Several Idea's that can improve mods

darkedone02

The Suggestor
Joined
Mar 9, 2006
Messages
1,734
Location
Louisville, Kentucky
I have some good idea's that could improve your mods, and these ideas and become a great advantage and disadvantages and prove to be quite challanging as well.

-War-torned lands: Allow us to make the land become torn from the battles of war when we clash into the enemy in that land about 5 times, everytime that land been fought and if it continues to be fought, the land will be worn out due to our warfare in that land. This allow us to have disadvantages due to no cover and also cannot be improved till a worker fix that land up.

-Continents movement: During the ages and years that pass by, allow the continents and other island moved slowly to our own land or cause the continent to split apart. Make sure that this does not effects cities to be destoryed, so that that the split can be re-routed to something different. This can be useful to get away from war and also allow us to join with other nations as well if they come aboard.

I also wish we can also settle into another planet, but we can't cause civ 4 do not have that feature for us to make another and travel there.
 
Well, I think the second idea wouldn't make much difference in the 6000 years a game represents, but your second idea was actually in conquests. Many late-Renaissance units would cause damage to the underlying terrain-making it unusable until you cleaned it up with workers. Definitely made warfare a lot more interesting ;).

Aussie_Lurker.
 
The first idea is a good idea - Rome Total War uses that idea. When an army besieges a city, the land that the army is standing on becomes 'war-torn'.
 
as part of a cycle of specialists-turned-units, I thought about making scientist units who explore ruins to give research points. pillaged improvements would turn into ruins.
 
Back
Top Bottom