Suggestions and Requests

It's the naval invasion problem.

But why is that a problem in the first place? Not even the unmodded AI is that stupid with naval invasions. Hell, back in Vanilla on an Archipelago map Japan landed a stack of Grenadiers on my main island!
 
It generally is.
 
It generally is.

No, it really isn't. In an unmodded BtS PBEM an AI actually managed to capture a city of mine with a surprise naval invasion on my home island some months ago. If unmodded Stalin can get himself in a two front war and unload three Galleons' worth of units next to a human player's city on the other side of the world on an Archipelago map, capturing said city two turns later after bombardment, then you really can't call that bad. I even lost a Great General in that fight. :cry:
 
Well I will take your anecdotal story over my educated judgment then :rolleyes:
 
To be fair, I have seen the AI execute brilliant intercontinental naval invasions... I remember hordes of Galleons showing up to conquer west Africa from Brazil. Dozens upon dozens upon dozens of units... It really was scary. :p
 
To be fair, a few anecdotal stories (I've had surprise invasions from the Spanish in Japan with Jaguars etc) doesn't change the fact that generally the Ai sucks with naval invasions. The exceptions prove the rule and stick out as a story worth sharing.


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If there's ever to be a Swahili civ (which would be really cool) I think adding at least two new rows of tiles coast to coast to sub-Saharan Africa north of Mbanza Kongo (62, 20) would help give space for the two Congos & Angola as well representation of Kenya/Tanzania/Mozambique.

When paired with ozqar's enlargement of SW Asia, the Cape's location relative to SW Australia could also be maintained.
 
Forge: +1 artist slot under Guilds
 
Is it possible to create a new military unit that works like privateers on land? It's basically a unit that looks like a barbarian which you can use to attack others without declaring war. It would represent state-sponsored terrorism which mainly started during the Cold War. The unit should be similar to marines except slightly weaker so that they're not completely superior.

I know that it's difficult to quantify recent/current/future historical developments into the game. However, I think that this unit is so ambiguous that it will cover any current or future developments in military tactics.

This unit would also make modern warfare significantly more interesting and fun because it gives you so many options. You can threaten small backwards nations without worrying about defensive pacts. You can also harass powerful nations by threatening their workers and tile improvements. I've always been a huge fan of privateers, and I want those gameplay mechanics to carry into the modern era.

I think that this unit would be a nice modern complement to the spy and espionage system. I love the current espionage system, but it doesn't allow you to actually attack and defeat enemy units or cities. In the modern era, you should be able to do this. It's unclear if you should be allowed to actually capture cities with the units, but that can be worked out in development.
 
Interesting idea!

Why not add a diplomatic mission as well where you create a spawn of barbarians near the city?
 
Is it possible to create a new military unit that works like privateers on land? It's basically a unit that looks like a barbarian which you can use to attack others without declaring war. It would represent state-sponsored terrorism which mainly started during the Cold War. The unit should be similar to marines except slightly weaker so that they're not completely superior.

I know that it's difficult to quantify recent/current/future historical developments into the game. However, I think that this unit is so ambiguous that it will cover any current or future developments in military tactics.

This unit would also make modern warfare significantly more interesting and fun because it gives you so many options. You can threaten small backwards nations without worrying about defensive pacts. You can also harass powerful nations by threatening their workers and tile improvements. I've always been a huge fan of privateers, and I want those gameplay mechanics to carry into the modern era.

I think that this unit would be a nice modern complement to the spy and espionage system. I love the current espionage system, but it doesn't allow you to actually attack and defeat enemy units or cities. In the modern era, you should be able to do this. It's unclear if you should be allowed to actually capture cities with the units, but that can be worked out in development.
Alongside this, why not Barbarian "spies" that would function as a representation of terrorism?
 
Yes, why not let's have four waves of barbarian activity:
*Animals (ancient era)
*Invaders (classical era, medieval era)
*Pirates (renaiscance era)
*Terrorists (Global era, Digital era)

C2C has some interesting sea futures, like sea grass, kelp and reefs. Maybe add them in the pasific to be more interesting?
 
instead of removing unhealthiness, maybe it should convert it to production, something like:

*Converts 25% of :yuck: into :hammers:

(It means the 25% of :yuck: is subtracted from total unhealthiness and converted directly into hammers, that are added into initial :hammers: harvest)
 
instead of removing unhealthiness, maybe it should convert it to production, something like:

*Converts 25% of :yuck: into :hammers:

(It means the 25% of :yuck: is subtracted from total unhealthiness and converted directly into hammers, that are added into initial :hammers: harvest)

Soooooo recycling centers encourage maximizing unhealth? Which means they are directly antithetical to Environmentalism's reduction of unhealth?

Btw in case Central Planning still has that stupid negative commerce for several improvements, it should be replaced with a negative modifier to trade route commerce instead, or maybe the same penalty that Mercantilism has currently.
 
A good point Imp. Knoedel.

But I really like this idea citis posted. (although I think the :hammers: should be given in addition to giving :health: in stead of in stead of giving :health:)

Why not let recycling centers convert surplus :health: into :hammers:?

eg. +1:hammers: for every :health: more than :yuck: up to the limit of the :yuck:

They have to recycle something.
 
Soooooo recycling centers encourage maximizing unhealth? Which means they are directly antithetical to Environmentalism's reduction of unhealth?

Btw in case Central Planning still has that stupid negative commerce for several improvements, it should be replaced with a negative modifier to trade route commerce instead, or maybe the same penalty that Mercantilism has currently.

It's a recycling center. The more carbage you have the more raw material you can extract from your carbage.

I didn't thought about antitheticality to Environmentalism, it's an interesting conclusion, why not?
 
It's a recycling center. The more carbage you have the more raw material you can extract from your carbage.

I didn't thought about antitheticality to Environmentalism, it's an interesting conclusion, why not?

Asbestos, Nuclear waste. When you're recycling the quality of the garbage is at least of as mutch importance as the quantity.
 
It's a recycling center. The more carbage you have the more raw material you can extract from your carbage.

I didn't thought about antitheticality to Environmentalism, it's an interesting conclusion, why not?

All I'm saying is that Environmentalism shouldn't exist as a civic replace building health infrastructure, but instead give bonuses for it. Come to think of it, Environmentalism should give one food or hammer or commerce for every surplus health, as that would encourage both building infrastructure that increases health as well as infrastructure that decreases unhealth.

That way Recycling Centers would indirectly turn unhealth into production (or whatever yield makes the most sense) when you are running Environmentalism.

But wait, there's more! Similar to that effect, Totalitarianism could turn unhappiness into production or whatever, and Public Welfare could turn surplus happiness into commerce or whatever! Somebody get to coding that mechanic stat!
 
All I'm saying is that Environmentalism shouldn't exist as a civic replace building health infrastructure, but instead give bonuses for it. Come to think of it, Environmentalism should give one food or hammer or commerce for every surplus health, as that would encourage both building infrastructure that increases health as well as infrastructure that decreases unhealth.

That way Recycling Centers would indirectly turn unhealth into production (or whatever yield makes the most sense) when you are running Environmentalism.

But wait, there's more! Similar to that effect, Totalitarianism could turn unhappiness into production or whatever, and Public Welfare could turn surplus happiness into commerce or whatever! Somebody get to coding that mechanic stat!

Civics is one thing, buildings is an other thing. We don't speak about environmentalism. We speak about recycling center.
 
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