New unit ability/wonder ability request thread

-Bombardment values for improvements

You can flag bombard defence, defence, air- and naval power, but not give an improvement a bombardment value.. It would be nice to be able to build immobile, fortified artillery batteries in strategically important cities. They should also be given a bombardment defence value to represent the concrete casemates that protect the guns.

This kind of fortifications have been used pretty much since the cannon was developed and accepted in to common use. During both World Wars all sides built them when ever needed, most notably the french Maginot-line and the German Siegfried-line
facing each other, and also Hitlers dillusional image of the "Fortress Europe" and the Atlantic Wall that was supposed to cover whole Europian coast. (which it did not, naturally..)

Anyway, I think it should be called "Stronghold", or sumfing and given a reasonably high shields/maintance cost so would not even want to build it but in few cities only. It should also require barracks, I think (the garrison manning the guns).

Does it make any sense? :confused:
 
Diplomacy Option

Civ 2 let you give military units as gifts. Imagine helping out a friend by giving them 10 tanks to attack with or 10 mech infantry units to defend with.

Naval Fleet

Ability to load ships into a "fleet" just like an army but in the water.
 
I'd like to see a Satyagrahi unit , or at least an option in the unit editor so that if a unit is killed it increases the war weariness of either the unit civ or the civ of the killer. I know this is moving very close to an "event" like in Civ2.... but that is okay. Already, with PTW, the death of a King or Princess unit causes a game event.

I don't care if its the India UU, but to be truer to the full scope of history, and since this game is called Civilization and not "Uncivilized", there should be some reflection of the impact of anti-war, civilized groups and their impact on civilization. Gandhi had a gigantic impact on the West, just as MLKing had on the US, and these things should be in a game called Civilization.

And of course events and more diplomatic options. Like someone said, this game still hasn't caught up with Civ2 in those respects. Its sad that there is a thread here to debate whether SMAC or Civ3 is the better game. Civ3 should have been made with the strong features of SMAC added to Civ2 and then some. Instead, we are waiting (hoping) Civ3 will one day catch up to those old games in a lot of their features.
 
I have a few suggestions to add to this thread, the first intended not particularly for scenario design, but rather for general gameplay. The other two are for scenario/mod design.

Artillery Wars:

The general idea of artillery wars is, like in SMAC, having a situation where a bombarding unit attacks a square containing an enemy bombarding unit. I picture it as going something like this:

1) First, a cannon (in a square with an escort) fires an artillery shot at an enemy square (with an enemy cannon and escort).
2) The shot either fails to hit anything, hits the enemy cannon, or hits the enemy escort. Regardless of the outcome (unless the hit to the enemy cannon kills the cannon) the enemy cannon automatically fires back.
3) The shot, again, either fails to hit anything, hits your cannon, or hits the cannon's escort. The cannon, if not destroyed, fires back.
4) Repeat 2 and 3 until one of the cannons are destroyed

To do this I would recommend giving artillery hit-points for these kind of battles, even though they can still be captured.

Years-Turns:

The scenario editor for Civ 3 lacks the crucial feature of being able to set the initial date, and the years to turn ratio for various game segments, as well as setting an ending date (I do not have PTW, so if it has this ability, n/m).

War Weariness:

An option in the editor allowing you to give a government the characteristic of negative war weariness would be quite useful in a number of situations. For example, if someone was making a post-apocalyptic scenario and wished to develop a neo-spartan or militaristic government, this would be quite a useful feature.
 
I would like to see the ability to set a Stealth ratio, as well as reliability of the equipment and see the computer randomly compute this into the battle figures, as the planes and some equipment especially in the early industrial era was less reliable. Also the ability for technologies that boost reliability. Also the ability to set a randomly assigned "surprise" value for units such as marines or paratroopers which means that if the figure comes out equal to or greater than that value, they have achieved the element of surprise. Good ideas?
 
I would like to see an option to give combat defense & or attack bonuses to units fighting in a certain terrain. For ex. you create a mountain infantry unit, it gets 50% def bonus in a mountain & a 50% attack bonus attacking into a mountain.
 
I would like to see damage ratios and improvements around that basis for cities. It looks kind of stupid to have bombed a city and still have it look like it is still upright and intact (especially after a nuclear weapon). This could lead to the ability to create new classes of weapons such as Golden Eye and Icarius at the time of satilites.
 
A worker action that would allow canals to be built, these would still be like artificial rivers that ships could use to cross SINGLE tiles of terrain but not impede that travel of land units accros the same tile. It would have to be a technology of the late industrial erra or early technological erra as that is the time that we as a people first started to be able to build them.

I knwo everyone has had the problem where they have this super continent that narrows to a single tile wide but spans the whole map, in order to move ships you have to go all the way around, or build a city on the tile that would like the oceans.

It could be like a colony but just for the movement of ships, that way it could only be used by the civ that built it or is in 'control' of it, presumably through military or diplomatic conquest.
 
