New unit ability/wonder ability request thread

I got this idea while playin DayTrader by Monte Cristo Games...

Once I though about it, the game has most of the numbers already in place...

Explanation:
Resources start as usuall with you, or the leader of a nation, being the only person able to trade them to other nations. Then lets say you build Wall Street, You have just opened up the ability to trade stocks of companies that control your resources. Let's say we use button F12 to go the Stocks & Bonds Screen. You are initially able to decide what "Federal Interest Rate" will you set, with the National Bank Small Wonder, what stocks to buy and sell using your Bank of (Nation).

All Stocks are in integers (no fractions), and pricing is based on the factors described in your demographic section, especially on Literacy (Simulates your population's ability to educate themselves on stocks & companies), GNP(Affects a nations stock price), Mfg Goods (Simulates your nations ability for economic recovery), and Productivity (Simulates your population's individual wealth)

Stocks are grouped by resource with, say, 2 companies per resource for domestic competition, and all other nation's companies that have the Wall Street Wonder built are included in this listing with colors to denote nationality.

Additional Wonders:
National Bank - Allows for a Bank of (Nation), under your control, to exist in the listing and buy stock in multiple companies, but never two in the same resource listing AND the same Nation. This also allows for a Dow Jones listing that is directly related to your GNP rate of increase. These corporations exist under a listing titled Trust Fund. Think of it as investing in multiple companies at once, but without as much risk.

Open Money Market - Allows for a listing to open up titled, Money Market. This would allow you to directly invest into a nations treasury (kinda like a Lump Sum gift), and gain interest off the rate of increase in that nations GNP.

If you got more ideas for Wonders based on this post it...

Bank improvement would act as a National Bank, but it wouldn't be under your control.

Anyway, all trades are done per turn, and thats not where it ends...

You now have the ability to put sanctions or whole embargoes on a nation's trade system, basically dropping their nation's companies' stock prices. You can levy tariffs, to increase your nation's own Stock prices, or drop them to increase foreign market stocks. You could have special allowances for certain nations to increase diplomatic bonds and Alliances.

Neutrals in World Wars are able to aid different sides without any physical fighting involved (YET!). Aid to 1 belegerant WILL piss the other off! Neutral nations in WW2 scenarios now have a porpose and goal in these scenarios.

Luxuries effectiveness is affected by their stock price. If a Domestic Luxury's price increases then its effectiveness increases, and opposite for a price fall. Foreign Luxury prices would be equally affected, but if a Luxury is already held in the Nation it's affecting, then their wouldn't be an efectiveness change. This would simulate Name-Brand purchases that are made by your population.

There would be improvements in each city that would use two, three, or four resources to produce a unique, unmapped resource.

Example:
Nuclear Plant: Produces Electricity (Resource avail. only to city)
Oil Refinery(I know, Some1 made it): Uses Electricity & Oil to produce Plastics, Gasoline, and Jet Fuel

Each Improvement would also create a company stock listing and would also put the resource up for trade(Except when specified). This would then allow for Bank of (Nation) to control whole areas of industry and increase its stock price.

Strategic Resources, and Luxuries would be acquired by a nation striking a deal through its Bank of (Nation). to the company holding the desired resource, in a fashion much like the diplomacy screen. You could also buy stock majority and gain the resource outright. This is fesible because some companies were helping Nazi-Germany in pre-WW2 era.

Coupled with my Trade Units/Improvements idea, the companies would be the ones controlling the trade units and they would be built & moved on their own. You would just direct where to build it, which decides the trade route that you have to protect ;)

This would allow a companies stock to rise sharply if it suddenly had opened alot of trade routes up, and therefore built and owned more trade units.

In the end, if you play it right, you could control more companies than your nation has then your country could have a bull economy that fuels your treasury to build units & improvements. Also the opens up the possibility for an Economic Leverage Win condition, and allows for a more drawn out game that is more unpredictable.

Anyone up for an Economic War?

This Idea is probably a long shot, seeing the amount of code that would be needed, but I thought I put it out there.
 
Battles should have a less predictable outcome, this is one way to do it.
If you had 10 infantry attacking a city that had 5 infantry defending as it is now, each attacking unit would fight and die one by one while the defender always puts forth its strongest unit until one side has no more units. What i am suggesting is have each unit fire ONCE in turn (attacking and defending) and deliver the damage out to the units randomly ( point by point).

this would greatly increase the unpredictablity of the fight and make attacking in force a more interesting tactic. The advantages of this would benifit both defender and attacker the same way.

it would create a ton of possabilities and open the door for other things such as :

-AT units that while fighting under my set up could have there "shots" directed at any armor units in the stack

- Machine gunners could have there "shots" directed at "infantry units" in the stack.


the target armor or target infantry could be set in the editer.

I have not read ALL posts in this thread and am sorry if this idea has already been posted.



SAVARD.
 
Modification of the army unit to allow it to be loaded and unloaded when upgrading the component units would be nice. I'd also like to see a mod to the army to allow a "combined arms army". For instance an army of one Hoplite and two swordsmen would defend, when attacked, as a Hoplite (3) until it had taken damage equal to the Hoplite's HP. It would then defend as a swordsman (2). During attack it would attack as a swordsman until HP's equal to the swordsmen had been lost, then it attacks as a Hoplite. I'm not sure how the current army work in such a situation so this may be off the point. :sniper:

I also like the old Civ II ability to trade units with other civs. This allows depth of play. You can truly fight a war by proxy.

