The following is a summary of suggestions & points brought up in this thread. Please review them, and lets get as much discussion started on them as possible. The ensuing discussion will assist in the making of version 2.0
Note, that some suggestions were left out because they were impossible to implement. Others I have not listed because of certain restrictions.
Special thanks goes out to BobTheTerible, Moultan, Zabba & Taurendil for compiling all of this
1.
RESOURCE: Adding of Synthetic rubber & Pastics as a strategic resource.
I tend to agree with Nder (see his quote below) - The question then becomes with what technology would these resources no longer be necessary?
Why add in synthetic rubber and plastic? They are man made and can be made from common materials. Once you get to the point in the game where you would be using synthetics just remove the resource requirement to show that you can make your own resources now. - Nder
2.
GAME CONCEPT: Victory Point Locations. Have Victory points in certain cities that were strategically important in history. Such as the Suez Canal, Jerusalem, Panama Canal etc.
3.
UNIT: Eagle Warrior. To be given to a South American Civ, preferably the Incas.
4.
UNIT: Longships. For the Vikings, comes with an earlier tech before Map Making.
5.
UNIT: Desert Warriors. Given to Arabs.
6.
UNIT: Longbowmen: Given to English.
7.
UNIT: More variety of units for American Civs as well as Songhai, Zulu especially in the earlier eras.
8.
UNIT: Cataphracts. Given to Greeks instead in place of Knights. Same also goes to Persians, have such a unit available to them before the coming of Islam.
9.
UNIT: WW2 Bomber.
10.
GAME CONCEPT: More Modern Era Techs. Especially around the WW2 time period.
11.
UNIT: ME 262. Hardly gets enough use in the game, adding more techs
(suggestion given above) will enable player more time to use this unit.
12.
GAME CONCEPT: More Governments.
Reedtwostep suggestion is very interesting. I can make government types that are Civ specific. I will however put this to you people. If you want more government types, go and find out all the details and submit them to me. I will make Civ specific governments if you assist me.
13.
WONDER: Eiffel Tower. Improve relations with other Civs.
14.
WONDER: Apollo Program. The entire world map should become revealed once built.
15.
GAME CONCEPT: Government Specific Buildings.
Problem with this is what happens to the wonders & improvements when a player switches governments. Otherwise this is a great suggestion.
16.
UNIT: Multi-figure Units. Certain units to be multi-figure.
17.
GAME CONCEPT: Start Year 4300BC instead of 5000BC.
18.
MAP: Irrigation in South Italy.
19.
UNIT: Eastern Orthodox Unique Units. They should have their special ones because they did not use Knights Templar.
20.
GAME CONCEPT: Manual & Strategy Guild.
There is a thread already up but perhaps when 2.0 comes we could come up with a thorough guide since the mod plays so different than a regular game.
21.
UNIT: Stronger Crossbowmen. Currently they are too weak.
22.
UNIT: Trebuchet. Before the use of a canon.
23.
UNIT: War Elephants too cheap.
Will consider increasing their costs.
24.
UNIT: Spy or Secret Agent.
25.
UNIT: Early Submarine.
26.
UNIT: Steam Frigate.
27.
UNIT: Grenadier. European unit between Musketman & Rifleman.
28.
UNIT: V-1 Rocket, precursor to the Cruise Missile.
I really like this suggestion.
29.
UNIT: Canoe. Strictly for American Civs. Movement rate of only one, and cannot go beyond coastal waters.
30.
WONDER: Statue of Liberty.
The effects still need to be determined.
31.
IMPROVEMENT: Steel Mill.
The effects still need to be determined.
32.
IMPROVEMENT: Radio Tower.
The effects still need to be determined.
33.
IMPROVEMENT: Prison. Makes less corruption and citizens happy.
34.
WONDER: CNN. Global effects.
The effects still need to be determined.
35.
WONDER: Sphinx.
The effects still need to be determined consider there are already many Egyptian Wonders
36.
