Some Ideas

Ri-Hatz

Chieftain
Joined
Jun 23, 2008
Messages
93
So, here's my ideas/suggestions for this great game:

1.
Technologies that, once discovered, can't be researched by other players anymore. Could be used for a "search for the holy grail" kind of tech.

2.
Razing cities takes turns!
Each turn buildings get destroyed until there are none left in which case the city ultimately gets destroyed.

2.1
Razing a city either spawns defenders or gives damage directly to attackers around the razed city.
This is especially nice together with idea Nr. 2. (Give damage/spawn defenders each turn the razing takes)

2.2
A third option when taking an enemy city.
Loot city!
Takes turns, gives gold, slaves, research bonus each turn.
Is not as "dangerous" in form of spawned defenders as razing a city.

3.
Catapults can bombard fortified units.
Tha max 25% fortification bonus can get bombarded away.

3.1
Catapults throwing corpses, giving deseases to units.

3.2
Catapults can be drawn by horses. If a horse is in the stack the catapult gets a movement bonus.

4.
Give all (land) units +1 movement. Give one first strike for every unused movement point. Roads don't double movement but give +1. Enemy territory gives -1 movement. Enemy roads can always be used.
(this is something i especially would like to test)

5. (this one is more complex)
I always disliked how all the land no matter what map size is soon settled leaving no more space for barbarians.
So I want an early expanding phase and a second expanding phase later in the game. (giving some time for barb cities to get strong, giving more space to Hyborim)

It could be done by giving a max distance (from capital) for settling cities (the upkeep has not enough impact imo)
So, if settling outside the max distance those cities will get a lot of troubles like riots, or even abandonig your civ to join the barbarians.
The max distance will stop by a certain tech or when Hyborim enters, or by a building.

6.
Heroes dont necessarily die when defeated. They can become prisoners.
Good Heroes can be made undead to fight for the evil side.
Or they could get shown as a trophy giving happiness to a city.

Unfortunately my time and skill is not sufficient to mod this myself, but if someone even likes some of this I will gladly help in testing.

Greetings,
and thanks to the FfH team for this great game,
Ri-Hatz
 
Sounds intersting. Most of the ideas just add nore complexity that can be imagined. If you want I can give my reasoning for most of the ideas. I really liked your expansion phase idea. Becasue currently, Hyborem is squashed (give him more spawn units) and unless the map has lots of tundra/snow/desert, the barbs tend to be relegated to a non-factor (This may be because I play on noble and hate raging barbs).
 
Well i think idea 1 would be better suited by an event that is only given once per game
i like idea 3, although i think the horse and corpse catapults would be better as UU for the hippus and sheaim respectivley
 
4.
Give all (land) units +1 movement. Give one first strike for every unused movement point. Roads don't double movement but give +1. Enemy territory gives -1 movement. Enemy roads can always be used.
(this is something i especially would like to test)

on small maps this would be to strong, But I think the standard, large, and huge maps need something that can increase troop movement.

Possible ideas
1. have another technology that gives +1 or more movement on roads
2. have a world wonder that gives all of your units a Unique promotion; lets say +1 movement, but perhaps -20% strength (at least something to way it down a bit).
3. have a Game option that gives all units +1 movement (preferably a different promotion then mobility)
 
1. I don't think this would be very hard to implement. The first thing to come to mind is to hardcode a block into def cannotResearch(self,argsList) in CvGameUtls.py which makes a tech unresearchable if anyone already knows, but that could slow the game down considerably. I'm not familiar with creating Feats, but I expect that it would be better to use them then to loop through all the civ's techs so often. Still, using events would generally make more sense.


2. I would like this too. I would also add that small cities should not automatically be razed upon conquest, and that you should be able to abandon your own cities (which of course also takes time.) Population should also be gradually reduced, perhaps causing a rise in the populations of nearby cities too.


3. I don't know how you'd reduce the fortification bonus, but it is easy to give siege units ranged attacks and the ability to bomb cities and improvements at range.

3.1 is probably best handled by a promotion. I don't think this would be hard at all o implement, just with xml.

3.2. Not a big fan of this. I'd rather siege units remain slow, but have nice ranged abilities. I've also considered letting melee units carry them as cargo, but that idea had fallen out of favor with me. Your recommendation could be difficult in normal FfH, but some of xienwolf's new promotion tags would make it quite easy in FF.

4. Not really a fan of this. I might be able to go for the extra movement/first strikes, but I don't think roads should be changed like that.

5. It could be good. It could also be good to make settlers national units, or to go ahead and implement something like JCityLimit.

