1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Wish List

Discussion in 'Civ4Col - Creation & Customization' started by wezl, Dec 3, 2008.

  1. wezl

    wezl Chieftain

    Joined:
    Dec 3, 2008
    Messages:
    1
    I'm not a modder, but would love to see:

    More resources - for example coffee, spice, tea, etc.
    More complex economy - things like wood & cotton to make furniture

    Historical events - I miss the 'random' events from COL1, such as European Wars, and there is a lot of history that could be used for this, such as religious revivals / persecution in Europe (extra colonists but maybe damaging relations with other european / colonial powers), civil wars, economic events like a mania for a new world goods, price crashes, company bubbles.

    Could the Civ choices you get once you've declared independence be extended to the whole period, maybe with certain limitations for a particular nation?
     
  2. jenks

    jenks Prince

    Joined:
    Jan 9, 2006
    Messages:
    494
    Location:
    Yorkshire, UK
    Would all be interesting additions.

    For me the demands from the king to go to war with another European is definately something which would add to the game - on my 'to-do list' :) .
     
  3. Banira

    Banira Chieftain

    Joined:
    Dec 21, 2005
    Messages:
    33
    an idea i had would be odd bands of indians, acting independently from their chieftan camps....sometimes they would skirmish with colonialists without triggering full scale war. they would have a strength of 1, not be too populous, and be killable by scouts/colonists. this would allow scouts to get a little bit of xp here and there, without going to war with the indians. they would also not destroy wagon trains, just take a small %pctg of the contents.

    this could be applied to road thieves and criminals, like highwaymen, who are outside the culture sphere (they could not take towns), but they could kill units (also strength of 1. they would only appear by the roads and be invisible to all units until they are spotted, except scouts. soldiers would have to be next to them to see them. sometimes they would attack the indian skirmishers.
    ---
    another idea i had would be to allow scouts/or dragoons to infiltrate an indian city somehow (like cortez-such a possibility might depend on a great general being the leader of a unit), which would reduce the population protecting it (as in it promoting or simulating infighting within the tribes etc. or disese)

    - also give indians skirmish upgrades, so that they could "pick off" advancing armies/cannons as they approached tribal colonies more easily.
     
  4. Montjoie

    Montjoie Chieftain

    Joined:
    Mar 17, 2008
    Messages:
    18
    Location:
    Montpellier, France
    This will sound familiar to old Col1 players where Indians raids were now and then launched on colonies with ressources stolen from warehouses when the raid happened to win the battle against colony defenders (even in that case, the colonist defender wasn't killed though).

    IMHO it added some uncertainty when you spotted an incoming indian unit : will they present me with goods as a present or will they try to raid my city / capture my treasure wagon / kill my lone specialist heading home ?

    I liked this feature very much as being really immersive, feeling sometimes a growing anger towards the tribe from which the raiders hailed ... like real colonists probably have felt. This could lead to preventive strikes, "kill them on sight" vendetta, retaliation operations and even full scale war.

    Above all, it was (still IMHO) realistic : history reports numerous cases where young braves, bored with peace and seeking martial glory / bounty / revenge banded together in raid parties without authorisation from the tribe's elders.

    Sadly, it hasn't been implemented in Col2 : now it's peace or war, period.
     
  5. akr71

    akr71 Chieftain

    Joined:
    Nov 25, 2005
    Messages:
    10
    Location:
    Amherst, NS
    I'm not a modder either, but I definitely like your ideas, especially the resources and economy additions.

    My own suggestion is to add a brewers house/brewery set of buildings and a Master Brewer. I am an amateur brewer and can say with confidence that it is much easier to set up a brewery than a distillery. It would use food (grain) as its resource instead of sugar.
     
  6. L_Clan_Dalamar

    L_Clan_Dalamar Chieftain

    Joined:
    Oct 14, 2003
    Messages:
    5
    All good ideas, here is my wish:

    Add an embassy building that one can build and have the elder statesmen work there to get "influence points". At regular intervals high influence points means that a foreign power sends you free veteran troops, gold or goods.
     
  7. akr71

    akr71 Chieftain

    Joined:
    Nov 25, 2005
    Messages:
    10
    Location:
    Amherst, NS
    How about Privateers that can capture ships instead of just sinking them (Like in Civ 3)?

    The captured ships could be turned into Privateers (preferably retaining their inital strength/movement characteristics, but not essential).

    It seems like a great way to build navy and might allow you to weaken the REF Navy before landing.
     
  8. BobTheBull

    BobTheBull Warlord

    Joined:
    Dec 29, 2007
    Messages:
    189
    Location:
    New Orleans
    That would be historically accurate, akr71. That is how a lot of privateer and pirate ships were acquired.
     

Share This Page