geminidragon
Chieftain
- Joined
- Aug 27, 2011
- Messages
- 5
Just a few ideas I came up with last night while I couldn't sleep. Not sure if they're possible but regardless, I think they could add new depth and interesting mechanics to the game.
Unit stamina: units use energy to attack and move. energy is replenished per turn, say for a warrior 2 energy per turn, and caps 1 pt higher than that(so a warrior would have 3 energy). This allows them one turn of "sprinting" or running after remaining still for a turn or saving the energy for when they need it or want it later. energy also affects the units with a combat modifier. say for a warrior. 1 energy = 50%(3) strength, 2 energy = 100%(6) strength, 3 energy = 150% strength.(9) obviously would be changed for balance if need be.
Natural experience: Instead of gaining a level with so much exp and then choosing an upgrade, units automatically gain a small bonus from each fight. Say a warrior won a fight while fighting on a hill, he would gain maybe a +10% bonus while fighting on hills. Unique promotions could still be given every couple levels or something.
Worker order: Word land: Orders an idle worker to improve the resource output of a tile based on the improvement of the tile.
Scout order: Claim land: Orders the scout to plant a flag in the ground and claim the surrounding area in the name of your civilization. Doing this would claim all land within 3 tiles of the scout. this land would appear on the map as yours but cannot be used to build improvements. AI would avoid building cities on the land but could if they wanted to. claiming land near NPC players would have the same effect as building a town too close to them. (Cities would automatically claim all land within 3 tiles) overlapping with a nearby civilizations town would cause the land to be 'disputed' and cause tension with that civilization.
Combat order: Seize land: Converts an enemy tile into your own. As opposed to pillaging and destroying it. Doing so requires a full two turns out of combat. The first turn causes it to be disputed and causes it to produce no resources. the second successfully causes it to count as yours and produce half its normal resource production to your nearest city.
Combat change. All 'engage combat' orders take place at the end of the turn. All combat units have a new order to 'reinforce' a unit. reinforce will cause them to gain a portion of exp and will contribute to attacking the main target. This could be an interesting mechanic though im not quite sure how to balance it for the defenders sake. maybe all combat commands take place after every player has taken their turn or something.
a mod to allow units to only heal while in their own territory or if they have a medic upgrade.
a mod to allow barbarians to form their own cities and acquire land if left alone for long enough.
a mod to allow cities to produce buildings and units at the same time. Doing so would cause each to take 50% longer.
a mod that causes the unit symbols on the same tile to be side by side as to make it easier to select one from the other.
Unit stamina: units use energy to attack and move. energy is replenished per turn, say for a warrior 2 energy per turn, and caps 1 pt higher than that(so a warrior would have 3 energy). This allows them one turn of "sprinting" or running after remaining still for a turn or saving the energy for when they need it or want it later. energy also affects the units with a combat modifier. say for a warrior. 1 energy = 50%(3) strength, 2 energy = 100%(6) strength, 3 energy = 150% strength.(9) obviously would be changed for balance if need be.
Natural experience: Instead of gaining a level with so much exp and then choosing an upgrade, units automatically gain a small bonus from each fight. Say a warrior won a fight while fighting on a hill, he would gain maybe a +10% bonus while fighting on hills. Unique promotions could still be given every couple levels or something.
Worker order: Word land: Orders an idle worker to improve the resource output of a tile based on the improvement of the tile.
Scout order: Claim land: Orders the scout to plant a flag in the ground and claim the surrounding area in the name of your civilization. Doing this would claim all land within 3 tiles of the scout. this land would appear on the map as yours but cannot be used to build improvements. AI would avoid building cities on the land but could if they wanted to. claiming land near NPC players would have the same effect as building a town too close to them. (Cities would automatically claim all land within 3 tiles) overlapping with a nearby civilizations town would cause the land to be 'disputed' and cause tension with that civilization.
Combat order: Seize land: Converts an enemy tile into your own. As opposed to pillaging and destroying it. Doing so requires a full two turns out of combat. The first turn causes it to be disputed and causes it to produce no resources. the second successfully causes it to count as yours and produce half its normal resource production to your nearest city.
Combat change. All 'engage combat' orders take place at the end of the turn. All combat units have a new order to 'reinforce' a unit. reinforce will cause them to gain a portion of exp and will contribute to attacking the main target. This could be an interesting mechanic though im not quite sure how to balance it for the defenders sake. maybe all combat commands take place after every player has taken their turn or something.
a mod to allow units to only heal while in their own territory or if they have a medic upgrade.
a mod to allow barbarians to form their own cities and acquire land if left alone for long enough.
a mod to allow cities to produce buildings and units at the same time. Doing so would cause each to take 50% longer.
a mod that causes the unit symbols on the same tile to be side by side as to make it easier to select one from the other.