Variation of an old Question

Originally posted by frunobulax
I'd like to be able to expand the diplomacy options, so that you could introduce nuclear weapons treaties, non-aggression pacts and UN resolutions - with the latter, I guess you'd have to modify the fact that building the UN and getting elected wins you the game, unless UN resolutions are an option that only come into play if you've set the game up with the 'UN Election Win' option switched off.

Definitely. I would like the same, similar to SAMCX.

Originally posted by frunobulax
lso like the idea of certain wonders becoming World Heritage Sites after a few hundred/thousand years - so if that city is attacked by an enemy it causes third parties to intervene and declare war :)

Cool idea. But, do you think Muslim countries would declare war if Saudi Arabia (Mecca) was attacked? Would Jerusalem be an example?
 
Originally posted by dojoboy

Cool idea. But, do you think Muslim countries would declare war if Saudi Arabia (Mecca) was attacked? Would Jerusalem be an example?

Maybe you could do something with the "culturally-linked start" option, so that certain 'groups' of nations would respond/retaliate if a certain culturally-linked city (with a specific Wonder inside) was attacked.

Also, another idea, re. diplomacy - that you can have the option to threaten to use nuclear weapons if a certain city is attacked ! I guess the idea here is to have more dialogue/diplomacy with the AI when you (and they) have nuclear weapons - active deterrence !!

Also, ability to impose Trade Embargo (i.e. economic sanctions) if another nations fails to give back a city it has taken, or withdraw from another nation etc ... PLUS the ability to define Peace Terms, in the sense that the defeated nation agrees NOT to develop a certain advance (e.g. Stealth), or build certain types of units (ICBMs etc) !! This would be fun !!
 
Regarding all those ideas, imho you should remember that the AI is more artificial than intelligent :p and probably will be at a great disadvantage wrt human players.

But in PtW of course, you may threaten your fellow humans, being in line with hundreds of years of diplomatic traditions ....
 
Originally posted by heikeott
I think that the amount of money each city makes each turn (over and above that city's maint. cost) should be assumed to be in that city, and the rest should be assumed to have been moved to the capital each turn. Don't "excess" funds get paid in as taxes each year or five, or at the very least get stored in the federal reserve bank, or Fort Knox? :D

So for example, if Alexandria has a positive cash flow of 5gpt and gets sacked, the barbs should only get 5g, since last turn's 5g has already been shipped to Thebes. If they sack the capital I'm in big trouble... but then again, who's ever let their capital get sacked, unless it's in the first few game turns...?
The whole idea of barbarians is that they do run off with your money, and the current 5% of what's in the bank is not an unreasonable amount IMO. Your idea is ok, but I would like to allow maybe 2 or 3 times the gpt from that city for the barbs, as the city would never send all the extra money to the capital.

And indeed, the capital would become a target for attacks if this was implemented properly.

FWIW, I think barbs are an easy source of upgrades and cash, even on Deity when you have no attack bonus. You should be making much more from the barb camps than they manage to run away with.
 
You're probably right. I just started playing on Warlord level (yeah, yeah, I know, don't say it) and am accustomed to sending unaccompanied settlers all over the map to start new cities which then build their own defender in 5 or 10 turns. In a higher level (regent, I think) game that I downloaded to try, I lost nearly 1/2 of my treasury in 2 turns because they kept sacking new outlying cities one after the other, :( and I couldn't rush defenders because I was still in despotism and the cities were only pop 1 or 2. I have now learned that I must build escorts to send out with my settlers, which then become the new city's first defensive unit. Not sure whether it's from Civ II or Chieftain level, but *I* am used to settlers staying gone once I kill them off in an area. This deal of having them pop back up anywhere I can't see them is new (and fairly annoying). But on the bright side, I did learn something from it...
 
I definitely think the 'fracturing' of a civ would be awesome. Because, theoretically(haven't tried out yet), if your a religious civ, you don't really need to care too much when you're at war with a gov't with war weariness, because if your civ falls into anarchy, the next turn you could select your previous gov't to maintain the productive ablities it has. the breaking away of a civ should be(if possible) linked to how much unhappiness there is in your civ, and even maybe only for the areas that are far from the capital or areas that have cities with a lot of unhappy citizens. I've got other reasons, but i'm limited for time(gotta finish my homework for tomorrow).

Also, would terraforming be possible with the editor? that would be a nice touch. THen again, what tech would you need for your workers to be able to terraform?

More sophisticated diplomacy for PTW would be pretty cool as well as useful too. An idea is a one sided RoP, kinda like the occupation of a country to monitor what the heck their doing behind your back (sound familiar?). It would definitely be useful for wars that end with you being the victor, and being able to check out what that civ is doing during peace time, to make sure that their grudge against you won't result in another war, kinda like in WWI, WWII. Would even be useful in real life, seeing where we are now with Iraq and all.
 
The one-sided ROP is a great idea- especially if there is a diplomacy solution further down the road- something like you can occupy their territory for 20 turns, then you either get kicked out or must negotiate a real ROP. I'm thinking something like post-WWII Japan and Europe- we stayed fopr a while as the victors, but it took long-term alliances to form NATO.
 
@heikott:
Barbs can be an easy source of cash for you, instead of a drain on your reserves.

On Cheiftain you get a 400% bonus attacking barbs, going down to 50% on Emperor and 0% on Deity. Just send a warrior with your settler if there are barbs, and clean out the barb camps for 25 gold a go...
 
