Onagan
The Dutch
6 is already possible (at least in BTS)
2) Turn summary -- Before I go on to the next turn, I might want to go back and review what's happened, particularly if I've fumble-fingered something. In MOO2, there's a turn summary. Not much, but it says things like "Planet Alpha has completed a Battleship. Next in queue is a Missile Base." Even better (for SGs) would be the ability to save the turnlog as a text file.
6 is already possible (at least in BTS)
I don't have Civ 4, so I didn't know these. Thanks.And this is too in civ4.
We need the expand palace award again! I can't believe they cut it out of IV, thats a old school Civ favorite.![]()
#39: If the game ends with Alpha Centari, shouldn't building space stations, moon bases and Terra-farming Mars be part of Civ? It's a huge leap in tech from inter-planetary travel to inter-stellar.
A technology victory. If one Civ researches all techs, the game is over.
Dont think so, this would effectively make the end techs useless, and research picks up in the late game, a good player can be getting 2 or 3 turn techs, your gunna have a mighty short modern age is all i can say.
1. Perhaps the game would require a high end PC to run properly but i' d really LOVE to see unique style units per civ. Each civ has it's very own looking spearman and so on.
2. Gifting units is a small step forward to unit trading. As in real life, this isn't the actual case. Each civilization should be able to purchase/sell units to another one, even by placing an order. The purchased units could be transferred over to the civilization who bought them with freighters. This is done over a very new screen where:
- A Leader places an order for ALL other civs to see. Example: Alexander asks for 10 Modern Armor units, delivered in 10 turns maximum, willing to pay regular cost (that is automatically estimated by AI when number of units are selected), or asking for an offer.
All civs interested in the deal submit (by visiting the very same screen) their offers. Ragnar offers the units for 1200 gold delivered in 10 turns, Isabella offers the units for 1300 gold delivered in 8 turns.
Alexander picks Ragnar's offer (for example) and the process begins. The purchased units are BRAND NEW, builted automatically in the turns agreed (10) by buildings called "Military Exports" revealed by a new tech "Troops Trading". Turns required to build the units asked by a civ should be automatically calculated by the number of such buildings the selling civ has. Till they are ALL built, no units of the same type can be produced by the civ to have taken the order. When they are ALL built, they are automatically loaded to a freighter which then moves to the waters of the civ that has placed the order for them. The units are assemlbed in the civ that purchased them, thus, promotion - free. Purchased Unit promotions are limited to 2 and it's up to the civ that has recently acquired them to pick them up.
Each Civ should be able to purchase extra promotions for EACH unit. That way, a rich civ could find some use for his extra gold. Promotions for a unit are limited to 12 and cost varies according to the promotion purchased. An average cost to reach the limit of 12, i think should be 700 gold. A unit cannot be used for 1 turn after a promotion for it has been purchased. REAL LIFE works that way. This could add an interesting aspect in the game. Some civs could invest in quality while others in quantity. Smaller but rich civs have a chance to balance power in their favor and reduce, if not eliminate, their huge but poor opponents' advantage.
4. Promotions should be more specific. Let' s see an air unit for example: It could be used for naval warfare by getting (by purchase also) extra damage points over sea units (+10, +15, ... +90%). Advancing it in a different way could make it an ideal city defenses bomber, collateral damage maker, military buildings devastator, civilian buildings devastator etc.
5. Advanced Units Concept. A Jet Fighter in the game represents an F-16 in reality. Where's the F-22? A huge, rich, powerful civ, is just Unrealistic to possess the same units as a small one, less advanced, not rich. Furthermore, it's simply unrealistic for the last civ to possess Stealth Bombers just because the technology was discovered. Most players continue the game AFTER 2050 and the problem is HUGE. Huge!!! Jet Fighter remains as it is. A Modern Bomber is created to take the place of the Stealth Bomber. A Stealth Fighter (such as the F-22 originally) is inserted into the game accompanied by the Stealth Bomber. This is a new class of units: It takes 4 times the turns to built them related to Jet Fighter and Modern Bomber and a sum of 100 and 200 gold for each case of the civ's treasurry is evaporated per unit of the class built. Maintenance costs are also higher. More realism for crying out loud. Those units could also be purchased by any civ able to afford it. The same goes on for LAND and NAVAL forces.
6. I totally agree with expanded diplomacy as mentioned it the first post. I so much wanna tell a civ to stop infaltrating my cities and poisoning my waters and threaten with war the next time I cought one of his spies...
7. Military Satellites to recon the map whenever necessary (limited to 10 --- 1 satellite - 1 recon of a certain portion of the map --- Adds a 15% more damage for Guided Missiles, Tactilal Nukes and ICBMs). Communication Satellites (adds an advantage in combat per every satellite built of this kind). Communication Satellites are limited to 10, each offering a plus 5% advantage in combat for ALL units. Satellites aren't built the classic way. They are purchased over a new screen (could be the same with the one of purchasing units). ANTI - Sattelite missiles can be constructed in order to shot down enemy satellites.
8. When using a guided missile, a civ can choose the KIND OF TARGET to be destroyed (for buildings) or damaged (for units).
9. Guided Missiles, Artillery/Air/Naval bombarding can KILL a unit if woonded seriously from previous atacks.
10. S/MRBM (Short/Medium Range Ballistic Missiles) are inserted. They carry symbatic warheads (don't pollute) and inflict serious damage (destoy 1-2 buildings, kill 1-2 units, cause collateral damage to 3-4 units). They affect only one BLOCK. They should cost as much a Tactical Nuke (for SRBM) and an ICBM (for MRBM). Nuclear weapons should cost the double in each case. Anyway, they do in real life. Anti-Missile Unit batterries would do the counter-cob maybe with some help by Air Radar and Early Warning Aircraft. Ballistic Missiles can be used to destroy specific targets in a city allong with the collateral damage and units killed.
11. Atack Helicopters and Mechanised Infantry should get a bombardment capability as a promotion. With a specific promotion, they could use missiles to damage enemy land or naval units and atack at the same turn. This advancement should cost a little bit more to... purchase!
22. Units far from home should suffer due to maintenance issues as already mentioned before in this thread. Eliminate this factor by adding an option to construct military bases in foreign soil as a form of diplomatic aggrement.
Yes, we are.That's all for now. Sorry it took so long, I just had a dream. After all, we are Civ Fanatics, aren't we?
I have thinked this too.
And how about satellites that destroy other satellites an ANTI-satellite-missiles.
Or how about some anti-anti-anti-anti-anti-spaceship-missile-missile-submarines?
D'oh! You just ruined my possibilities to continue this!!!OK, this can go a loooooooooooong way down this post...![]()