Other Ideas

Pterradon

Chieftain
Joined
Sep 23, 2009
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Chemistry (allows flaming arrows or siege attack bonus).
Ballistics (siege range accuracy).
Wheel Barrow upgraded to Hand Cart (Increases Economic Production).
Masonry upgraded to Architecture (probably already in the game).
Siege Engineers (extra range on siege).
*Rocketry (extra range on cannons).
Loom (stronger workers - more HP).
*Supremacy (more worker hit points added).
*Perfusion (3 Infantry created at barracks instead on 1 per turn).
Murder Holes (Castles and Towers fire Arrows - built by workers can garrison workers).
Out Post ( +3 line of sight ) upgraded to Guard Tower / upgraded to Keep.
*Bombard Towers ( For gun Powerder civilizations - Adds more defense to cities).
Monks ( Can convert Spies into your armies adds defense against espinoge) -
Spies can be upgraded to Ninjas though not all civilizations can upgrade to Ninjas, but all civilizations can create Monks.




These ideas can be changed to fit the game play and enhance the game ballence more.

More info about Monks well they can convert Spies and imprison them once you build a prison to increase commerce to your city this helps as well as making the enemy think twice about sending spies as i see them more of a gamble to create anyways.

Monks can Imprison Spies about the same as he can capture relics in a city after you taken a city hostage.

Spies should be able to steal relics from unguarded cities this is why having Monks in play ballences the game play to a point they can also become peremedics in battle. They can heal and convert in range, but adjusting them to the game helps out with the technology unballence defficiencies more.

And can only convert in range every somany turns and heals so many combat units so many hit points per turn when not healing or converting or moving.

Relics come with every Monastry built in each city and every founded religion gives Monks extra upgrades for each religion founded per city.

Monks can only be created at Monastries similar to infantry military units.

So Monks are basically Anti-Spy units while Spies or Ninjas can still be apart of the game, Ninja is a upgraded Spy.

Monks can cost tax just like military units untill you found a religion they go down in cost once you build a Temple and can generate commerence the more you capture relics or imprison spies and are upgraded depending the religion founded in each city.

So they generate commerce 2 ways and act as peramedics and combat units.
This is a good idea to add to the game to help bring more ballance and stability.
Relics only Monks, Spies or Ninjas can move these items on the map and place them in any Monastry. Placing them in your cities Monastry increases commerce the more relics the more commerce.

I think it would require more of an economic boost anyways.

Here is other technologies to add.

*Anarchy ( gives -2 relations to diplomatic stance, but increases barracks military output creations for infantry ).
*Crenelations ( Garrison Workers fire arrows from all Towers not named Bombard Towers ).
*Yeomen ( Bowmen +1 Range ).


Some of these are civilization unique technologies the ones with the * next to them.

Towers can be built anywhere outside the city by Workers.

*Berserkergang ( Berserkers regenrate HP's themselves no monks needed ).


I'm thinking all civilizations should have a unique technology you recieve for free after a certain age.

Some Ages to add to the Mix.

Castle or Stone Age (might already be in game) - This age can give Wheel Barrow for free technology and enables workers to build Castles; the more workers the faster it's built.
Imperial Age - can give Hand Cart technology for free and enables Workers to build Forts. Forts upgrade from Castle and are better-stronger.


You can advance to an Age, but each age requires turns for instance Castle Age would require somany Turns not much, but after you hit that paticular age an economic boost with a technology will be given for free like Castle Age is Wheel Barrow and is a indicator to how strong your economy is. Imperial Age same thing except Wheel Barrow upgrades to Hand Cart. Then after those 2 should be the next ages that follow each Age should give a free technology and a specific age gives you the unique technology.

Or Relics can generate Gold like so many gold per turn instead of commerce what ever you prefer; if you have 9 relics then 9 gold every 5 turns will be given, if you have 3 then 3 will be given every 5 turns.