1. National Park designation - you can set aside squares within your control for non-development (no worker improvements, no city on that square). The park reduces pollution and increases happiness in surrounding cities, but vital resources can still appear in parkland. If you send a worker in to exploit the resource, you lose some or all of the happiness it generated.
2. Whaling/fishing resources get exhausted after a certain length of time, then reappear (or not) as stocks replenish.
3. Barbarians reappear periodically. Call 'em bandits, pirates, terrorists, "unlawful combatants", whatever. A weak military could result in stolen goods by land or sea.
4. Give cities more of a personality - certain towns are industrial centers, artist havens, pro-military, scientific centers, commercial, etc. Improvements matching the cities personality go faster. Specialists are produced more in line with the city's personality.
5. Preferences option to only produce the most modern offensive/defensive units (depending on resources). I can't tell you how many times a city has made a Legionary when I needed Infantry!

I like about everything else I've seen here, esp. the expanded diplomatic options and nation fracturing. Full-scale civil war might be an option under the right circumstances.
 
Originally posted by Thulsa Doom

5. Preferences option to only produce the most modern offensive/defensive units (depending on resources). I can't tell you how many times a city has made a Legionary when I needed Infantry!

Yeah- what's the deal with that? Why do Warriors stay on the production menu until the end of the game? Shouldn't obsolete units be falling off the list?
 
Ahh. Another plus to ptw. At replaceable parts, you get guerillas... won't ever have to accidently build swordsmen again. Of course, there still should be an option for which units to "never build." You still wouldn't really want guerillas if you can build infantry, or even modern armor.
 
Originally posted by DiamondzAndGunz
Ahh. Another plus to ptw. At replaceable parts, you get guerillas... won't ever have to accidently build swordsmen again. Of course, there still should be an option for which units to "never build." You still wouldn't really want guerillas if you can build infantry, or even modern armor.

I've got PTW on PC and the guerilla (6-6-1) cost the same as infantry (6-10-1); however, the guerilla doesn't require any resources.

So, if you're on the defensive and back pedaling, I understand why the guerilla doesn't require resoucres; however, I would also believe that cost is important too at this stage of the game. Seems the guerilla unit should be cheaper, to stand a fighting chance.
 
Yeah; I too have PTW on PC. I still think that the guerilla should have a decreased cost as well. It becomes a sorta pointless unit to build if you have rubber. You still might have plenty of these left over, though, if you built lots of swordsmen/archers.

They are good if you have no rubber though. You are no longer at as much of a disadvantage. Nonetheless, a lower cost would be great. If you have no rubber, you're a sitting duck, so you need to mass produce units fast.
 
Originally posted by dcaint
Why do Warriors stay on the production menu until the end of the game? Shouldn't obsolete units be falling off the list?

I'm currently playing as the Babylonians and am at war with the Zulu (c.1802). Having started off with a massive bombing campaign, targetting their strategic resources (horses, iron, rubber, aluminium, oil), they have effectively been 'bombed back to the Stone Age'. They are reduced to producing Impi, after having had lots of Infantry, Cavalry, etc, which are easy prey for my Tanks and Mech. Inf. - so, there's always a need for obsolete units for AI's who don't protect their resources !! :)
 
Originally posted by Thulsa Doom
1. National Park designation - you can set aside squares within your control for non-development (no worker improvements, no city on that square). The park reduces pollution and increases happiness in surrounding cities, but vital resources can still appear in parkland.

Great idea ! Always felt there should be 'Ancient Ruins' that can function the same way - things from before the Dawn of Civilization (such as Stonehenge in England, the Buffalo Jump in Alberta, or the promise of a Mac version of PTW ;) )
 
1] The farce of global warming in the Real World is not man made. The Earth's temperature is actually cooler now than it was 700 years ago when the Vikings settled Greenland. If humans want to raise the temperature, they need to kill off all the plant life; then we'll have Global Warming. In the game, we can still have pollution, but no global warming. 2] The UN should actually raise corruption and waste, because liberals, socialists, communists, politicos, and green peacers run it; eventhough the US pays the most capitol into it.
3] New improvement could be Hippodromes that turn into racetracks with combustion. Need Horseback Riding and Construction and when combustion comes along, it turns into indy or nascar tracks. Could also have radio stations or TV stations with Radio advancement. 4] Hospitals could help out with research, because in real life they do. What does everybody think? EZ
 
For those who have PTW, can you capture cities with guerillas? If so, its definitely a big giveaway as to who is using them often (hmm, that city was attacked by a guerilla and is now sporting the color of the Russians. I wonder whose guerilla that was?) It would probably make more sense if you couldn't keep cities that you captured. Anyone willing to see if you can keep cities?
 
Bring back the lawyers from CTP!

I loved the idea of economic warfare. It was a great way of crippling a competing civ who was building a wonder I wanted.

One question -- would it be possible to increase the culture points per turn each time there is a palace improvement? It seems to me that, when your citizens are happy enough to fix up your castle, you ought to get some added benefit. Of the people running the editor, does anyone know if this is possible (I tend to doubt it, based on what I've heard so far)?
 
Originally posted by easy
2] The UN should actually raise corruption and waste, because liberals, socialists, communists, politicos, and green peacers run it; eventhough the US pays the most capitol into it.

How about making it possible for the UN to be able to block America from going to war with any Arab nations... eh ! ;)
 
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