Ship Fleets (A further sudjestion)

The ship fleets sudjestion could be accomplished through the use of a Flag Ship unit. This would be similar the the Army unit. Again, like the Army unit it could only be built in a city that has a certain small wonder improvement like a special Naval Yard or something.

We know that we can 'load' units onto ships because we can put missiles in subs and planes on carriers.

The only problem would be that the individual units would have to keep there specific special abilities, such as the afformentioned carriers loading aircraft, and subs loading ICBM's and being 'stealth'.
 
Why can't Aegis cruisers provide air cover against aircrafts? This was available in CivII! Aegis systems are supposed to be primarily used for AA jobs right?Do anybody have a mod Aegis? The Civ Editor was useless in this case.
 
I really would like to see those options allowing you to choose what type of the unit you want to build and having it cost accordingly as Militia of some kind were still being deployed during the American Civil War albeit with rifles instead of mattocks and picks.
 
alcoholism, drug addiction, and pornography...just a few concepts that could be interpreted in the the whole scheme of a city.

then there's sports, music, cinema.......etc
 
useing railroads as a new type of movment would be good. you could build rail guns, rail transports, and cargo trains (for trade routes).
but to be conected to the rail net a city would have to have a rail yard (improvment avilable after researching steam power). you could also hook rail units up.
units: steamer: 0/3/3 cost: 75 carries: - reqires: Coal, Iron, steam power
road-swichter: 0/5/4 cost: 90 carries: - reqires: Oil, Aluminum, combustion
bullet: 0/5/9 cost: 160 carries: 1 reqires: Uranium, Aluminum, rocketry
passanger car: 0/2/0 cost: 110 carries: 2 reqires: Wine, steam power
superliner: 0/2/0 cost: 130 carries: 4 reqires: Wine, rocketry
WWI railgun: 6/3/0 cost: 90 carries: - reqires: Iron, Saltpeter, steam power
WWII railgun: 9/7/0 cost: 110 carries: - reqires: Iron, saltpeter, combustion
missle car: 11/9/0 cost: 170 carries: - reqires: Uranium, Aluminum, rocketry
 
It's not as specific as requested, so I'll keep it short:

SMAC-style unit automation would be great!! :thumbsup:


This would:

Make workers, settlers and explorers move around protected.

Make offensive units patrol in peacetime, attack in wartime.

Make units use air or naval transport to go where they are needed.

Avoid having lots of units in fortify or sentry mode just to relieve the player from skipping them during peacetime. It's so easy to forget some of them, and where they are.


This should be provided by Firaxis, since it's up to the player to use it or not.
 
Make boats have the ability to go up rivers.. That would be awsome..
 
1. I would like to make in-game modifications to my landscape therefore I'd like
the worker unit to have the rise/lower terrain
wouldn't mind to have it quite late in the game and/or make the cost of such modification very steep

2. another idea is the ability to hurry workers like
sarifice a worker to clear the jungle in one turn
despotism/communism would seem adequate govs perhaps; sometimes I get so many workers from the AI provoked combat that I'd like to spend them with a purpose

3. the ability of workers to
span masses of land through bridges
again, this could work late in the game and be costly, also span a very short distance like one tile max - this could really make a difference by globalizing resources not available on your homeland territory or extending the effect of some Great Wonders
 
yep, other than the immobile colony/oil rig

especially in the rest 80%+ of the unused water tiles; whales, fish and other custom water-based resources cannot be harvested in any other means than directly from the city radius - and sometimes this is not enough

fishing vessel or commercial vessel

the unit should be mobile (other than an oil rig) and transport food/shields/gold to a designated city

BTW, this could make an interesting "Cod Wars" scenario

also, lately I've had an idea about a generic luxury, one that any civ may have because every civ has a coast. I've designed pearls with a beautiful set of icons, modified the mod and placed them on the coast only to discover in the game that I'm not able to build a road on water! Well, maybe I'm not a very religious civ after all...
:blush: BOOOOOOO
 
There should be a para-military low-cost, low-stat unit able to calm down unhappy citizens' mood so I propose two new flags:

calm citizens like a civilian police unit when I don't want to convert citizens to entertainers or in resisting cities
1 unhappy->1 content

qell uprising for a semi-Great-Leader unit or genrically given to a Great Leader (better idea) so that Great Leaders have more peacetime usability
3 unhappy->3 content

so often I produce a Great Leader only to make him fiddle around in the city 100+ turns waiting for his 5 minutes, either to make an army of tanks to win once and enable me to construct an Academy late in the game or to hurry up construction (should be called a Great Engineer then - has no sense to me); but IMHO a GL should rise up to his name and be able to focus people in a revolting city, so that he could be moved whenever need arises to Greatly Lead etc.
 
an finally

a government-specific unit flag

although it has already been said on this thread I shall repeat it again to concur with all of my predecessors
 
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