Neofelis Nebulo
Chieftain
- Joined
- Oct 14, 2010
- Messages
- 29
As every decent Civ-Player does, I already imagined myself my perfect CiV. Well, that didn't happen to be the one I bought, but when is it anyways.
I think CiV has loads of potential and especially the modding friendlyness is a big big good. I just hope they don't use it as an excuse to not make the game better themselves, but this is a rather pessimistic view and thus out of your minds right ... NOW.
Okay, now, the reason why I opened this topic and the reason you read this is simple. We all want CiV to get better, more civ'ish and outmost amazing and CiV has the potential to do so, all it needs are some well placed tweaks/changes and violá, here goes game of all times. I have compiled some features/mechanics I see would fit in the game just perfectly and would make CiV a bit more epic as it should be. My suggestions are as follows:
Units per Tile and Embarked Units:
-Change One Unit per Tile into Two small Units per Tile or two civil units (Small units are more or less all kinds of infantry (mechanized might be the exception, but one can sort that out with some testing / Non-Small Units (aka only one per tile) are any Artillery units, Mounted Units, Ships (minus subs) and Tanks)
-Embarked units count as civilian and can be stacked with military units, though not exceeding the maximum of units per tile (Example: Two Embarked units+Ship to defend them or two embarked units+two subs)
-Movement of those embarked units is set on technological progression equaling the former Trieres/Galleys/Transportships
Zone of Control and Bombardement:
-Every ranged units has a Zone of Control in which entering the respective zone will consume twice the movement-costs
-Normal Archer and modern "Rifled" Infantry gets a range of one (balance issue explained later on)
-Every Early Ranged Units can/will automatically attack every enemy entering its ZoC with one ranged attack (50% of normal ranged strenght to balance things out). It can do so only as much times as it has movement points (Superiourity of the Defender!)
-Advanced Artillery Units can/will attack every intruder of their firing range (when in sight with an ranged attack (50% of normal ranged strenght). Units may do this only once
-Due to the possibility to stack up to three units on one tile, artillery ranged bombardment does collateral damage (note ranged attacks from Archers, Infantry does not)
-Ranges are generally overhauled:
Early Archers: 1, Advanced Archers (Longbow+Crossbow): 2
Modern rifled infantry up onto Mechanized (see Modern Infantry as ingame): 1
Catapult: 2, Trebuchet: 2, Cannon: 3 <-no additional movement/attacks, no indirect fire possible
Early Artillery: 3 <-no additional movements/attacks, indirect fire possible (Promotion only)
Industrial Artillery: 3 <- additional movement/attacks possible (Promotion only), indirect fire (Original promotion redundant, adds collateral damage bonus instead)
Modern baralled Artillery: 4, Modern Missile Artillery: 5 <-the latter is optional High-End units with more range, more damage, but less movement (attack rounds with promotion)
-Ranges for Naval Units behave like artillery units up from Catapult respectively
-Range of sight does not cover greater firing ranges, Units to serve as spotters needed
-Cities' Bombardment damage/animation increase in technology. Range stays set to 2. Additional Units do not increase ranged combat strenght
Cities and City-Combat:
-Cities can expand up to six tiles and thus add new blocks to itself that count as part of the city and recieve full city stats/abilities. One City can now span the entire 7 hexes with the original hex as center. Each block grants city-tile productivity/food and grants additional boni based on their type (Industrious adds additional production/Park adds Happiness and Health/Harbour adds Gold and Health and production and Illness/Entertaining adds Happiness and Culture/Economous adds Gold and Science). Cities require enough (first estimation for a fitting value is six) population to grow more blocks. Blocks do significantly add expenses (+20% of the City's Maintainance cost each) and can thus be hindered from creating (the player is asked on whether he wants to expand and if yes what type the block shall become). Not creating a new block will however add Unhappiness due to overpopulation in the city. Water tiles bordering to land tiles can become Harbours. Tiles with ressources can not form into new blocks, but cities can expand up to two tiles from the center
-Each block is considered a part of the city in combat and thus grants boni. To fully conquer a city, every block has to be under ones control (harbours can only be defended by naval units and thus pose additional danger, if they are some for that matter!). Blocks get targeted individually and the destruction of ones block defences does not lower the rest's ones. However units that already occupy a block recieve a combat bonus (for already having breached the main defences) when attacking another block. As long as the Centre belongs to the original player, the city can produce units (though at obvious penalties as for not controlling most tiles as it usually is the case) and may field them in whatever block they want as long as they don't violate the units per tile rule. Should the centre fall into enemy's hands, the city can no longer produce until either the defending player reconquers the centre or the invanding player conquered the whole city. Harbours that are not occupied by any player via stationed units belong to the original owner of the city until the other one conquered every single landbased block. This mechanic enables the possibility of things like for example Stalingrad to occur if neither side is determined/strong enough to deal with the city in a more timely manner. Key-Cities now pose additional strategic value as they can effectively block a whole army if not attacked sufficiently. Artillery will however still make short work of it.
-Illness is back. Should be just like in CIV
Techtree:
-More technologies are needed. Period. Steampowered ships inherited a whole age and the only appearance they take is the Ironclad? Seriously?
-Hand in hand goes the need for more respective units
Those ideas I mentioned are by far a bit too much to simply patch in as far as I know (Modders are surely welcome to prove me wrong) so I'd see those changes via an AddOn, but essentially these are the changes I would see make CiV into one of the greatest Civs ever is added to the already available platform. Add the necessary AI tweaks/changes and this magnificient modding community and CIV can kiss his Civ-Throne goodbye.