MAP: Great Wall.
I am debating getting rid of the Great Wall Wonder in place of it actually placing a great wall on the map across China. Actually I will do this, and place non-mobile units on the wall.
37.
UNIT: Combat Engineers. Minimum Defence. Works more faster than regular engineers, however costing more to maintain.
38.
RESOURCE: Wood.
39.
GAME CONCEPT: DyP Meets ToT. I have already spoken about this with Kal-el, the designer of DyP. He has agreed to let me work with his mod taking components and integrating them into Test of Time. You will see bits and pieces of DyP in version 2.0
40.
GAME CONCEPT: Increase Anarchy. Especially when a capital is lost there should ensue a long period of unrest.
41.
UNIT: Templar Knights really are Knights Templar.
I realize this, but Templar Knights sound so much better however for historical accuracies sake I will change it.
42.
UNIT: Guerrillas. They do have hidden nationality now and can go over mountainous terrain easier. Zero Attack solid Defence with substantial lethal bombard strength.
Great suggestion D.Minky & Rasputin!
43.
UNIT: Religious Units.
They have all been scaled back a bit in power.
44.
UNIT: Cost of Ships.
Ship prices are based on modern costs. I realize however that WW2 these maybe a bit too much. In consideration of this, I will be looking to have some ww2 type naval units added. Not as powerful as modern ones, but also not as expensive.
45.
MAP: Single Tile Cities invulnerable. Amphibious units will be available to most Civs enabling them to take over such cities.
46.
GAME CONCEPT: Songhais power will be reduced.
47.
GAME CONCEPT: Mutual Protection Pacts will be moved later on the tech tree. This should finally solve having contact with too many Civs very early in the game.
48.
GAME CONCEPT: Wonders.
Hey Tet, A possible solution to some of the Euro Power balance could be to not place the wonders from the start. Not only does it give the Euros a lot of power it isnt historically accurate. And we all know that the goal of this mod is historical accuracy. I know that you want the Wonders to be built in the proper cities and I have a way for that to happen without pre-placing them.
1) Make a new resource for each city that you want a wonder to be built in, e.g. Resource Rome, Resource, Alexandria, Resource Athens, etc.
2) Place these City Resources under each corresponding city
3) Make the appropriate Wonders require said City Resource be within the city radius in order to be built.
4) Now those wonders will only be able to be built in the city of your choosing.
I recommend that you then lower the costs of each wonder so that they can be built rather quickly by even the lowliest city. Otherwise you will see the AI spending inordinate amounts of time building the wonders when they should be building other things. - Kal-el
49.
UNIT: Privateers. Will not be able to capture other ships etc.
50.
GAME CONCEPT: Gold for Units. Cashing in units for gold.
A great idea that I will look into
51.
GAME CONCEPT: Sporks Observations.
There is extensive work being done to give Europe new improvements, techs, resources etc. This will facilitate their rise to prominence during the age of exploration and through out the Industrial age. The weaknesses of the AI have been noted and measures are being taken now to alleviate them.
52.
GAME CONCEPT: High Research Costs.
The AI will always place a lot of commerce into research, even if it would still take the maximum time. I will make sure that even 20% tech rate will make a dent
53.
GAME CONCEPT: Diseases.
Spork makes a great suggestion here. I ask that someone go through history and find out whenever there were plagues etc. This search should not be limited to Europe but the entire world. Americas when they were discovered by Europeans etc. I need to know the time it took place, the amount of people that perished etc.
54.
ADVANCE: Early Seafaring. Something before map making for Civs like the Vikings.
55.
GAME CONCEPT: Map Trading. Will not be available until astronomy.
56.
RESOURCE: Copper.
I want to know what this would be used for before adding it to the game.
57.
UNIT: Archer Bombard Strength.
To be given to units that uses some sort of missile weapon. Such as - Babylonian Bowmen, Archers (and all their replacements)
Longbowmen (and all their replacements - but not berserks)
Guerillas