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Minefields

Shigga

Shiggadelic Baby! :)
Joined
Mar 10, 2005
Messages
434
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[GER]
how about a later-game worker action: Construct/Remove Minefield (e.g. with Physics)

Works just like a terrain improvement, but is only visible to the civ that built it and has a different effect:

Units moving on the tile with the minefield receive x per cent damage, except for workers. The same goes for units of the civ that built the minefield, mines don't care about what flag you carry! Make it collateral so whole stacks can be damaged.

Also, when a worker moves with the stack onto the minefield, it will not receive any damage. The worker acts like a pioneer unit in this case. This has two advantages:

1. No need for another kind of new unit just for the minefields
2. In times of war, the building of infrastructure in a country will suffer bc resources are spent for military production. The necessity to send workers with the troops to act as pioneers resembles this fact, bc you cannot use them to improve your territory further.

I don't know how hard it is to implement this (especially so the AI can and will use it), but it would add a great strategic element to the game.
 
I like this idea in general. However I am not sure if the worker would be best suited to place mines, mainly because you can send your workers to auto-improve the land which belongs to you. If you would do this you would run the risk of the workers laying minefields without your knowledge. I think that, if we don´t want another unit in the game it might be better to only make it possible for marines to both lay and disarm a minefield. However it would take longer time to remove then to lay. Personally I am more for a whole new unit that would strictly function both as a "layer" and disarmer of mines.
 
Hm should be easy to exclude the minefields from autoimprove I think :)
 
Since the AI would make use of it too, the map would be cluttered with mine fields very soon (think of all the AI bonuses at higher levels).
This would make the any movement almost impossible. And what would happen to neutral parties and in peacetime?
 
Commander Bello said:
Since the AI would make use of it too, the map would be cluttered with mine fields very soon (think of all the AI bonuses at higher levels).
This would make the any movement almost impossible. And what would happen to neutral parties and in peacetime?

Another factor to consider, and may help limit an AI going insane with mine-laying is to deny or degrade a city-worker's use of a mine-laid ground tile. It would not destroy that tile's improvement, but would deny its use. Likewise, it would stall the turn-development of a town. Essentially, it would realistically model the effect of frightening off the people who live and work those tiles.

One concern: modern aerial mine-laying, and is that something that anyone should want in CivIV?
 
Ok I didn't point that out bc I thought it was obvious that you can't irrigate or improve a tile in other ways when it's full of mines :) Same as with forts, it would destroy the former tile improvement.
 
This is interesting.

I beleive that in addition to this, it should be an atrocity to lay more than, say, five minefields, and that, as with nuclear weapons, there should be a UN vote to allow a ban on landmines, similar to the Ottawa Treaty.
 
Lockesdonkey said:
This is interesting.

I beleive that in addition to this, it should be an atrocity to lay more than, say, five minefields, and that, as with nuclear weapons, there should be a UN vote to allow a ban on landmines, similar to the Ottawa Treaty.

Ban mines?? are you crazy? I mean, seeing a stack move onto a minefield would be real funny!:lol::joke:
 
Well, the minefield limit should scale from amount of usable land tiles (land tiles excluding peaks and ice).
 
A hard cap is unnecessary. Just deny the laborers in the city from working a mined tile. That'd be deterrent enough for all the crazy minelayers. Also, Spies should be able to find Minefields in they investigate a nearby city, and maybe you could get safe passage through the field if she steals some sort of minefield map.
 
I think a landmine should only be used in scenarios. And there it should be a non-moveable high defense unit.
 
As far as the city tiles being worked, I would say not allow the minefield to be put on a tile within a city's fat cross. I mean you will know where they are anyways. "Gee, I wonder why the AI hasn't put a farm on that tile yet in 1853?" They will stick out like sore thumbs.

Hadrean said:
what about this, each civ can only have a certain amount of minefields like 15

Even if you took this route, more than likely the AI will put the minefield in some pretty rediculous places I would bet. It would be better to just let them build them everywhere.

Mewtarthio said:
Also, Spies should be able to find Minefields in they investigate a nearby city, and maybe you could get safe passage through the field if she steals some sort of minefield map.

Minefield maps should be given with "Steal Plans" IMO.

One question though. What happens when culture overtakes a mine tile? DOes this mine become yours or is there a mine in your territory with ownership belonging to the previous civ? This goes beyond a simple terrain improvement.
 
King Flevance said:
As far as the city tiles being worked, I would say not allow the minefield to be put on a tile within a city's fat cross.
*snip*
One question though. What happens when culture overtakes a mine tile? DOes this mine become yours or is there a mine in your territory with ownership belonging to the previous civ? This goes beyond a simple terrain improvement.

To the first part: My thought exactly :)

To the 2nd: Hm regardless of realism it should become visible for the overtaking culture/civ. That would give an additional boost to the importance of growing your culture and the Great Artist :)
 
What if when you laid a minefield, the improvements would stay, but the tile couldn't be worked. Also, minefields would cause unhappiness and sickness when laid near a city. A new promotion for militairy units could be Minesweeper, which would give the unit a chance of detecting the minefield from a space away. Marines and Mech. Infantry could lay down and clear the mines.
 
I like the idea of minefields.

They add an interesting strategic terrain element to the game. They should cause unhappiness and sickness to nearby cities and slow unit movement down considerably and also take 3-4 turns to clear.

I also believe "defensive lines" should be able to be built. Not like a fortress, but more bunkers, dragons teeth, barbed wire, trenches. That kind of thing. I dont see any reason why someone shouldnt have a defensive line on the border with their most agressive opponent, or even have something like the "atlantic wall" on their beaches to ward off enemy sea invasion.
 
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