Suggestion Box — Concepts

I'd like to see something like the tiered religious buildings in vanilla Civ4. Cathedrals and such. A nice religious network would be cool.

What about a string of wonders analogous to the Altar of the Luonnotar, but for evil civilizations? Playing Hyborem, I find myself envious of its incredible bonuses.
 
How about all Evil civs begin with the bonuses of the final altar? As the altars are built, the bonuses are slowly lowered. Would give Evil civs a good use for spies...
 
I'd like to see something like the tiered religious buildings in vanilla Civ4. Cathedrals and such. A nice religious network would be cool.

What about a string of wonders analogous to the Altar of the Luonnotar, but for evil civilizations? Playing Hyborem, I find myself envious of its incredible bonuses.
There were cathedrals in at one point, but it was decided that they weren't providing any significant of fun bonuses.

As for the altar, well, the cost is several Great Prophets. The altar is better, but maybe it wouldn't stand out so much if settled great people got a small boost, like an experience point boost for different unit types here and there.
 
How about a unique Order building: inquisition Pyre. has a chancce every turn of removing a religion from that city:

30% chance of removing the viel.
25% chance of removing Octopus Overlords
20% Chance of removing Cult of the Dragon
15% chance of removing the Viel
5% chance of removing the Runes
 
How about a unique Order building: inquisition Pyre. has a chancce every turn of removing a religion from that city:

30% chance of removing the viel.
25% chance of removing Octopus Overlords
20% Chance of removing Cult of the Dragon
15% chance of removing the Viel
5% chance of removing the Runes

you listed the Ashen Veil twice
 
I remember reading something about the possibilites of these by Kael somewhere in the forums but I don't remember where, but i thought of a way to implement them so I figured I'd post it here.

Similar to the defender promotion, you could have a promotion called "gate travel" or something similar. It doesn't need it's own icon or anything but it does need to be on all of your units that are in your own territory.

Secondly, Walls and gates need to be an improvement that only makes the terrain it is built in unpassable, in addition they remove all previous improvements on them with the possible exception of roads. I was actually thinking walls would remove roads just as a cosmetic issue and gates would not.

Thirdly, the "gate travel" promotion allows for movement through the gate.

So basically this system would allow you to border your lands with walls and 2-3 gates, which as long as they are inside your borders, walls are impassible to all units and gates are impassible to all foreign units.

Flying units will still have an advantage in that they can fly over both gates and walls.

Siege units should be given the ability to destroy both walls and gates, possibly give both walls and gates 100% health or whatever, same as city defense and let them siege them down. This is also the way you would remove your own walls.

In order to encourage the building of both walls and gates, make walls 10x as hard to siege down so that players don't just make entire gate lines to prevent them from having to go to the gate.

To allow your builders to not freak out when they build unpassible terrain beneath themselves, allow workers to travel both walls and gates. Yes this allows them to use anywhere as a gate, but truthfully, who is worried about an invasion of workers into their lands.

You should also allow workers to go and repair walls and gates during a siege, i.e. the workers could use a repair that would give 10% back or something per turn, so it would take more workers than siege catapults to out repair an assault.

Gates that end up in neutral territory should be allowed to be crossed by anyone. In fact building both walls and gates in neutral territory could be allowed.

Getting the display to work correctly will be difficult however for this type of improvment, but my best solution is to implement it the same way as roads. Kind of a freeflow technique that combines as you build more. However in order to make it look realistic you'll need to add a check similar to cities being too close, where you only allow gates and walls to be built in squares where there are 2 or fewer adjcent walls/gates. Thereby there is just 1 continuous wall/gate combination. This means if you want to surround yourself with more than 1 wall you will need 1 full line of open terrain between them.

Finally, towers, I have no idea how to implement being able to get units into them but not allowed them to be used as improved gates. If anyone has an idea go ahead and post it.

-Tony
 
There were cathedrals in at one point, but it was decided that they weren't providing any significant of fun bonuses.

As for the altar, well, the cost is several Great Prophets. The altar is better, but maybe it wouldn't stand out so much if settled great people got a small boost, like an experience point boost for different unit types here and there.

Well, it stands out, but not in a bad way. The +2 hammers to priests is powerful, especially if such a wonder was available to Hyborem. Imagine a 100 pop city with unlimited priests, Unyielding Order and 3 extra hammers per priest. Yeah, that's crazy.

Anyway, even if the bonuses were slimmed down, I'd like to see a similar wonder-based victory for evil civilizations. Plus I miss the Prophecy of Ragnarok giving priests +2 hammers. Ok, I admit it, I'm just looking for more hammers.

Anyway, the new Altar is awesome.
 
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