QES
Court Jester
Cosmopolitan/City-states(rename the civic)/Underground
Basic Idea:
That city buildings/rituals/units become the primary focus of the civs production rather than city tiles. In this - only the 1st ring around a city tile itself are workable, all other production is generated through buildings.
Seeking:
-Fun found in a different method of management of cities/space.
-Small pockets of territory rather than large spans.
-Fully functional and independent cities.
-Possibly Unique forms of transit/transport
Avoiding:
-Mirror of Kuirotates
-"Same Old" feeling
-Imbalance
Possible Method:
-Limit Workable Tiles to 1 ring outside of City (10 tiles total)
-List of completely new buildings - perhaps replacements for "all other" buildings which would Give directly what the origional buildings would enhance.
-Longer list of rituals (civ-specific)
-Small list of "repetable" building functions that are not units
OR
-Small lists of units that have fun 'sacrificial' abilities that function in a productive manner.
Unique Forms of Travel:
-Possibly invisible roads - that make units that travel along them invisible. This would have to be limited, so that it couldnt be spammed all over (unless specifically desired).
-Possibly upgradeable roads.
-More "unit-carriers:" including across land.
Unique Improvements:
Would still need workers to build improvements, including the standard.
-Traps - a small list of traps that look like other improvements but will harm/cause events to enemies. (Recon units shouldnt be fooled - and i'm not sure how to get the AI to be fooled, except by recon units - perhaps make them "invisible" with an additional "visible" graphic.)
-Hideouts/decoys: Look like standard improvments except provide no bonus and make units in the tile invisible.
-Improvement that generates Culture.
One Idea for A building:
Dwarven Tunnel System- (Dwarves only)
Allows all dwarven units in the city to paradrop within 4 spaces. (0% chance of interception, it's not through the air).
The dwarves use hidden tunnels to access anywhere within the city's domain. They cannot return to the city through the same methods however, for fear risking the locations of the secret exits.
Just a fledgling idea.
-Qes
Basic Idea:
That city buildings/rituals/units become the primary focus of the civs production rather than city tiles. In this - only the 1st ring around a city tile itself are workable, all other production is generated through buildings.
Seeking:
-Fun found in a different method of management of cities/space.
-Small pockets of territory rather than large spans.
-Fully functional and independent cities.
-Possibly Unique forms of transit/transport
Avoiding:
-Mirror of Kuirotates
-"Same Old" feeling
-Imbalance
Possible Method:
-Limit Workable Tiles to 1 ring outside of City (10 tiles total)
-List of completely new buildings - perhaps replacements for "all other" buildings which would Give directly what the origional buildings would enhance.
-Longer list of rituals (civ-specific)
-Small list of "repetable" building functions that are not units
OR
-Small lists of units that have fun 'sacrificial' abilities that function in a productive manner.
Unique Forms of Travel:
-Possibly invisible roads - that make units that travel along them invisible. This would have to be limited, so that it couldnt be spammed all over (unless specifically desired).
-Possibly upgradeable roads.
-More "unit-carriers:" including across land.
Unique Improvements:
Would still need workers to build improvements, including the standard.
-Traps - a small list of traps that look like other improvements but will harm/cause events to enemies. (Recon units shouldnt be fooled - and i'm not sure how to get the AI to be fooled, except by recon units - perhaps make them "invisible" with an additional "visible" graphic.)
-Hideouts/decoys: Look like standard improvments except provide no bonus and make units in the tile invisible.
-Improvement that generates Culture.
One Idea for A building:
Dwarven Tunnel System- (Dwarves only)
Allows all dwarven units in the city to paradrop within 4 spaces. (0% chance of interception, it's not through the air).
The dwarves use hidden tunnels to access anywhere within the city's domain. They cannot return to the city through the same methods however, for fear risking the locations of the secret exits.
Just a fledgling idea.
-Qes