I personally would prefer that the wilderness mechanic were added, which could make large areas of the map impassible to most units (including settlers) until certain techs are reached, until the land is in your borders, until the unit has a minimum level, etc. Racial promotions would also probably change the passibility, so Illians/Doviello could settle in tundra and ice (and Malakim in Deserts, etc) long before other civs could.


6. Why limit is to heroes?

Units can already be captured, via Command promotions. It could be nice to play a game where the first level of Command (or a similar promotion) was available to/free for basically all combat units.

Nothing really needs to be changed to handle national heroes, but religious heroes (and other units that abandon you) might need some way to be changed to a different unit that won't abandon you, but won't fight as well either.

If you want a hero to always be captured, you can give it a unitclass for the <Capture> tag, the way workers and equipment are handled. Of course, these units will lose their promotions this way.

You can also easily copy the way Great Sages build Academies to make these captured heroes able to be sacrificed for some sort of trophy building.


(In my version, I'm changing the Drown spell to work on any living, non-immortal melee unit, and have strength based on the sacrificed units strength. Thus, OO civs will be able to go around capturing at least the melee heroes and forcing them to join their undead army. I also decided to rename Saverous Saverous the Thrall, and allow him to be captured and redeemed as a (weaker) non-demonic Saverous the Penitent if captured by a good civ.)
 
So, here's my ideas/suggestions for this great game:

1.
Technologies that, once discovered, can't be researched by other players anymore. Could be used for a "search for the holy grail" kind of tech.

Quite easily done with a new tag in TechInfos. The SDK already tracks if a tech has been researched by ANYONE, so you would just state that if such is the case, then nobody else can research it. It might be a bit tricky deciding how/if to refund the progress someone else has made toward researching the tech, but nothing insurmountable.

2.
Razing cities takes turns!
Each turn buildings get destroyed until there are none left in which case the city ultimately gets destroyed.

There is actually a mod out there for base Civ which does this. When you decide to raze a city it will destroy a couple of buildings each turn until there are no buildings remaining, then begin to destroy a few population each turn until the pop hits 0 and the city is finally razed. I believe it even requires you maintain troops in the city for the razing progress to advance each turn.

2.1
Razing a city either spawns defenders or gives damage directly to attackers around the razed city.
This is especially nice together with idea Nr. 2. (Give damage/spawn defenders each turn the razing takes)

Interesting no doubt.... but seems like spawning defenders might just mean free XP for the attacker, as long as they had more than 1 unit left upon capturing the city. Direct Damage might be the better approach rather than spawning defenders.

2.2
A third option when taking an enemy city.
Loot city!
Takes turns, gives gold, slaves, research bonus each turn.
Is not as "dangerous" in form of spawned defenders as razing a city.

If it isn't as dangerous, still destroys the city, AND gives you a reward... who would ever simply raze a city again? Maybe just build this into the razing slowly process as a side benefit to make up for the damage to your troops.

3.
Catapults can bombard fortified units.
Tha max 25% fortification bonus can get bombarded away.

Setting the limit on this would really be the only complication I can think of, but still not too difficult.

3.1
Catapults throwing corpses, giving deseases to units.

And the Cowtapults can just make them want to go take a bath ;)

3.2
Catapults can be drawn by horses. If a horse is in the stack the catapult gets a movement bonus.

Quite easily achieved in FF with XML alone actually. Could be worthwhile.

4.
Give all (land) units +1 movement. Give one first strike for every unused movement point. Roads don't double movement but give +1. Enemy territory gives -1 movement. Enemy roads can always be used.
(this is something i especially would like to test)

Now that would change the game in a big way. Definitely something to test out, but could be enjoyable. With the enhancements possible to Movement in FfH, going to an additive instead of multiplicative bonus might be a very good idea.

5. (this one is more complex)
I always disliked how all the land no matter what map size is soon settled leaving no more space for barbarians.
So I want an early expanding phase and a second expanding phase later in the game. (giving some time for barb cities to get strong, giving more space to Hyborim)

It could be done by giving a max distance (from capital) for settling cities (the upkeep has not enough impact imo)
So, if settling outside the max distance those cities will get a lot of troubles like riots, or even abandonig your civ to join the barbarians.
The max distance will stop by a certain tech or when Hyborim enters, or by a building.

Thought along the same lines myself long ago when brainstorming how to maintain the wild lands for longer. My idea was to only allow you to settle inside your own culture. Then the distance possible naturally spreads out, but at a fairly slow rate. Unless you are willing to stack cities terribly close that is.

6.
Heroes dont necessarily die when defeated. They can become prisoners.
Good Heroes can be made undead to fight for the evil side.
Or they could get shown as a trophy giving happiness to a city.


How would you choose the chances of these happening though? Can't see that it adds much to the already existing Command mechanics overall. But could be mildly enjoyable.
 
Back
Top Bottom