Ideas For CIV:BE

mrcalzon02

Chieftain
Joined
Oct 26, 2014
Messages
1
Location
Sitka
here are a few ideas,There are tons of ideas floating around, most of them are very lovley.

1. Events: of a variety, Natural Changes,
A. *Miasama Burst* expansion contration(AKA Fungal Blooms)
B.Terrain events Like *Quake*, add tile of Canyon to adjacent open terrain,
C. *Typhoon* adding Food to affected area but reducing its production and damaging units in the affected area.
D. *Emp Storms*, Removing the energy production from affected tiles for a random number of turns.
and the Reverse such as
E.*Boreails*, +1 energy production in a area for a number of turns. include a event like,
F.*Mating Season*, Aliens in a area become more hostile to other units for a random number of turns.
G. Sea Level Changes, Tidal, Seasonal Rise or Drainage, Evaporation.

2.Game Changers:
A. Late game mass Converter to change a Basic resource into a better/different one?

B. Perhaps have something that affects Fog of war? spys being able to sabotage or alter fog of war for other players, or perhaps near cities?

C. Maybe add another game play layer altogether a Underwater/underground layer? and units that can go between them or modify the layers?( Imagine building mountains around ones borders, only to be invaded ed from underground.)
(Having a whole layer dedicated to underwater would make more sense then how its been done in the past.) plus drill units are awesome, and underground aliens FTW maybe siege worm nests in the underground layer?

D. More detailed Seeding start, Graphical View of Sponsor ships, and more details you can customized about it, its appearance and contents. (this thought process Stems from the start of a Very old game called OUTPOST, )

E.Having each customized vessel play a larger role after you arrived at Planet, Will post pics detailing graphical ideas soon Maybe the ship sticks in the orbial layer for a Certain number of turns based on the Gear you picked?

F. More Faction depth Via Subfactions perhaps?, more faction based buffs and Negitives,that way factions have things that they are not good at, not just super good at.
(examples: For ARC: Military Industrial Complex Funding: +1 unit attack -1 culture gain OR Corporate Lawyers: +1 Energy From Trade Convoys -1 Food From cites. Slavic Federation: Union Dues, No starting Energy, +1 Worker at start OR Heritage Project Leaders +1 Culture From Domes -1 energy from Generators.

I have loads more ideas that could be really interesting...
i Could go on for ages with this stuff.:)
 
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