so this would just be tying the 2 systems together. They would start on continent borders/fault lines and effect X tiles around them. Tsunamis would have a chance of flooding lowland tiles, or submerging an already flooded lowland tile. Which would also bring that mechanic a little earlier in the game, but nowhere near as severe as global warming but could help accelerate coastal flooding if global warming remains unchecked.
- More severe tourism, diplomatic, amenity, loyalty and world congress penalties. If you’re a heavy polluter, say for example bigger than the 2nd and 3rd polluter combined there should be a negative 25% tourism modifier placed on you, there should also be negative amenities and loyalty applied to cities affected by global warming.
- Add another level of global warming to 100% ice melted and another level of flooding.
- Add another building to the industrial zone that allows renewable power to extend to other cities much in the same way as a normal power plant. This building would be completely clean but wouldn’t offer much yields by itself.
Plagues and Disease:
- Tied to housing, if you have cities over your housing cap then there should be a greater risk of attracting disease. These could then be spread locally if the city is connected to another by roads (say within 6 tiles) additionally they could be spread internationally if you have a trade route in that city to a foreign city. This could result in a negative tourism modifier to any civilisation you have spread the disease to, have a diplomatic penalty, an amenity and/or a loyalty penalty if the disease goes unchecked and potentially lose citizens in cities which don’t have health buildings.
Religion:
- Everyone should be able to form a religion unless a player converts them to their religion first. Arabia’s UA might need to be changed.
- We need to have more beliefs added for variation.
- Players should have the ability to reform a religion if they capture another holy city and convert it. They would then be able to swap a belief with one of the opponents or take one if they’re own beliefs aren’t full.
- There needs to be some kind of great apostle. Once you earn a great prophet and found a religion your great prophet points start to earn great apostles. Passively they could increase the religious strength of nearby religious units and/or be used to increase passive religious pressure. Their abilities could be similar to similar to great generals, great scientists and great engineers. Such as: Spawn a religious unit earlier than normal (perhaps even with a promotion level), instantly builds a shrine and all shrines produce +1 faith, etc.
- Civs with the same religion should get a positive tourism modifier of +25% and Civs with different religions should get a negative modifier of -25%.
- Citizens in your cities and who are also followers of your religion should intrinsically produce 0.3 Faith.
Citizens and Settlers:
- Citizens should intrinsically produce 0.5 production. This would help balance tall and wide play, as larger cities would have some means to out produce more cities. This would also help mitigate bad production starved starts.
- Citizens should intrinsically produced 0.3 faith. See above. Provided they are followers of your religion. This promotes having a strong local religion.
- Citizens working as specialists should also earn great people points. This again helps balance between tall and wide play. Wide players will get more points from having more districts whilst tall players have more citizens that can be used as specialists.
- Settlers should be able to increase a cities population by 1. This would be an easy way to represent immigration. I could then either produce new settlers to increase the population in new cities. Captured settlers used this way would keep their religion (if they have one) and their previous nationality. Which could have a temporary effect on loyalty.
Builders:
- Allow builders to place roads.
- Should be able to chop outside their borders again, but doing so will reduce yields (based on distance).
Military Engineers:
- Should be able to speed up wall construction.
Great Generals and Great Admirals:
- Should be able to increase city loyalty provided that their passive ability is still viable.
Capturing Cities:
- We need puppet cities back. There’s already so much micro management in game already.
There’s probably more I can add, just can’t think of them at the moment.
Additional Features for Global Warming:
- Tsunamis and Earth Quakes: We already have continent’s, so this would just be tying the 2 systems together. They would start on continent borders/fault lines and effect X tiles around them. Tsunamis would have a chance of flooding lowland tiles, or submerging an already flooded lowland tile. Which would also bring that mechanic a little earlier in the game, but nowhere near as severe as global warming but could help accelerate coastal flooding if global warming remains unchecked.
- More severe tourism, diplomatic, amenity, loyalty and world congress penalties. If you’re a heavy polluter, say for example bigger than the 2nd and 3rd polluter combined there should be a negative 25% tourism modifier placed on you, there should also be negative amenities and loyalty applied to cities affected by global warming.
- Add another level of global warming to 100% ice melted and another level of flooding.
- Add another building to the industrial zone that allows renewable power to extend to other cities much in the same way as a normal power plant. This building would be completely clean but wouldn’t offer much yields by itself.
Plagues and Disease:
- Tied to housing, if you have cities over your housing cap then there should be a greater risk of attracting disease. These could then be spread locally if the city is connected to another by roads (say within 6 tiles) additionally they could be spread internationally if you have a trade route in that city to a foreign city. This could result in a negative tourism modifier to any civilisation you have spread the disease to, have a diplomatic penalty, an amenity and/or a loyalty penalty if the disease goes unchecked and potentially lose citizens in cities which don’t have health buildings.
Religion:
- Everyone should be able to form a religion unless a player converts them to their religion first. Arabia’s UA might need to be changed.
- We need to have more beliefs added for variation.
- Players should have the ability to reform a religion if they capture another holy city and convert it. They would then be able to swap a belief with one of the opponents or take one if they’re own beliefs aren’t full.
- There needs to be some kind of great apostle. Once you earn a great prophet and found a religion your great prophet points start to earn great apostles. Passively they could increase the religious strength of nearby religious units and/or be used to increase passive religious pressure. Their abilities could be similar to similar to great generals, great scientists and great engineers. Such as: Spawn a religious unit earlier than normal (perhaps even with a promotion level), instantly builds a shrine and all shrines produce +1 faith, etc.
- Civs with the same religion should get a positive tourism modifier of +25% and Civs with different religions should get a negative modifier of -25%.
- Citizens in your cities and who are also followers of your religion should intrinsically produce 0.3 Faith.
Citizens and Settlers:
- Citizens should intrinsically produce 0.5 production. This would help balance tall and wide play, as larger cities would have some means to out produce more cities. This would also help mitigate bad production starved starts.
- Citizens should intrinsically produced 0.3 faith. See above. Provided they are followers of your religion. This promotes having a strong local religion.
- Citizens working as specialists should also earn great people points. This again helps balance between tall and wide play. Wide players will get more points from having more districts whilst tall players have more citizens that can be used as specialists.
- Settlers should be able to increase a cities population by 1. This would be an easy way to represent immigration. I could then either produce new settlers to increase the population in new cities. Captured settlers used this way would keep their religion (if they have one) and their previous nationality. Which could have a temporary effect on loyalty.
Builders:
- Allow builders to place roads.
- Should be able to chop outside their borders again, but doing so will reduce yields (based on distance).
Military Engineers:
- Should be able to speed up wall construction.
Great Generals and Great Admirals:
- Should be able to increase city loyalty provided that their passive ability is still viable.
Capturing Cities:
- We need puppet cities back. There’s already so much micro management in game already.
There’s probably more I can add, just can’t think of them at the moment.