Khan Quest
Prince
Gradual Transitions
A while back, I suggested an idea about a gradual recovery from anarchy when changing governments, which I thought was pretty good. <Khan pats self on back>. I also submitted an idea to have gradual change in City Improvement benefits, depending on how much you spent, which I thought was lame even as I wrote it. There are other features in Civ that could benefit from gradual changes.
Anarchy recovery revisited
Repost:
I'd like to see a change in the anarchy that follows a government change. Rather than several turns of complete anarchy, then your civ is abruptly up and running at full speed, make the transition gradual. There would be a couple of turns of anarchy, followed by a couple of turns where a maximum of 1 sield & 1 trade could be gleaned from a worked tile, then a couple of turns with a 2 & 2 maximum, etc. The capital city and Forbidden Palace city would recover first then core cities, then outlying cities and finally remote cities.The furthest cities may not go into full anarchy at all, especially those on another continent, but would take longer to recover.
An alternative to this could be X number of citizens/City/Turn can work tiles as the government recovers. For example, it could be 3 for a standard civ, 4 if some percentage of the citizens are happy, and 6 for religious civs.
City Improvements (Again, and hopefully better)
When a city improvement is ½ way or more paid for, you get half the benefit. A half built library will give you 25% science and 2 culture. Changing projects mid-course would remove the benefit, of course, but would also anger citizens who were benefiting from the improvement (adds to a citys unhappiness as cruel oppression would.) This could also be divided into thirds or quarters.
Resource discovery
This has been suggested before, but I think not in this way.
When researching a technology that would reveal a strategic resource, locations of the resource could appear as the research progresses. With 25% of the tech researched, the resource would be revealed only on worked tile within your cultural boundaries. At 50%, all locations of the resource would appear within your cultural boundaries, and those on explored, roaded tiles in unclaimed territory. At 75% of the tech researched, all locations in explored, unclaimed land. At 100%, all locations are revealed, as in civ III.
Prototype units
As a new technology is being researched that would permit a new military unit, prototypes of that unit could be built. The proto-unit would be weaker, but cost the same.
Example: As Military Tradition is being researched proto-Cavalry could be produced, at the standard cost of 80 shields. 1/3 through the research 5/3/2 proto-I-Cavalry could be built. At 2/3, proto-II-Cavalry are 5/3/3. The upgrade cost for a proto-I-Cavalry to a standard Calvary should be the same as a knight upgrade, and half that for upgrading proto-II-Cavalry.
Some units dont lend themselves to proto-units, such as medieval infantry and pike men. Other examples: Swordsman 2.1.1, 2.2.1; Long bowman 3.1(1).1, 3.1(2).1.
Proto UUs should not be allowed.
A while back, I suggested an idea about a gradual recovery from anarchy when changing governments, which I thought was pretty good. <Khan pats self on back>. I also submitted an idea to have gradual change in City Improvement benefits, depending on how much you spent, which I thought was lame even as I wrote it. There are other features in Civ that could benefit from gradual changes.
Anarchy recovery revisited
Repost:
I'd like to see a change in the anarchy that follows a government change. Rather than several turns of complete anarchy, then your civ is abruptly up and running at full speed, make the transition gradual. There would be a couple of turns of anarchy, followed by a couple of turns where a maximum of 1 sield & 1 trade could be gleaned from a worked tile, then a couple of turns with a 2 & 2 maximum, etc. The capital city and Forbidden Palace city would recover first then core cities, then outlying cities and finally remote cities.The furthest cities may not go into full anarchy at all, especially those on another continent, but would take longer to recover.
An alternative to this could be X number of citizens/City/Turn can work tiles as the government recovers. For example, it could be 3 for a standard civ, 4 if some percentage of the citizens are happy, and 6 for religious civs.
City Improvements (Again, and hopefully better)
When a city improvement is ½ way or more paid for, you get half the benefit. A half built library will give you 25% science and 2 culture. Changing projects mid-course would remove the benefit, of course, but would also anger citizens who were benefiting from the improvement (adds to a citys unhappiness as cruel oppression would.) This could also be divided into thirds or quarters.
Resource discovery
This has been suggested before, but I think not in this way.
When researching a technology that would reveal a strategic resource, locations of the resource could appear as the research progresses. With 25% of the tech researched, the resource would be revealed only on worked tile within your cultural boundaries. At 50%, all locations of the resource would appear within your cultural boundaries, and those on explored, roaded tiles in unclaimed territory. At 75% of the tech researched, all locations in explored, unclaimed land. At 100%, all locations are revealed, as in civ III.
Prototype units
As a new technology is being researched that would permit a new military unit, prototypes of that unit could be built. The proto-unit would be weaker, but cost the same.
Example: As Military Tradition is being researched proto-Cavalry could be produced, at the standard cost of 80 shields. 1/3 through the research 5/3/2 proto-I-Cavalry could be built. At 2/3, proto-II-Cavalry are 5/3/3. The upgrade cost for a proto-I-Cavalry to a standard Calvary should be the same as a knight upgrade, and half that for upgrading proto-II-Cavalry.
Some units dont lend themselves to proto-units, such as medieval infantry and pike men. Other examples: Swordsman 2.1.1, 2.2.1; Long bowman 3.1(1).1, 3.1(2).1.
Proto UUs should not be allowed.