Minefield "improvement"?

How about making them remotly disablebel and enablebel.
It would be a nice extra for the spies in civ, to be able to attempt to make the mines that protect a certain area explode, by detecting the right frequency. Perhaps they might even have to steal a special code machine before.
 
A) When you declare peace, you give out your minefield maps (assuming they're not allied with anyone you're still at war with). Your mines are rendered visible and useless.

B) You leave the mines where they are, resulting in civilian casualties, worsened relations, and all manner of horrible PR.

C) You make well-marked paths through the minefields, allowing civilians to pass through safely. If war is re-declared, you mine the well-marked paths throuroughly and then remove the markings.

D) You just collect all the mines and destroy them, leaving warning signs and markers wherever people are still at risk.
 
Mewtarthio said:
A) When you declare peace, you give out your minefield maps (assuming they're not allied with anyone you're still at war with). Your mines are rendered visible and useless.

B) You leave the mines where they are, resulting in civilian casualties, worsened relations, and all manner of horrible PR.

C) You make well-marked paths through the minefields, allowing civilians to pass through safely. If war is re-declared, you mine the well-marked paths throuroughly and then remove the markings.

D) You just collect all the mines and destroy them, leaving warning signs and markers wherever people are still at risk.

E) The mines become harmless as sonn as the war is over but are activated again as soon as a new war breaks out.

Öjevind
 
Mewtarthio
A) When you declare peace, you give out your minefield maps (assuming they're not allied with anyone you're still at war with). Your mines are rendered visible and useless.
The problem with this is that when you give the map they know where your minefields are but they could just get peace to get the map than declare war again rendering them usless. One question what prevents our ships from getting blown up by our own mines?
 
I believe the idea of mines doing damage is the wrong approach.

I think that there should be an improvement like a mine field, that will immediately end a unit's turn when its entered, and also give it a negative defensive value for the terrain. That gives the invaded country time to mount a counterattack on the units unlucky enough to be stuck in the fields for 1 turn.
 
Thats a great idea Grav I just got the idea that when the unit enters the terrain it ends the units turn like you said and also injurs the unit by 33.3.
 
I think 33.3 procent is too much. 10% is better.

10% sounds about right to me. It sounds like a little, but it would be great for indirectly negating Combat 1 promotions on invaders. So what would all this take to create? Just edit some XML files and create an image of mines?
 
Minefields, while a cool idea, would probably make the game significantly worse. Offhand, I can think of a few ways in which they would cause problems.

- While building the spaceship, you could simply plant mines on every tile that wasn't being worked by a city producing a spaceship part, which would be a cheap alternative to a defensive military. This would cause human opponents a lot of problems, and would simply make the AI unable to stop you from achieving victory.

- If the minefield causes damage to all units who enter the tile, this will force invaders to manually move one (weaker) unit first to test the land, and then follow with the others. This will be a huge inconvenience.

- The minefield won't simply force units to stop and heal; it will enable the enemy to attack the invaders while they are wounded and kill them. This will make invading cities much more a hassle (which it shouldn't be, as invading cities is supposed to be fun).

Overall, this game shouldn't be made harder for the offense.
 
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