1. Improving the naval game - change coastal,sea and ocean movement cost to 1/3 MP or "treat as road". Allow naval units to "blitz". This lets the naval units really affect the game and will really make you think twice before discounting that seafaring culture.
2. Pillaging should generate a small amount of gold - maybe 5 gp. After all, that was why it was done historically. I rarely use pillage but would definitely use it MUCH more if there was an economic incentive. Think about those Vikings again...and the Zulus...
3. I don't know why the Polynesians aren't one of the civilizations - a seafaring, commercial culture with a start-of-game replacement for the curragh that can carry a single unit and has a better chance of surviving the open sea. In conjunction with suggestion #1 this culture would have an interesting effect on the game even as an AI culture.
4. I never, ever, use helicopters. But I would if they could spot submarines and attack them. Speaking of which, submarines should ALWAYS be allowed to choose their target and should never remain visible once spotted (give a quick glimpse then fade away) Submarines should be classed as a lethal naval BOMBARDMENT unit with a defense strength.
5. Air units should be allowed multiple sorties equivalent to their bombardment "shots". These expensive units are underutilized. Each shot should be individually targeted.
6. There should be an AWACS-type unit that extends the intercept range of fighters assigned to air superiority available with a new optional advance "Advanced Radar" branching from "Rocketry". This would give me more incentive to use airbases.
8. Historically, urban combat was rare until WWII - some incentive to defense-in-depth outside the city needs to be in place. I suggest that any attack against a city be treated as a regular attack AND a strength 1 bombardment. This could actually be a strength n bombardment with n being the "age" the attacking unit was built, producing an appropriate level of collateral damage.
9. There is no disincentive to simply building the most powerful units available with a modern armor costing the same maintenance as a lowly warrior. I suggest a multiplier, again based on the "age" in which the unit belongs. A unit should cost maintenance at the following rate - current tech 100% x "age" where "age" proceeds from ancient(1) thru Modern(4) , obsolete 50%(round up). Makes upgrades and builds much harder decisions.
10. An immediate check for a "culture" conversion should be made after the first attack on a city - perhaps with a modifier that would make it possible that a third-party "protector" or "champion" culture might gain control of the defense.
To be clear - I love this game and have played it to the detriment of family and friends ever since it was released. Sid has both enriched and impoverished my life- not his fault. These suggestions are those which I have thought over many times as I play this wonderful game.
Having not truly read all of the content on the forums, I am sure that I've tread some familiar turf - please forgive me if I have wasted your time.
2. Pillaging should generate a small amount of gold - maybe 5 gp. After all, that was why it was done historically. I rarely use pillage but would definitely use it MUCH more if there was an economic incentive. Think about those Vikings again...and the Zulus...
3. I don't know why the Polynesians aren't one of the civilizations - a seafaring, commercial culture with a start-of-game replacement for the curragh that can carry a single unit and has a better chance of surviving the open sea. In conjunction with suggestion #1 this culture would have an interesting effect on the game even as an AI culture.
4. I never, ever, use helicopters. But I would if they could spot submarines and attack them. Speaking of which, submarines should ALWAYS be allowed to choose their target and should never remain visible once spotted (give a quick glimpse then fade away) Submarines should be classed as a lethal naval BOMBARDMENT unit with a defense strength.
5. Air units should be allowed multiple sorties equivalent to their bombardment "shots". These expensive units are underutilized. Each shot should be individually targeted.
6. There should be an AWACS-type unit that extends the intercept range of fighters assigned to air superiority available with a new optional advance "Advanced Radar" branching from "Rocketry". This would give me more incentive to use airbases.
8. Historically, urban combat was rare until WWII - some incentive to defense-in-depth outside the city needs to be in place. I suggest that any attack against a city be treated as a regular attack AND a strength 1 bombardment. This could actually be a strength n bombardment with n being the "age" the attacking unit was built, producing an appropriate level of collateral damage.
9. There is no disincentive to simply building the most powerful units available with a modern armor costing the same maintenance as a lowly warrior. I suggest a multiplier, again based on the "age" in which the unit belongs. A unit should cost maintenance at the following rate - current tech 100% x "age" where "age" proceeds from ancient(1) thru Modern(4) , obsolete 50%(round up). Makes upgrades and builds much harder decisions.
10. An immediate check for a "culture" conversion should be made after the first attack on a city - perhaps with a modifier that would make it possible that a third-party "protector" or "champion" culture might gain control of the defense.
To be clear - I love this game and have played it to the detriment of family and friends ever since it was released. Sid has both enriched and impoverished my life- not his fault. These suggestions are those which I have thought over many times as I play this wonderful game.
Having not truly read all of the content on the forums, I am sure that I've tread some familiar turf - please forgive me if I have wasted your time.