Now, what is your take on this, ideas, criticism?
I think CiV has loads of potential and especially the modding friendlyness is a big big good. I just hope they don't use it as an excuse to not make the game better themselves, but this is a rather pessimistic view and thus out of your minds right ... NOW.
Okay, now, the reason why I opened this topic and the reason you read this is simple. We all want CiV to get better, more civ'ish and outmost amazing and CiV has the potential to do so, all it needs are some well placed tweaks/changes and violá, here goes game of all times. I have compiled some features/mechanics I see would fit in the game just perfectly and would make CiV a bit more epic as it should be. My suggestions are as follows:
Units per Tile and Embarked Units:
-Change One Unit per Tile into Two small Units per Tile or two civil units (Small units are more or less all kinds of infantry (mechanized might be the exception, but one can sort that out with some testing / Non-Small Units (aka only one per tile) are any Artillery units, Mounted Units, Ships (minus subs) and Tanks)
-Embarked units count as civilian and can be stacked with military units, though not exceeding the maximum of units per tile (Example: Two Embarked units+Ship to defend them or two embarked units+two subs)
-Movement of those embarked units is set on technological progression equaling the former Trieres/Galleys/Transportships
Zone of Control and Bombardement:
-Every ranged units has a Zone of Control in which entering the respective zone will consume twice the movement-costs
-Normal Archer and modern "Rifled" Infantry gets a range of one (balance issue explained later on)
-Every Early Ranged Units can/will automatically attack every enemy entering its ZoC with one ranged attack (50% of normal ranged strenght to balance things out). It can do so only as much times as it has movement points (Superiourity of the Defender!)
-Advanced Artillery Units can/will attack every intruder of their firing range (when in sight with an ranged attack (50% of normal ranged strenght). Units may do this only once
-Due to the possibility to stack up to three units on one tile, artillery ranged bombardment does collateral damage (note ranged attacks from Archers, Infantry does not)
-Ranges are generally overhauled:
Early Archers: 1, Advanced Archers (Longbow+Crossbow): 2
Modern rifled infantry up onto Mechanized (see Modern Infantry as ingame): 1
Catapult: 2, Trebuchet: 2, Cannon: 3 <-no additional movement/attacks, no indirect fire possible
Early Artillery: 3 <-no additional movements/attacks, indirect fire possible (Promotion only)
Industrial Artillery: 3 <- additional movement/attacks possible (Promotion only), indirect fire (Original promotion redundant, adds collateral damage bonus instead)
Modern baralled Artillery: 4, Modern Missile Artillery: 5 <-the latter is optional High-End units with more range, more damage, but less movement (attack rounds with promotion)
-Ranges for Naval Units behave like artillery units up from Catapult respectively
-Range of sight does not cover greater firing ranges, Units to serve as spotters needed
-Cities' Bombardment damage/animation increase in technology. Range stays set to 2. Additional Units do not increase ranged combat strenght
Cities and City-Combat:
-Cities can expand up to six tiles and thus add new blocks to itself that count as part of the city and recieve full city stats/abilities. One City can now span the entire 7 hexes with the original hex as center. Each block grants city-tile productivity/food and grants additional boni based on their type (Industrious adds additional production/Park adds Happiness and Health/Harbour adds Gold and Health and production and Illness/Entertaining adds Happiness and Culture/Economous adds Gold and Science). Cities require enough (first estimation for a fitting value is six) population to grow more blocks. Blocks do significantly add expenses (+20% of the City's Maintainance cost each) and can thus be hindered from creating (the player is asked on whether he wants to expand and if yes what type the block shall become). Not creating a new block will however add Unhappiness due to overpopulation in the city. Water tiles bordering to land tiles can become Harbours. Tiles with ressources can not form into new blocks, but cities can expand up to two tiles from the center
-Each block is considered a part of the city in combat and thus grants boni. To fully conquer a city, every block has to be under ones control (harbours can only be defended by naval units and thus pose additional danger, if they are some for that matter!). Blocks get targeted individually and the destruction of ones block defences does not lower the rest's ones. However units that already occupy a block recieve a combat bonus (for already having breached the main defences) when attacking another block. As long as the Centre belongs to the original player, the city can produce units (though at obvious penalties as for not controlling most tiles as it usually is the case) and may field them in whatever block they want as long as they don't violate the units per tile rule. Should the centre fall into enemy's hands, the city can no longer produce until either the defending player reconquers the centre or the invanding player conquered the whole city. Harbours that are not occupied by any player via stationed units belong to the original owner of the city until the other one conquered every single landbased block. This mechanic enables the possibility of things like for example Stalingrad to occur if neither side is determined/strong enough to deal with the city in a more timely manner. Key-Cities now pose additional strategic value as they can effectively block a whole army if not attacked sufficiently. Artillery will however still make short work of it.
-Illness is back. Should be just like in CIV
Techtree:
-More technologies are needed. Period. Steampowered ships inherited a whole age and the only appearance they take is the Ironclad? Seriously?
-Hand in hand goes the need for more respective units
Those ideas I mentioned are by far a bit too much to simply patch in as far as I know (Modders are surely welcome to prove me wrong) so I'd see those changes via an AddOn, but essentially these are the changes I would see make CiV into one of the greatest Civs ever is added to the already available platform. Add the necessary AI tweaks/changes and this magnificient modding community and CIV can kiss his Civ-Throne goodbye.
Now, what is your take on this, ideas, criticism?