Please bring back....

TM Moot

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What expired features/civs/leaders/units/etc.. do you want CivV to bring back.......

1. Leonardo's Workshop (civ 2 i think) - upgrades ALL units when the Wonder was completed, perhaps could come back as National Wonder?

2. Trade Caravans - did get abit micromanagementy, but hopefully the whole trade/commerce gameplay will get developed in CivV

3. Settlers joining existing cities - Population migration, happens in real life

4. Colonies - grabbing resources outside borders, really liked this feature

Any more?:)
 
Leo's workshop as a national wonder... You would want that one every game, every time, and then when the time comes upgrade every unit for free. That was and would be a horrible wonder, way too good. As a national wonder it would be just rediculous.

I liked the pyramids as a wonder that allowed for granaries in every city. I like it even more as it is right now, so I guess wonders that function like a certain building in every city is nice. Other than that I can think of no thing that was in the previous civs that was not in Civ IV.
 
What features/civs/leaders/units/etc.. do you want CivV to include.......

1. Leonardo's Workshop (civ 2 i think) - upgrades ALL units when the Wonder was completed, perhaps could come back as National Wonder?

2. Trade Caravans - did get abit micromanagementy, but hopefully the whole trade/commerce gameplay will get developed in CivV

3. Settlers joining existing cities - Population migration, happens in real life

4. Colonies - grabbing resources outside borders, really liked this feature

Any more?:)

1. That was overpowered.. (But I enjoyed that effect :))
2. Trades between cities shoud not be arbitrary. I want to choose where I trade.
But if computer automatically chooses the most profitable routes, then that's better.
3. Settlers from.. Where? If you meant settlers from city states or barbarians, I'm for it.
4. You mean colonies in CivIII, right? We had forts in CivIV for this function.
 
But aren't you restricted to building forts inside your borders? I personally would love to see a function like the colonies back in the game...
 
3. Settlers from.. Where? If you meant settlers from city states or barbarians, I'm for it.

i'm sure you could build a settler in one city then join it to another city which had an one-off population boost

4. You mean colonies in CivIII, right? We had forts in CivIV for this function.

not sure forts can be built outside borders, never tried though, so perhaps i'm wrong
 
Not so much necessarily bring back as simply change air combat. The old system was better than Civ 4's, though a completely new system would be better.

What would this new system be, you ask? I don't know, I don't make games, I just buy them!
 
1. Leonardo's Workshop (civ 2 i think) - upgrades ALL units when the Wonder was completed, perhaps could come back as National Wonder?

2. Trade Caravans - did get abit micromanagementy, but hopefully the whole trade/commerce gameplay will get developed in CivV

3. Settlers joining existing cities - Population migration, happens in real life

4. Colonies - grabbing resources outside borders, really liked this feature

1. No. A great wonder, that I always had up, via caravans, within a couple turns of getting the tech (which I beelined), but it is just too powerful. Even as a national wonder it gives whoever gets there early such a huge advantage.
The Pyramids and others that give all cities permanent structures are almost as bad. Stonehenge gets away with it because it is a very minor structure that expires fairly early.

2. Meh. Interesting, but tended to be tedious, it would need a simplified way to figure out where to send it. And DO NOT bring back the wonder boosting effects, we will have (Great Engineers or an equivalent) to do that.
Their food transferring could be very useful, though.

3. Not sure. It makes sense, but it really changes dynamics. You settle one food rich city and constantly transfer population to your production cities. It would at least require switching back to the building a settler costs a population, rather than just halting growth.

4. Yep that would be great. Just allow forts built outside of cultural boundaries (and possibly spread a small amount of culture).
 
i'm sure you could build a settler in one city then join it to another city which had an one-off population boost

I misunderstood. Sorry for my dumbness..
So you mean produced settlers should be able to join for city, right?
 
I'd like to see the Civ3 city improvements Coastal Fortress and SAM Missile Battery brought back, as well as the above mentioned Colonies (but don't you mean Outposts?), and Radar Towers (as a tile improvement), and also the Saltpeter resource. From Civ2 bring back the Alpine Troops (can we allow these to move onto Mountain tiles too... I mean hexes!?)
 
not sure forts can be built outside borders, never tried though, so perhaps i'm wrong

That's correct - forts are only useful for hooking-up resources inside your cultural border - in Civ3 there were Outposts that did the same function outside your cultural border.
 
I mistook again! Sorry for incorrect information.. :mischief:
I was confused because forts can bring resources out of border in mod I played.
 
That's correct - forts are only useful for hooking-up resources inside your cultural border - in Civ3 there were Outposts that did the same function outside your cultural border.

Outposts, that rings a bell, for some reason I always thought they were called colonies. Either way you 'settled' a worker on the resource. I liked the idea that you had to guard them and the connecting road otherwise you lost the outpost/colony to barbs or rivals. When it was your only source of copper, it made it very important!
 
I'd like to see the Civ3 city improvements Coastal Fortress and SAM Missile Battery brought back, as well as the above mentioned Colonies (but don't you mean Outposts?), and Radar Towers (as a tile improvement), and also the Saltpeter resource. From Civ2 bring back the Alpine Troops (can we allow these to move onto Mountain tiles too... I mean hexes!?)

I LOVE your stuff. Coastal Fortress is a shoe-in for my taste. The SAM Missile Battery was somewhat replaced by units but it should still be a city improvement. A ressource for gunpowder is great for strategy. Colonies/Outpost and Radar Towers, all things that must be back!
 
Leo's workshop was a neat but heavily overpowered wonder. Making it National won't help and will create an imbalance of power in favor of those civs in the tech lead.

Maybe if its effect is capped up to renaissance techs (so no free warrior to rifleman upgrade) and the 'free' part of the effect is changed to a choice between
a) Free 1-tier upgrade (e.g.: axeman to maceman). The upgrade will only be applied to the units if the needed resources for the upgrade are available (So if the player doesn't have access to iron, axes can't be upgraded for free)
b) Discount upgrade for 2-tier (or larger) upgrades. Again, the upgrade will be available only for units that have the right resources available (E.G.: Discount will be applied like 50% for tier 2, 20% for tier 3, etc.). "a)" Is included here.
c) Complete upgrade. Takes the discount for "b)" and for units without the needed resource it will allow the upgrade for the full cost of the upgrade (or maybe with a penalty %)

It can be brought back.
 
Wouldn't alpine troops just be infantry with the guerrilla and woodsman promotions? No need to make them a completely separate unit.
 
Leo's workshop was a neat but heavily overpowered wonder. Making it National won't help and will create an imbalance of power in favor of those civs in the tech lead.

Maybe if its effect is capped up to renaissance techs (so no free warrior to rifleman upgrade) and the 'free' part of the effect is changed to a choice between
a) Free 1-tier upgrade (e.g.: axeman to maceman). The upgrade will only be applied to the units if the needed resources for the upgrade are available (So if the player doesn't have access to iron, axes can't be upgraded for free)
b) Discount upgrade for 2-tier (or larger) upgrades. Again, the upgrade will be available only for units that have the right resources available (E.G.: Discount will be applied like 50% for tier 2, 20% for tier 3, etc.). "a)" Is included here.
c) Complete upgrade. Takes the discount for "b)" and for units without the needed resource it will allow the upgrade for the full cost of the upgrade (or maybe with a penalty %)

It can be brought back.

If I remember correctly (it's been a while since I played anything other than Civ IV), Leo's workshop was in Civ III in a similar way...it gave you like a 10-15% discount on all unit upgrades or something like that...if it was a wonder like that it would be great.
 
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