Anyways, just some ideas by giving a better variety and mix as to how you would want your civilization to develope as it unfolds instead of just playing with what you recieve from the beginning and the adjustments should speed the game up some and provide ballance or atleast buy time as well and provides new fetures like stockpile resources adds up everything and stock piles them automatically after somany turns similar to gold this way trading is boosted as well and these resources can help repair damaged cities as an example or provide abundance to cities that can be sold for gold or is taxed instead like resources with trading post can tax a civilization for the resources.
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So What do i got so far.

-Each Civilization now recieves new Unique Technology.
-More Ages with free economic technologies (Boost Economy).
-Added new Monk units.
-Relics generate Gold or Commerce which ever one you prefer.
-Spies upgraded to Ninjas.
-Markets trade resources for additional Tax benifits taxed to other civilizations and requires Trading post to build; based on the abundance of total stock pile for every resource.
-Workers can build Castles or Forts outside cities and technology can provide them garrison attack bonuses same with Towers requires somany Stone resources for Castles, Forts; Stone and Wood for Towers; Stone and Gold for Bombard towers. Only certain civilizations can build bombard towers after a certain age (Spanish, Byzantines, Ottomans etc.

-No need for more civilizations as the civilizations can research all the same technolgies. This should give you a better option to play as the game unfolds based on what the map looks like and the enemy instead of what it gives you in the beginning. Kinda like age of empires 3 where home cities can research any technology then discard unwanted technologies as the game unfolds and this can provide strategy and speed the game up.

Monks can imprison spies after Jail is built and provide commerce or can be traded off for extra resources to another civilization; imprisoned spies generate extra comerce the more imrpisoned the more commerce; Monks can be created at Monastries and is taxed similar to Units.

-Relics provide gold after somany turns; the more relics the more Gold; Only monks and spies can move them from one monastry or another.

-Ninjas can steal Relics from unguarded Cities; but must be careful about being converted by Monks; Ninja has additional Stealth.


as you noticed this is mostly added fetures and ideas to imrpove game play instead with very little technology upgrade ideas so far.


To be continued....
 
Yea thats what i thought, but was thinking it could still be modified some what to fit a turn base game with maybe an aditional advisor to create bigger armies at times with a mathmatical feature to use up stock piled resources instead of creating a unit every turn lets say units cost resources instead to create and must fit with the tax code to support before you create them in abundances again speeding up the game some what, but still is functional in a turn base state of mind lol.


This is what i was talking about with the Market it stock piles resources in a seperate advisor and resources can be added.

We know there is Food.

Lets think Cavalry now lets say you want to create 10 Knights in 1 turn, then it would cost you lets say Food and What ever gold an example, then the advisor lets you pick a list of how many you want to create based on the tax code it supports and does the math automatically and subtract the resources from your stock pile and bam you have 10 knights.
 
I like your ideas, except:

Anarchy ( gives -2 relations to diplomatic stance, but increases barracks military output creations for infantry ).
Anarchy would be a civic, not a tech, so the players could choose if they want -2 diplo for better units.

I'm thinking all civilizations should have a unique technology you recieve for free after a certain age.
That's too diffacult for a civ, but how about your tech has to do with your resources, your leader's traits, your civ's power and culture. That way if your unique tech has to do with riding, and you have no horses, but you have Iron and alot of woods, you could get possibly ambush techs, which brings me to this:
-Ambush (my idea) You can promote a unit to ambush enemies in the woods to get a bonus of like first strikes or something, but they will get a large penalty if they are detected.

I think that spies should upgrade from monks/ninjas and do both protect and steal relics.

Monks can only be created at Monastries similar to infantry military units.
Infantry arn't made at monastaries, buddy.
 
What i meant is monks are created at monastries the same way infantry would be created from barracks.
 
Most AOE techs don't fit CIV dynamics (the technologies in CIV are 'bigger' in influence). Maybe for scenarios.
 
That is what is currently in the game, however, just with the name of missionaries instead of monks.

Monks woulden't spread religion, they would protect relics.

However, that whole concept didn't exist in real life, and it would be great in a mod, but not for the game...


@pterradon You copied most of these Ideas from another fourm that you did't post most of these....
 
They do look like nice ideas.
 
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