cottoncandy
Chieftain
- Joined
- Sep 10, 2005
- Messages
- 5
'Lo all! I've read the thread, and I must say, this all sounds awesome. I figured I'd throw in a couple of cents as well, for your consideration. 
1) The thing that scares me the most about this, is a player creating an army of ancient/classical type soldier dudes and conquering the world. With such an outstanding number of turns, I'm sure the number one problem will be to actually keep the game going so long. The AI will try and conquer, I'm sure, and so will many players! World Conquest before the AD might become the norm, unless something's done.
An idea is to make conquering civilizations harder. My biggest pet peeve about Civ4 is that it seems to me that everytime you lose a war, you lose the game. The end. The AI gives you a beating, and you can no longer fight the war? Good chance is you're just gonna have to reload, 'cuz it's over for you.
You could counter this, by making every city you capture a significant gain, but not a game killer for the victim. You also have to make it so that the player can't just march in and take 20 cities in one war! Captured cities should need to be garrisoned, or face the risk of open revolt. Resistance in the city should last for a good long time as well, so capturing an enemy city should require some thought.
This'll make the player think more about his conquests and make wars more realistic. Player A attacks player B, conquers two cities, and then a peace treaty is signed, both because player A can't really go on until he's silenced the resistance, and because player B's army obviously isn't up for the task of defending his cities properly.
Not to mention, this'll let the game last longer into the future! =)
2) Players should not be able to build armies without having the proper facilities. All towns should be able to build garrison and militia units. Garrisons being cheap defensive units, and militia being even cheaper buffer units (3 militias can keep 2 riflemen from taking a city for at least ONE turn, they only get two attacks). The most ancient units might be excempt (sp?) from this; warriors and spearmen, that is. Swordmen might require forges, galleys would need harbours, destroyers would need dry-docks, fighters would need airplane factories, tanks would need vehicle/tank factories and so on.
This is to make a bigger difference between cities, stragetically. Tokyo might be targetted by an attack instead of Osaka, because Tokyo can build bombers; which just so happen to be bugging the living daylights out of your troops. In comparison, you might station three riflemen in Essex, but only one in Hampshire because Essex is the only city you have so far that can build riflemen.
Again, with the whole 'harder conquest' ideas, this would mean that a player capturing a military heavy city would be more than happy about his gains (and his enemy would be even more eager to build up an army and try to take it back). So maybe we'd not only see wars over resources, but wars over key industrial cities!
3) My advice is to have as few as possible empty techs! All techs should do SOMETHING for the player; even if they're minimal. If you decide to go for the idea of needing specific structures for specific units, it shouldn't be too hard. Split the 'tank' tech into tank factories and tanks. That's two happy-go-lucky techs. =)
4) Since the game stretches so far out, an idea could be to have different variations of each unit. Especially in the modern age, you seem to jump from 20 strength units, to 28, and suddenly, whoa, 40. I always felt the player needed something in between, which gave me an idea; have up to 3 different versions of some units. An example;
Early tanks < Tanks < Late tanks
/
Early Modern Tanks < Modern Tanks < Late Modern Tanks.
Differences would be purely numerical; greater strength, movement, possibly different starting promotions. I'm sure you get the idea. =)
5) New units. One idea being CAS airplanes. Those would be early fighter-types with a smaller range, but with 50% to 100% bonuses against armored units and artillery. These things had a huge impact in WW2, and I think they should be in Civ.
6) More stragetic resources. I'd like to see rubber, and various old-age type stuff. Bamboo might be required for certain types of spearmen, stone might be required to build any types of wall at all and wood should definately be in. Fluff as required. =)
(Though wood might be kinda of weird. You'd have forests, and then you'd have.. uh.. forests?? Double weird if you'd have forests in the forests.)
I think that's about it right now. These are just suggestions! I'm sure at least half of these are bad ideas, but hey.
I'd rather offer bad ideas, than no ideas at all.

1) The thing that scares me the most about this, is a player creating an army of ancient/classical type soldier dudes and conquering the world. With such an outstanding number of turns, I'm sure the number one problem will be to actually keep the game going so long. The AI will try and conquer, I'm sure, and so will many players! World Conquest before the AD might become the norm, unless something's done.
An idea is to make conquering civilizations harder. My biggest pet peeve about Civ4 is that it seems to me that everytime you lose a war, you lose the game. The end. The AI gives you a beating, and you can no longer fight the war? Good chance is you're just gonna have to reload, 'cuz it's over for you.
You could counter this, by making every city you capture a significant gain, but not a game killer for the victim. You also have to make it so that the player can't just march in and take 20 cities in one war! Captured cities should need to be garrisoned, or face the risk of open revolt. Resistance in the city should last for a good long time as well, so capturing an enemy city should require some thought.
This'll make the player think more about his conquests and make wars more realistic. Player A attacks player B, conquers two cities, and then a peace treaty is signed, both because player A can't really go on until he's silenced the resistance, and because player B's army obviously isn't up for the task of defending his cities properly.
Not to mention, this'll let the game last longer into the future! =)
2) Players should not be able to build armies without having the proper facilities. All towns should be able to build garrison and militia units. Garrisons being cheap defensive units, and militia being even cheaper buffer units (3 militias can keep 2 riflemen from taking a city for at least ONE turn, they only get two attacks). The most ancient units might be excempt (sp?) from this; warriors and spearmen, that is. Swordmen might require forges, galleys would need harbours, destroyers would need dry-docks, fighters would need airplane factories, tanks would need vehicle/tank factories and so on.
This is to make a bigger difference between cities, stragetically. Tokyo might be targetted by an attack instead of Osaka, because Tokyo can build bombers; which just so happen to be bugging the living daylights out of your troops. In comparison, you might station three riflemen in Essex, but only one in Hampshire because Essex is the only city you have so far that can build riflemen.
Again, with the whole 'harder conquest' ideas, this would mean that a player capturing a military heavy city would be more than happy about his gains (and his enemy would be even more eager to build up an army and try to take it back). So maybe we'd not only see wars over resources, but wars over key industrial cities!
3) My advice is to have as few as possible empty techs! All techs should do SOMETHING for the player; even if they're minimal. If you decide to go for the idea of needing specific structures for specific units, it shouldn't be too hard. Split the 'tank' tech into tank factories and tanks. That's two happy-go-lucky techs. =)
4) Since the game stretches so far out, an idea could be to have different variations of each unit. Especially in the modern age, you seem to jump from 20 strength units, to 28, and suddenly, whoa, 40. I always felt the player needed something in between, which gave me an idea; have up to 3 different versions of some units. An example;
Early tanks < Tanks < Late tanks
/
Early Modern Tanks < Modern Tanks < Late Modern Tanks.
Differences would be purely numerical; greater strength, movement, possibly different starting promotions. I'm sure you get the idea. =)
5) New units. One idea being CAS airplanes. Those would be early fighter-types with a smaller range, but with 50% to 100% bonuses against armored units and artillery. These things had a huge impact in WW2, and I think they should be in Civ.
6) More stragetic resources. I'd like to see rubber, and various old-age type stuff. Bamboo might be required for certain types of spearmen, stone might be required to build any types of wall at all and wood should definately be in. Fluff as required. =)
(Though wood might be kinda of weird. You'd have forests, and then you'd have.. uh.. forests?? Double weird if you'd have forests in the forests.)
I think that's about it right now. These are just suggestions! I'm sure at least half of these are bad ideas, but hey.
I'd rather offer bad ideas, than no ideas at all.
