Mewtarthio said:
Sure, if you don't mind taking your turns in real time.
Civ2 was able to handle it turn-based. Have we taken a step back in game technology here?
Mewtarthio said:
I don't think that XML is any more difficult to use than the ini files (Granted, I never played CivII, but I have read about modifying the rules... don't ask me why). You just make a new unit (you can even copy/paste the template from another one), set all the parameters, and you have a new unit.
My main concern is the icon. I can guess at XML well enough, but how am I supposed to make a video cartoon of a unit?
Mewtarthio said:
Well, I suppose you could in theory create an artificial hill, but what would you be mining from it? The same stuff you used in building it?
A strategy I used to employ in Civ2 was to surround my city fat-crosses with well-defended hills so that enemies couldn't get to the farmed squares inside to pillage. I of course also used to mine these, but even if they can't be mined (and I can see why an artificial hill can't be for the reason you give), the defensive argument for making them is still there.
Mewtarthio said:
Also, bear in mind the scale of civ. Each tile represents a lot of land, and I don't think you'd be able to turn that much desert into lush pastures in 2050.
Israel is a lot of land, and they did it. California did it. Arizona's in the process of doing it. The main thing you need is water. Sand alone won't grow crops, but sandy *SOIL* is ideal for it, even better than the clay garbage you get next to rivers. Sid might need to pick up a book on horticulture here.
Mewtarthio said:
Regarding the "desalination plant," however, note that it's already done. In CivIII, Electricity allowed you to irrigate without access to fresh water or other irrigation; in cIV, Biology holds that power (except "irrigation" has been renamed to "farming").
An actual desalination plant as an improvement would be more realistic than simply discovering "biology", I would think. Make it available with the discovery of steam engine. And allow (with water access) what Civ4 will not: improvement of land from desert to plains (10 years) or plains to grass (20 years).
Mewtarthio said:
It certainly would give fortresses more of a purpose if you could build them over important resources.
Yes. Right now fortresses are worse than useless, as trees on a hill are better than a fortress on one, and at least with trees you can build a lumbermill. And stationing troops on that square won't destroy the lumbermill.
Mewtarthio said:
Too many people sacrificed workers outside a town in lieu of actually building an airport.
Have you ever considered there may be a strategic reason for doing so?
Why build an entire city on a square when all you need there is an airbase?
Mewtarthio said:
I agree that Cavalry does seem a bit advanced, but your "Dragoon" unit wouldn't have much of a lifetime. Just remember that it's more of an abstraction.
Musketeers are in the same boat. The split second you discover them (or so it seems) you get grenadiers, making it worse than stupid to keep producing your musketeers.
If longevity of a unit's contemporary relevance has to be the overriding factor, many other units would be taken out of the game as well.
Mewtarthio said:
Any particular reason you want Sitting Bull?
Sometimes I'm just in a mood to be tribal, y'know?
Mewtarthio said:
Actually, you only need to station a Spy in a city to see everything inside it. Stealing plans reveals that player's entire military. I do agree that Spies should have some more abilities, though. Right now, they just sabotage resources.
I probably wouldn't go so far as to be able to plant a nuke, but to poison the water supply was very very handy in Civ2. An enemy city's most productive city could be neutralized that way if they didn't produce their own spy to prevent it.
Mewtarthio said:
The loss of the paratroopers is mourned by all. It's believed that the AI couldn't use them or fight against them. As for alpine infantry, er, isn't that bit too specific?
AI in Civ2 used them to take cities at least. I'm not sure why they can't be programmed to use them in more diverse strategies than that though. City-taking by the AI with the paras used to be both realistic and frustrating (in a good way hehe). It taught you to never ever leave a city undefended within para range.
Mewtarthio said:
While it is true that a unit equipped with a machine gun could probably slaughter several hundred pre-gunpowder units, removing randomness entirely would make gunpowder too overpowering. Plus we wouldn't have any

jokes, and we do love those!

*ahem* Range seems like a viable idea, though getting it to work would require some trouble.
That's why they make the big bucks right?
On randomness, there are still some situations where the spear-tank paradigm might happen, if, for example, every tank's main gun and machine gun jams, and the crew all run out of ammo on their side arms, and each and every one of them gets a case of the stupids and hurl themselves out of their tanks to go into the fray of the spearmen... or something.
Mewtarthio said:
People don't play civ to play RTS. They play civ because it's not RTS.
Maybe I'm not a person then. One thing that weighs in Total War's favor, in my mind, is that the turn-based game gets a few shots of *OPTIONAL* RTS if you want to switch it up a little, and directly lead troops into battle instead of hanging back at the stuffy old castle looking at model representations of your armies on a planning table. I do like turn-based pace most of the time because it brings in some elements of "chess" to it, a more purely cerebral game than "how fast can you click" as a determinant of victory. But I do think it's possible to have the best of both worlds.
