What shall we research next?

What would you like to see done?


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I've voted for New UHVs expansion pack. But what I really would like to see is a revamped UHV system, with random quest-like UHV conditions.

I have not read the whole thread, and something like my idea may have already been suggested. But here it goes:

  • Each civ gets a fixed number (from 0 to 3) of random UHV condition at the beginning of each era. The fixed number depends on the civ and era. (This is to balance things out and ensure that each civ gets the same total number of UHV conditions: early civs may not get any additional UHV conditions in later eras, whereas late civs will get multiple UHV conditions in a single era.)
  • Random conditions are selected from a pool of at least 3 conditions per civ per era (so that, given a civ that spans six eras and that gets one condition per era, there are 726 combinations for that civ.)
  • The first civ to complete 4 or 5 conditions out of 6-7 is declared the victor.

Random UHV conditions should be easier than the standard ones, to compensate for the fact that fulfilling them should require more luck and improvisation (players cannot longer rely on walkthroughs...)

  • Advantages: replayability, strategic flexibility, more fun!
  • Disadvantages: some random combinations of UHV conditions may be too easy or impossible to fulfill; slower loading times... more UHV conditions to check.
 
RFC:Random?
 
No, I am not talking about RFC Random.

I'll rephrase my proposal in a simpler way: I'd like random civ-specific quests to replace fixed UHV conditions--first civ to complete a given number of random quests (say, 4) wins the game. I think that this would make UHVs less predictable and more fun.

EDIT: I realise that this would require a lot of work. Instead of only 3 UHV conditions per civ, my proposal would require to code several (say, 20) unique quests per civ.
 
I think a similar idea has been suggested to ryhe several times, Im up for something like this.

My idea was say 3 economic UHV, 3 military, 3 cultural or 3 exploration ones.

This would allow you to choose how you wanted to play the game. It would also allow you to react to starting conditions a bit more.

I would always makes the 3rd UHV very difficult and the first 2 would be leading to it.

Ie Greeks 3 military
1. conqueror egypt
2. conqueror babylon
3. conquor persia AND dehli.

I'd be tempted to give some bonus every time you got the 2nd UHV and also say 6 UHV (3 level 2 UHV) would get you a win as well.

The example above conqueror persia AND dehli might be too difficult but i'd give some bonus when the 2nd UHV is completed. Say some thing like this :

"(Persian)(Babylon) treasury captured !" 100 gold available which could then be spent on mercenaries to help capture dehli and win.

Or you could then go after the 2 other 2nd level UHV and use the 100 gold to help you achieve this getting 3 2nd level UHV would also trigger the win.

The main problem I see with UHV is not that their too difficult (this is good) but sometimes the starting conditions do not enable you actually get them and also you cant choose your own path.

I think having a choice of 3 paths would be a good way to go.

Again similar to this it would require quite a bit of coding you'd need say 9 UHV per civ but surely less than RAF of the Greek World ?
 
As I mentioned before Rhye either mine or Charles Martel's idea would help with RAND too. A double whammey !

One of the problems with RAND is the UHVs are often completely impossible and I think either of these changes would improve it.

By allowing more UHVs of which you only have to complete a small set (charles)
OR
by allowing a choice of Military, Economic, Cultural it allows you to choose the UHVs that fit the starting conditions(me).

I think this would make a considerable improvement to RAND at the same time as expanding the normal RAF.

"To reward historically inspired behavior while allowing the player to choose which route to go down based on the starting conditions hopefully with the side effect of making the UHVs more relevant for RAND"
 
I like scu98rkr's idea a lot, it is somewhat similar to what I had in mind. What I mostly like about scu's proposal is that it allows the player to choose a UHV path--cultural, military or otherwise. What I would ALSO like to see is an element of randomness, so that when you start the game you do NOT know in advance which exact set of UHV conditions you may be required to fulfill as you progress into the later eras.

So, I would like three elements to be added to the UHV system:

  • CHOICE: let the player choose with type of UHV (military, cultural, etc.) to pursue.
  • RANDOMNESS: but let the dice decide which exact UHV conditions the player is required is fulfill. Think of them as a sort of special BtS quests.
  • FLEXIBILITY: make it so that even if the player fails one or two UHV conditions, he might still win. For example, the overall victory condition could be: compete 4 special quests out of 6.

As it has already been pointed out, also RFC Rand would benefit greatly from this.

There are several different ways to implement this idea. Here's some:

SIMPLE METHOD 1: before starting the game, the player is asked to select a type of UHV (military, cultural, etc.). After he's made his choice, he's tasked with a set of (4-6) random quest of the chosen type.

SIMPLE METHOD 2: at the beginning of the game, the player is tasked at once with several random quests of different types, say 3 military quests, 3 cultural quest, etc. and then he chooses which path to pursue.

COMPLEX METHOD 1: same as above, except that quests are divided, not only into types (military, cultural, etc.) but also into levels: level-1 (easy) quests worth 1 point, level-2 (medium) quests worth 3 points, and level-3 (difficult) quests worth 5 points. You can mix and match both types and levels, and win once you reach, say, 10 points.

COMPLEX METHOD 2: at the beginning of the game, the player is tasked with only one random level-1 quest for each type: one military quest, one cultural quest, etc. (so that one does not know what will come next…) Once the player completes a level-1 quest of a given type, he's tasked with a level-2 quest of the same type, and so on... until he completes a level-3 quest. When the player fails a quest, two things may happen: either that path is blocked, or else the player gets another shot, e.g. he's tasked with another quest of the same type and level.

COMPLEX METHOD 3: At the beginning of each era, the player is tasked with a fixed number of random quest for each type--military, cultural, etc. That fixed number depends on the civ and the era. For example, Egypt may be tasked with several quests in the early eras, but few or no quests in the later eras. Player (or AI) wins when they complete, say, one third of the total quests.
 
I would like to see a 1700 AD start in the RFC world, but with redone UP and UHVs for each viable civ and an extended timeframe with a custom tech tree.
 
When I was without RFC between the Firaxis patch and the latest RFC patch I went back and played the scenarios of Rhye's which were included in vanilla Civ4. I had a lot of fun with Earth 1000AD and the Greek World. You can obviously see the precursor to RFC in the former, so I'd be really to excited to see how Rhye could expand the latter.

But please include the 'tin islands'... Herodotus knew about us! :P
 
Úmarth;8261135 said:
But please include the 'tin islands'... Herodotus knew about us! :P

Hecataeus, not Herodotus.
 
Really? Because wikipedia's Hecataeus (of Miletus) map shows Ocean where the British Isles were supposed to be. :lol: Unless you meant Hecataeus of Abdera who wrote a work on the Hyperboreans.

And yes, Herodotus did know about the tin islands:
http://en.wikipedia.org/wiki/Tin_Islands
 
I know the Greek World map is based on Hecataeus', I'm just saying it could be vastly improved upon with the addition of my illustrious homeland.
 
Hello everyone. I have been playing the Civ & Mods for a while and there is something i always wanted with the resources. I think amount of a single resource should also have some benefits except being only traded away with AI or human player. There must be a difference between if i have only 1 iron resource and 4 iron resources. I know it makes difference in corporations but this can be also added as a default start. It can be like give bonus to unit or building production or it can be used as resource monopolies. Like in example ;

Country A has 1 oil resource and able to build anything
Country B has 10 oil resource and has same benefits from it as A

maybe Country B can get a bonus if he runs a free market. I always love to build colonized empires on specific resource so it can make a difference.
 
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