DroopyTofu
Double Bass Double Bass
Sorry, I've been out of town for several days.
I agree with rysmiel that converting an entire civ is over simplify it. I actually like the idea of converting percentages of a city, and giving the missionaries upgrades. Converting different amounts of a cities population could take different amounts of turnsl. I've been on missionary trips. You don't just walk into the city and say "Convert to Christianity" and everyone falls to their knees praying.
I like this idea. It should take a modern age tech, like Industrialism or Rifling.I also wish you could give spies upgrades. Make it cost less esp. points, less chance of being caught, etc.
I greatly dislike this. It would require to much micro-managing and is to much like a Sim City game, or Civilization, Rise of Rome. This does remind me of a game I found on the Internet over the weekend. Check it out. http://www.addictinggames.com/imperium.html
I strongly agree here. One thing, having a wall should provide a defensive bonus to the unit on the other side(just to be clear, you can attack with no penalty from your own wall), and the def. bonus can be taken away by seige units(like normal walls on a city). The walls do not take up the entire tile. They are like rivers and only go between tiles.
Like I said earlier, to much micro-managing, and to confusing. Try Imperium.
OK. I like this. Is this going with your idea of doctors?
Feel free to comment on any ideas I suggested!
I have a couple of for a massive redesigning for Civ5. Get your guns, and get ready to shoot them down.
First: Just got BTS, and played the religious mod, loved it, and would like to see inquisitiors into regular gameplay. Once you've gotten a civ to convert, you can make an inquisition in thier capital city, and that will erase all other religions from their lands. Or, another option could be to send a missionairy to their capital, and get it spread, then an inquistion spreads it to all other cities.
I agree with rysmiel that converting an entire civ is over simplify it. I actually like the idea of converting percentages of a city, and giving the missionaries upgrades. Converting different amounts of a cities population could take different amounts of turnsl. I've been on missionary trips. You don't just walk into the city and say "Convert to Christianity" and everyone falls to their knees praying.
Spies can assissinate. If successful a spy can assassinate a unit on the same tile, a great person, or a great specialist.
I like this idea. It should take a modern age tech, like Industrialism or Rifling.I also wish you could give spies upgrades. Make it cost less esp. points, less chance of being caught, etc.
Rework the city system. Instead of building your city, then dotting the landscape with "terraforming" (used loosely), build a camp, and build your city improvements in the city territory. Each city has an influence border, and if engulfs the city center of another city, it becomes a state, and all improvements help both cities. The closer to the center something is built, the more effectively it works. Banks, barracks, granaries, etc. take one tile. Wonders take 4. They generate "x effects" per citizen, minus distance from city center, for all cities governing it. (Remember, if its a state, both cities govern it, but one is controlling). You can build multiple buildings in the same city.
I greatly dislike this. It would require to much micro-managing and is to much like a Sim City game, or Civilization, Rise of Rome. This does remind me of a game I found on the Internet over the weekend. Check it out. http://www.addictinggames.com/imperium.html
Walls have to be built tile by tile. Each tile has HP that increases the longer it stands. An attacking unit hits one time, in an effort to break them. A defending unit on the wall must be killed before damage is done to the wall directly. Taking the city center takes the whole city. If its a state capital, taking it takes the state. If its a civ capital, taking it takes the whole civ. All defending civs are still in play as long as resistance is still going on in at least one city.
I strongly agree here. One thing, having a wall should provide a defensive bonus to the unit on the other side(just to be clear, you can attack with no penalty from your own wall), and the def. bonus can be taken away by seige units(like normal walls on a city). The walls do not take up the entire tile. They are like rivers and only go between tiles.
Workers and units are generated in the city center. Workers generate a certain number of hammers, depending on the city they were generated in-current status. This would allow truly specialized cities.
Farms rotate yields. Medium, High, Medium, Low, each turn. Graineries store excess foods and food resources. One unit of food supplies 10 people, or 1 person 10 turns. Each resource has a storage facility. That way, if you get more than you use, either from harvesting the resource or trade, you can store surpluses. When you trade, you trade certain amounts, and they have a market value according to scarity. If corn is very plentiful, but you don't have any, you could buy it at 1 per unit per turn. Aluminum could be one tenth as plentiful and cost 10 per unit per turn.
Like I said earlier, to much micro-managing, and to confusing. Try Imperium.
Anger and sickness build. Once you start getting more of those then happiness and health, respectively, you start fostering revolt and plague. Having one city with plague or revolt causes anger in other cities. Plagues can spread via trade routes at a certain pace, and can infect other cities and units.
OK. I like this. Is this going with your idea of doctors?
Feel free to comment on any ideas I suggested!