Some war suggestions

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Chieftain
Joined
Jan 4, 2005
Messages
6
Location
St. Petersburg, Russia
Perhaps my suggestions were already announced.
I suggest giving a few "unique" units to one civilzation(nationality). I suppose three will be enough. For example Romans are known not only for legioneers but also for their catapults. So they should have "Roman catapults" that have attack +1(or +2).
Because I think battles in Civs are battles between same armies with the same units.
Another suggestion is surrendering. When a unit "understand" that it is losing and its Civilization's culture(or technology/money etc) level is low it surrender to an enemy. This don't mean it will fight on enemy's side. It means that its civilzation ruler had to return it for some money/luxuries/technologies/units.
One more suggestion touch captured cities. I think simple disorders are not enough. If a civilization which lost a city has a great level and citizens were happy, there must be some rebellions in a city who can possibly kill enemy garrison and return to its civ. Of course rebellions might be units who appear in captred city(one rebellion per turn) with fixed attack/defense positions and of course they are not regular army so size of A/D will be lower that the main infantry unit of all over army. I think this will prevent hasty "blitzkriegs" and help some players who prefer developing to fighting.
Thanks for attention.
 
Well in an earlier civ, if you captured a city (forget the req's, population was one of them, happiness probably another), partisans would pop out representing the scattering of the remaining resistance into the surrounding countryside. I wouldn't mind seeing this as ONE of the scenarios that would happen when a city is captured. And as for units, that's pretty obvious, but the hard part will be balancing everything etc., AND it might make the game a bit too bothersome play-wise, seeing as you need to know the range of strenghts/weaknesses of your units, but of ALL of them. This can lead to pretty confusing moments. And making more UU's can be done even now, not that hard.
 
Well, yes... It is possible to go to Editor and create your own units(I'm doing it by myself sometimes)... But I'm waiting for "official" increasing of UU.
Once again I repeat I thought of that because I know lots of players who prefer to win not by conquest, but by diplomacy/domination/spacerace etc. This people(perhaps novices) hate wars and don't make any units until their cities has everything to make happy citizens. Their Civ is great and happy. And in one time everything gets bad. A civ that have no tech, no money but have a warmonger leader and lots of warriors invade the greater Civ, it get too stupis I think. Moreover partizans will give more ralistic to game.(yes, I know the most part of multiplayer's gamers prefer blitzkriegs in early eras. I know the most part has a modem connection and they don't want to waste time for Civ. But I think green novices will have some advatage against those "diety-professionals". Moreover "professionals" will have to change their strategy in a more peacefull way or creating really_great armies)
As for surrendering... I don't mean unit will change colour. I mean they will be in some kind of prison in one city. And having a prisoner will make some citizens sad(in Civ that lost citizen).
 
One thing you might be glad to hear then, Log-in, is that although there has been no news on the number of UU in Civ4, there is a strong suggestion that even 'common' units will probably differ widely from one civ to another. The reason for this is that, AFAIK, units will be able to pick up certain 'special abilities' through the expenditure of XP. Not entirely sure how it will work, exactly, but from what I hear it will be things like-if a spearman wins a combat against a horseman, then said spearman can use XP to gain a bonus to attack and/or defense against mounted units! For more details, check out the stickied 'Civ4 prerelease thread'

Yours,
Aussie_Lurker.
 
I think instead of unique units (which have temporal limitations), the game could turn to the notion of civilization bonuses. For example, if the romans are known for their artillery, then perhaps all their land units could get +1 Rate of Fire, or some other such advantage. The mongols could instead get to ignore hills and forests movement penalties for all cavalry units. Etc, etc, etc.
 
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