Requests for future updates

On the medicinal herbs, I think rather than have it as a resource, instead the Healers Hut should only give a health bonus if a forest tile is present in the city radius.
 
Couple of gameplay ideas I'd like to see, if possible:

I. Units capable of capturing other units (ala Civ3 Mesoamerica mod if anyone remembers... the enslave option was pretty kick ass). This could be worked up into a system which much more accurately represents historical warfare... ships (i.e., piracy and Napoleonic war era), artillery/siege weapons, pre-gunpowder melee units were (and are to some extent) always susceptible to capture and assimilation. Right now, workers can be captured by some but not all units, so there must be a plausible game mechanic.

II. Defensive withrdrawal (I believe this was also a feature in Civ3 mods)... a unit with more movement points (and maybe a promotion) has a chance to flee the field of battle rather than be destroyed. Again, historically it's one of the reasons why the English + allies eventually beat Napoleon, why the English/Spanish/French conquest of the New World took 400 instead 50 years, and why there are still so many indigenous cultures left in the world, albeit reduced and largely assimilated.

III. Resource 'leak' or diffusion (sort of like the current Tech Diffusion in RomDCM+Bug): Again, historically, border cultures tended to steal, beg, borrow, or appropriate strategic resources from their neighbors. Although, apparently, there were no modern horses in North America in 1491, there were enormous herds and well-established horse cultures which exceeded anything the Europeans could even imagine within 100 years of the arrival of the Spanish. Same with metalworking and gunpowder to a lesser extent.

*edit* IV. The return of Zone of Control fortifications! Again, Civ3 concept which somehow got left out of 4 (maybe coinciding with the trend to appeal to LCD rather than us true strategy afficionados! ;)

I'm gonna post below on ideas for historical/alternative historical balance ideas that aren't gameplay as much as tweaking cultures, etc.
 
One of the reasons I enjoy playing Civ games in general is to try to create alternate histories, mostly just to amuse myself and assuage the bitterness factor (I'm of thoroughly colonized genetic stock).

I.e., It's fun to try to let Boadicea win against the Romans and the blasted English, and have a modern British superpower (or at least viable civ) that is actually British, and not just Franco-Germanic ;) In the same sense, it's a real challenge to try to have Native Americans in scenarios (18 civ Earth, Colonization, etc.) actually survive the twin Inca/Aztec and later Euro-trash axes of Evil ;)

Which brings me to my point: I'd really like to see some balanced scenario maps which give minor civs a fair chance at survival (and would also be more historically accurate). Case in point... 18 civ Earth map limits native american viability by, basically, withholding resources, which is of course historically and mechanically absurd. It's hard to create alternative histories in a game when resources limit you to meeting those redcoats with archers, longbowman, and dog soldiers ;/ Technology and civic choices are a more fair explanation for why american cultures were in some areas far behind Europeans. Also, give us some truth at least! We were far healthier than the English up until they gave us smallpox :nuke:

In addition to this, could some work be done on UUs and UBs ? Some of them are fantastically well thought-out and cool (iron-forge is pretty kickass), and some are absurdly underpowered, imbalanced, or just plain useless (fast worker anyone?) I'd like to see more UUs (two true for each culture + flavors) that are a bit more fairly balanced. US Seals are certainly a historically accurate UU, but... they always kick the hell out of my dog soldiers ;/

I'm not a proficient coder, and have limited understanding of python, etc., but I'm quite good at the text, worldbuilder tweaking, etc. and would be perfectly happy to lend my time and historical talents if necessary :)
 
I was wondering if there would be a way to have a unit go 'inactive' and it would stay and not be mobile and it's maintenance cost would go down to practically nothing. Then, during war, you'd pay a fee and then these units would reactivate.

As a history Geek and Guardsman of many a year, it makes no sense to keep lots of military units at full strength. That was the whole point of the Guard/Reserve system. Perhaps to enable this, you'd have to create a National Wonder.

Other than that, any way in Civ IV to have what they had in Alpha Centauri to have either 'blind' research or be able to say, "I want 40% in Growth, 20% in military, 10% research, 10% into culture" and then see what you get.

Of course I wish there was a way to have a percentage of your income (like culture or espionage) that would go to upgrade your military (especially for the AI) over time so we don't have late games with spearmen and axemen.
 
I made this request once before, and want to bring it up once again in case something may have changed.
If it still can't work (as explained by zappara), perhaps it can still be implemented in some form.

Oh, what is it already??
Mastery Victory (as seen in ViSa)!

I loved Mastery for a victory condition cause I could build the UN, and do a Space Race without either ending the game.
These along with all the other regular victory conditions just add to your total score. Whenever the game does end, the scores will be tallied for all the civs, thus you have your true winner(s).

thx for your consideration
P
 
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