Axis Kast
Warlord
1. I enjoy a wide variety of units in my games. I heartily encourage the creation of more realistic flavor units on either a per-civilization (probably too ambitious) or regional (i.e. Eastern/Western, or Asian/European) basis.
2. I support the notion of surfaced/submerged submarines, with nationality and hidden modifiers/toggles for each condition.
3. I propose the institution of long-term weather patterns, or, at the very least, we should see rain or snow, and, occasionally, natural disasters.
4. I propose the institution of a system of regions, whereby three or more cities in close proximity (i.e. whose culture boundaries overlap) would form a larger unit within ones empire, yielding not only the outputs of their individual city squares, but perhaps an extra food, trade, or shield bonus.
5. Animate resources and/or worker units between turns. Schools of fish should jump. Oil geysers should spout. Gold might gleam or glint. Between turns, workers shouldnt freeze, but continue to work their plots.
6. Change up the music selection.
7. Consider doing voice-overs for the in-game diplomacy.
8. Consider unit design possibilities such as in SMAC. In the Ancient Era, for example, a civilization might be able to build a unit with pole arms, short arms, shields, and armor options.
9. Privateers. Nations should be able to build privateers during the Gunpowder Age to harass the shipping of other powers. Modifiers could determine whether the nationality of said privateer were determined if it lost a battle.
10. Coastal fortifications with bombard capabilities.
11. Biological and chemical weapons to depopulate cities or contaminate regions without using nuclear weapons. (This would work especially well with a unit design editor that allowed players to select whether, in later stages of the game, they wanted to outfit troops with NBC defenses.)
12. Communicable disease. Plague and Black Death should be communicable via roads or victories from units of the diseased nation, if they come from pre-diseased cities.
13. Trade routes that must be serviced by merchants.
2. I support the notion of surfaced/submerged submarines, with nationality and hidden modifiers/toggles for each condition.
3. I propose the institution of long-term weather patterns, or, at the very least, we should see rain or snow, and, occasionally, natural disasters.
4. I propose the institution of a system of regions, whereby three or more cities in close proximity (i.e. whose culture boundaries overlap) would form a larger unit within ones empire, yielding not only the outputs of their individual city squares, but perhaps an extra food, trade, or shield bonus.
5. Animate resources and/or worker units between turns. Schools of fish should jump. Oil geysers should spout. Gold might gleam or glint. Between turns, workers shouldnt freeze, but continue to work their plots.
6. Change up the music selection.
7. Consider doing voice-overs for the in-game diplomacy.
8. Consider unit design possibilities such as in SMAC. In the Ancient Era, for example, a civilization might be able to build a unit with pole arms, short arms, shields, and armor options.
9. Privateers. Nations should be able to build privateers during the Gunpowder Age to harass the shipping of other powers. Modifiers could determine whether the nationality of said privateer were determined if it lost a battle.
10. Coastal fortifications with bombard capabilities.
11. Biological and chemical weapons to depopulate cities or contaminate regions without using nuclear weapons. (This would work especially well with a unit design editor that allowed players to select whether, in later stages of the game, they wanted to outfit troops with NBC defenses.)
12. Communicable disease. Plague and Black Death should be communicable via roads or victories from units of the diseased nation, if they come from pre-diseased cities.
13. Trade routes that must be serviced by merchants.