Mewtarthio said:
The trebuchet, as of Warlords, is now in!
And give up my slave-whipping exploit? Now that's just crazy talk...
Mewtarthio said:
Could you explain what you want the Seige Tower to do?
It wouldn't do damage to defenders, but while the unit is over 50% strength it would render city walls and castles useless to defenders in the calculation of defensive strength. They could be attacked by archers, etc.
Tech required for it would probably be construction, same as catapult (or possibly engineering since they were more common in medieval times, although not unheard-of in ancient, as some scholars believe the "trojan horse" was actually a horse-shaped siege tower distorted by oral legend over time), but just a different tool in the siege warfare toolkit. And a realistic addition to any fully sophisticated medieval siege army.
Mewtarthio said:
And the "Early Cannon," when's it available and why to we need to separate it from "Cannon"?
Early cannons were far less accurate than the sort you'd see in, say, the Napoleonic era. Leaders used them mainly as a more powerful supplement to their catapult, mangonel, trebuchet, and other siege artillery arsenal. They are a properly late-medieval or high-medieval weapon in line with the "musketeer", also contemporary with pikemen; although the Turks used them to good effect in the Siege of Constantinople much earlier than that era.
If you wanted to get even more granular than that in the gradiations of how cannonery evolved, between the early cannon and the napoleonic sort, there were also demi-culverins, culverins, scorpions, etc. But that would be overkill.
Mewtarthio said:
"Dragoons," as I said above, would probably go obsolete too quickly.
Not the way Napoleon rolls....
Mewtarthio said:
Spec Ops is a good idea (not to mention how strange it is that the US gets no Marines).
Yeah, SEALs are the American UU to replace Marines, with is really unspeakably dumb. It's an entirely different type of unit with a mission about as similar as a horse archer's would be to a catapult's. "Well, they both throw a projectile, right?"
Mewtarthio said:
In the game they should be either airdropped or delivered via submarine. There should be a stealth concept (similar to subs) so that they can initially move about undetected. When they strike, they do things similar to "pillage" in the Civ4 game, or sabotage within a city, or capture a GP, etc. They aren't used as set-piece conventional combat infantry at all (pay no attention to the invasion of Panama, very very bad application of SEALs there). Or they can simply be on scouting/reconnaissance missions, to lay up in a hiding spot undetected by the target civ's army, as a sort of more powerful "spy" unit, although without the pleather and propensity to do cartwheels.
Each turn there would be a percentage chance of "compromise", that is, no longer invisible to the enemy. Compromise after doing a strike, (similar to a pillage but probably without an ability to plunder gold from it), should be in about the 70% range, after which you'd need a transport helicopter unit to madly rush in and try to evac them out of there if you can, or have them try to fight their way out (maybe in a compromised state, then they start to fight like Marines?)
That reminds me of another Civ2 unit that I miss: CRUISE MISSILES! Baby, those were ace when enemy battleships came around to menace your coasts!
Mewtarthio said:
Paratroopers should be put back in once people figure out how to get the AI to use them.
Why not just use the code they had in Civ2? AI used to use them then, albeit in a limited sense.
Mewtarthio said:
You can always put one of your Spies in that city to get reconnaissance for free. Or you could send a fighter on Recon and see inside several cities.
Yeah, I guess.
Mewtarthio said:
It'd be best have some sort of notification, at least of when a city has grown. And governors should be able to automatically stop growth when a city reaches the happines limit.
That's an annoying thing which was annoying in Civ2, too. Why is there no command to say when you're at the happy limit, uhm... STOP for cryin' out loud!!! As it is right now you can either stop it immediately, or check every turn in every city, which makes for very unfriendly multiplayer turns.
I don't mind doing extreme micromanagement when in single player mode, but MP, uhm, not prudent. And frankly, not fun.
Mewtarthio said:
Do the Workers already bear in mind governor specifications when auto-improving? If not, they should.
They don't, so if you say improve nearest city, they give you farms. That's good if you use the Specialist Economy strategy (and watch your city growth closely), but you should be able to at least "emphasise cottages"... or something. I typically like my capitol and "safe" cities to be cottage-based and use specialist-based in border cities and/or where cottages would be in pillage peril (such as on the coast).
Mewtarthio said:
But railroading every tile is ugly. That's why roads and railroads had all their bonuses removed: To keep people from roading every tile.
Roading and railroading every tile gives you a flexible defense for any avenue of approach taken by an invader. It's "ugly" but it works. I'll even railroad unworkable desert if it means my reaction force making it to a coastal city under attack in one turn instead of two.