Trading food between cities is also, as mentioned before, a good mod. Trading shields would also be useful. I've seen mods where you can build a "merchant" that is essentially a storage device for shields that can be moved around and dumped into projects.:jump:
 
Hello all,

I'm currently working on a fantasy mod, and I need some more units. I'm not good at graphics myself, so maybe some of you can help:

I need:

1) (most important) a fire elemental
2) an orcish worker
3) other elementals (earth, water, air)

Thanks in advance...

Jegron
 
I've got a LONG list of things that would be nice to enrich game play.

Government Ordinances

It would be nice if you could choose laws and bills to enact that would cost so much gold to enforce per turn. These ordinances could promote happiness among citizens, promote businesses within cities (which, in turn, would bring more revenue), ect.

Rewards (or punishment) for citizen's work

In the real world, we all get wages for our work. If we work hard enough, we might get a raise or promotion. This would be nice to have in the game, but it would have to be different depending upon the government (for example, in a Comunistic government, everyone gets paid the same, so a raise wouldn't seem logical, so perhaps a position within the city government, for example, would be a good benifit). As for punishment, for a despotism, you could whip the citizens with the chance of angering the citizens or killing the citizen, or both. These could be hazards of these governments.

Also, it would be nice to have an auto reward/punish option in the governor's screen.

Emigration, or Immigration

This also happens. Let's face it, if you're at a job that's not paying you too much, and another company offered you a job in the same area that's offering you more money, then, doesn't it seem logical that you'd take the second job? This would be nice to have in Civilization. It would be nice to see the citizens move, too (just my personal opinion). This would be nice between countries too, but that leads to my next suggestion.

Border patrols

You have to have some way to keep your citizens yours. These can prohibit travel to other civilizations (withbout a visa, of course) and keep other civilizations from culturally absorbing these strongholds. It would be neat to see a barbed wire fence along borders.

To keep from being too lengthy, I'll stop here. If you guys like these idewas and want to hear more, I'm willing to put on more or expound into greater detail on my ideas.
 
Alot of people have been wondering how we could use monk, priest, shaman etc units in the game. Some have suggested an AoE style monk that converts other units, but I never found that quite representative of their role.

But in Civ3, we actually have a perfect opportunity, and something that the game desperatly needs as well ....

A unit that gives a bonus against culture flip, gives a bonus to troops stationed to deal with resistors, and helps assimilate foreign citizens faster!

Priests (or whatever) would do these things, but they would not have any offensive/defensive capability. They would be a special use unit, sort of like workers or settlers. Or perhaps a defense of 1, since they couldn't be captured.

In different eras or perhaps under different governments they could be represented differently, for instance, under despotism, they could be shamans, under communism they might be commissars, in a monarchy they would be priests, etc etc

Any thoughts??
 
I've got another unit ability request. Canals!!!! My workers can't build canals!! :mad:

It would be really cool if workers could build canals (though I would suggest that the time/workerpower required to build them would be huge)
 
I would truly like to see a unit that can go even if it is just on the outside squares to get picked up by ship- a real amphibian idea for things such as the Army Duck.

Also I would like to see the ability to transport transports around. Do Fixaris think it is realistic to not be able to transport these units? How do they think that these units get to the battle field?

Also I would like to see a unit ability where units such as paratroopers have a certain randomly calculated bonus based on surprise.

Also I would like to see an extra sub put in maybe that is capable of loading in normal cruise missiles for firing.

Also the ability to have a naval attack plane with missiles that are only truely effective against ships.

Something like a satelite that once you put it into place, other units of any nationality could move underneath but only certain units could attack it. This would make modern warfare more realistic.

That's all for now.
 
Is real need it a canal to move naval vessel where u need them real quick like real life. And it should be a civil war too like in civ2 when u goverment goes to civil war.And last but no least trade system like guns trade, and units or selling units to tother countries or something like that

this 3 ideas I send it to firaxis even way before they reales ptw so maybe in the conquest version they added, ah I allmos forgot ney tipe of units, Helicopters
 
Auto-Retreat

Units in combat may automatically retreat if losing a fight (i.e. unit does not need faster movement to retreat but if movement is equal to enemy, enemy unit gets a "free shot" as attacker disengages).
A unit's ability to retreat means that not all combat is final thus an attacker does not risk all when attacking. Prevents sturdy defender from eliminating every unit that attacks.
[Note: This requires alteration of present "Can Retreat" unit flag.]


Surrender

Units in combat may surrender depending on:
- civ score of owner (player's leadership)
- total number of owner's units
- treasury (army wage)
- number of discontent citizens in owner's cities
- government of owner civ
- strenght (ADM) and number of enemy units
A unit's ability to surrender gives incentive to a civ to be superior in more than just the size of its armies but in leadership as well. It should be noted that when units in a city surrender, the city is captured. Stacked units decrease chances of surrender (strength in numbers increases moral). To be precise: the only thing better than victory is victory without loss. This would add character to combat aside from mimicing reality.
 
Are you sure the people from Firaxis are going to pay much attention to this thread, assuming they even know it exists?

If I were a game developer working on Civ3, this would be my first stop to get new ideas. But Firaxis doesn't seem to interested in ideas that are beyond a very limited scope, and even then the chances that those ideas would be incorperated into the game seem awfully low considering the lack of progress on Civ3 that's been done in the past.

Here's hoping.

Oh right, a request. How about getting Firaxis to hand over the rights to Civ3 to Civfanatics!
 
I think a major improvement would be the added skills for Workers to be able to build Bridges across 1 cell of water to another landmass as well as creating a 1 cell Canal across an isthmus.
 
I would also like to see the ability to have land and sea units that are able to have air superiority and still be land or sea units. Maybe this could be called SAM missile ability. What do people reckon? This could totally revolutionise the game in the later stages. Also I would like to see the ability to have a wonder that gives each civilisation another unique unit when it was built.
 
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