Warlords Patch Suggestions

Dionysius said:
no, cant figure out how. :(

No biggie if none of us can do it, I recently recieved word from a Firaxian that it will be fixed in the patch anyway. Woot! :woohoo: :beer:
 
I would like that the Anonymous option in multiplayer got a bit more advanced.

I find it very irritating to know which enemies I am playing against.
If i check the anonymous then when the game starts, all human players will be listed in the scorelist. Then I see "wang kon 37 louis xvi 37 hatshepsut 43 ..." and so on.
Then I know I will meet for example egypt. Maybe we are neighbours who knows, still I just know in this magical way that egypt may be my neighbour. What do i do? Bronze working-hunting and spearman pronto!
This really sucks. I would like a mode of total secrecy/anonymity so I don't know at all which enemy i will meet in the future. Also I will know by civ points, who is the most powerful, and who I should definetly not fight with.

This is by 1: don't show points of other races until i have met them
2: make the civ statistics customizable, or just by a simple option "disable statistics"
3: randomize race colours
4: make the leaderheads blank, or customizable by adding a .jpg/.bmp picture. I should't know that my enemy has some kind of special unit, in reality who knew that? Did the french know of the luftwaffe and blitzpanzer?

This would make gameplay even more funnier according to me, and it is so simple for firaxis to just add these options.

Hope a firaxian reads this...:rolleyes:
 
I would like to see more events that give you a specific advantage, like circumnavigating the world. It could even be great that if you're the first to build a barracks, all of your warriors get a 5% bump in battles, or if you're the first to build walls, then you get a 5% defense bump.
 
*Satis said:
It's redundant, too. Seeing as Celtic UB (can't remember the name right now.. replaces walls) hands out Guerilla I like sweeties, what great benefit does the UU impart?

Now if they had +10% hill attack, they would rule.

Love Judge Dee's fort ZOC idea btw.

It's not redundant, the Celtic UU is a unit that is NOT NORMALLY eligible for the Guerilla one promotion from the Dun.
 
I'd like to see more stealth units

It could include scouts, explorers, and spies. The earlier units could have a 50% hiding bonus, that could be augmented if they were in the hills, forest or jungle. Or a decreased bonus if in the desert

Simply enough, if they are not detected then they cannot be attacked
 
Changing the woodsman and guerilla into offensive promotions wouldn't work.
Or it could...if there is a new promotion made for scouts and explorers so that the scouts and explorers get a defensive woodsman and/or guerilla promotion - making the defensive ones more powerful...?

I like the ideas on improving the expansive traits that somebody mentioned here :)
 
i could go for the:

Expansive:
+50% Worker production. Health bonus reduced to +2
Charge promotion(+25% vs siege) get additional -20% collateral damage.
Explorers get Sentry by default.
City Garrison III get additional -15% collateral damage.
Fort
Provide healing of 10% per turn after research of Engeneering.
Provide Zone of Control and +1 visiblity after discovery of Optics.

City Ruins upon clearing(must be long) provide by chance:
- Survivors: 2 Workers - never a settler.
- Gold.

but these are bad for gameplay issues;
- Technology of razed civ if you don't have one(Small chance).
- Guerillas: Hostile warriors according to age(like after drafting) with three promotions

and you should never be able to thawt an enemies promotions. and mounted units get barly any chance of retreating anyway.

Formation (+25 vs mounted) reduce enemy withdraw chance by 5%
 
Nukes are way to weak in the game. I realize that the weakness was done on purpose so that they aren't so devastating, but I feel like there are other ways to limit their appeal.

1) Tactical nukes - only effect the target square, 33% damage to units each use (cumulative - so after three uses a unit is destroyed), reduced city damage, cheaper than ICBMs, each use causes -1 rep loss to pleased or friendly civs, -3 to other, -10 to target or target friendlies, war weariness up the equivalent of 4 turns of war per use.

2) ICBMs - affect 3 tiles (target plus 2 random in the surrounding 8), 50% damage (cumulative), 25% city population hit (cumulative) and 25% building destruction (cumulative), very expensive, each uses causes -3 rep loss to pleased or friendly civs, -6 to other, -10 to target or target friendlies, war weariness up the equivalent of 10 turns of war per use.

The effect would be that you could wipe out a stack of units or a city with enough use, but to do so would ruin all but your best relationships (and those would hardly be "friendly" anymore), and your own people would be pissed off.
 
1) Fix the bug where you can spam the "I demand" button and go from 0 to -10 "you made an arrogant demand" in a single turn.

2) Diplomacy should also have a "what have you done for me lately" or "what have you done to me lately" factor for things like catching spies, or making demands, or declaring war. Situational things that should slowly fade from memory (depending on the leader). For instance, an appeaser might forget 1 point of negativity every 10 turns.

3) Forts - Make them occupy the entire tile (like the currently do), but allow some method of either doing damage to a passing stack or slowing the stack down to 1 tile per turn while within the fort's zone of control.

4) AI's use of spies - The AI does a horrible job of using spies in an offensive manner. If the AI hates you, but isn't quite ready to declare war, it should wage a cold war against you - destroying your improvements. Strategic resources first, then food resources, then any resource that is being traded, then farms, then mines. Spies should move somewhat randomly (as far as possible after a success) to make it more difficult to catch them.

Which is exactly how I wage war against my next-strongest enemy. I destroy their farms to starve their cities and destroy their ability to pay for their troops. It's essentially a "cold war". Because bad deeds are never forgotten, once I'm to "annoyed" with a civ, there's no reason *not* to go whole hog on sabotage. Either they're strong enough to come after me, or they're not.
 
Promotions
-> Woodsman III --- 25% attack into forests
-> upgrading units should not loose the xp --- units with 16/17 xp, loose 6xp cos you couldnt find anything to kill. REALLY SUCKS ASS

Forts
-> Forts can be built without removing forests
-> Zone of Control --- this can work via new fort logic, or special unit ability when stationed in a fort.
-> Fortress? --- maybe use cottage logic 20 turns and its a fortress? it grants +1 first strike chance. plus the extra defence bonuses
-> allow airunits to rebase there --- like the airfeild in Civ 3

Generic Fixes and changes
-> Enslave option --- Unique Units can enslave enemy combatants and turn them into workers.
-> Bombers can destroy road connections --- come on! stopping an army counter attack becuase of not having roads is how wars are won
-> Can build city 1 tile away max, not the new 2 tile
-> be able to set the dimensions for world builder
-> A notice for your culture rate --- the '"5 turns until expansion'" that has somehow been neglected in Civ 4. it would work fantastically for the great person rate too "'20 turns until a great person is born'"
-> -can upgrade cavalry to gunship OR tank
-> if you gift a unit to a civ you should be able to ask for it back, perhaps a monitor on your military advisor, tracks which ai has your units. (it wont tell you were it is ofcourse, just who has what)
-> the spies cannot be seen no matter what, other spies should be able to see another within 1 tile or so.
-> Villages and Towns can recieve that city defence promotion bonus --- towns are vastly important to protect the flanks of a city, and their garrisons matter just as much as the city itself. all i want to see is units with the defender promotions work in town tiles

thats my share of ideas.
 
Mentioned Enslave ability can be allowed only for (surprise!)Slavery civic, but Slavery SHOULD reduce amount of hammers added for whipping - now it is way too powerful compared to the rest.
Also captured may have some kind of "resistance" scale and become workers after N turns.
Serfdom - Workers gain +1 movement AND work 50% faster. That at least somehow put it in line with overpowered Slavery.
 
wooooah. reduce the hammers from citizens... i dunno. it takes 2-4 to do 50hammers for the theatre. sounds simple? the granary and lighthouse (another 2 that i like to whip) are 80hammers and need a good population for whipping.

the default civics should have their own abilities too however. albeit renamed to suit it
 
let bombers be carried by carriars
carriars can carry 5 units
more naval units
 
hahaha! 5 units in a carrier? thats called raping.

air units are lacking the 'select same units' button
 
Well I typed up a huge list of changes I'd like to see but it said I wasn't logged on and they were gone when I came back *sniffle*

Anyways, this is not a thread for ideas about expansion stuff, this is about patches. I don't think they will add new units or new upgrades or new buildings for a simple patch -- the game is pretty balanced now, they just need to fine tweak it. That said, I'd like to see some of the following changed (I'm going to go straight to the point because I don't feel like typing a 20 min explaination and having it lost again).

Forts -- They need something changed to make them useful. I liked Zone of Control in Alpha Centauri, that would be nice to add. Also, why can't you build forts in enemy territory? Strange.

Obsoletion -- Monastaries shouldn't become obsolete with Scientific Method, last time I checked there were monastaries going up in countries that have discovered things far beyond the Scientific Method. Some obsoletes I can understand such as The Hagia Sophia because Steam Power gives workers +50% improvement speed and stacking those would be extremely unfair. Other than stacking, is the only reason a lot of things obsolete is so they don't compound over the whole game and give an unfair advantage or what? Also, monuments are built today for inspiration and effect, yet we have discovered the calender...

Sure I would like to see more balance and strategy in the late game and more wonders, traits, technologies, civilizations, buildings, and the like. But I think that would be better for an expansion pack (every other Civ game has had multiple expansions, why not this one?). Hopefully the next expansion will focus on late game combat and include a lot more buildings and non-combat related things (Warlords added an amazing 3 new wonders, 2 new buildings and 2 new units ... seems extremely lacking).

P.S. Why does India receive the only non-combat unique unit? Also, the Fast Worker is the only UU to never become obsolete or useless (although some argue Navy Seals don't either). You would think after countless years of technological improvements there would be something better than a worker you can build at 4000BC and why does India receive the fast worker? Finally, why is India's unique building based on a Jail which is only usually built for warmonger civs (which India isn't considering they dont even have a combat related UU).
 
back in the day india was a hindu war monger. but they withered into dust when the british came to the resque.

id like to have a tech that gives +1 movement to workers, and india gets a better UU.
 
One more fort Idea - 3x3 square with fort in the center act as having railroads after discovery of engeneering.
Overall number of forts are limited and can be increased via tech discovery or wonders. If number of forts exceeded due to some effects(culture expansion and gained enemy fort) then each exceeding ford get gold upkeed.
 
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