wuTz's concepts - vote now

Your favourite feature

  • Enhanced Religious Communication (ERC)

    Votes: 2 100.0%
  • Completed Trades Bonus (CTB)

    Votes: 2 100.0%
  • Decamp Catapults (DC)

    Votes: 2 100.0%
  • CLICK N' TRADE

    Votes: 2 100.0%
  • Enhanced Difficulty Levels (EDL)

    Votes: 2 100.0%
  • EVOLUTION

    Votes: 2 100.0%

  • Total voters
    2

wuTz

Warlord
Joined
Jan 12, 2012
Messages
191
Hi,

Please vote for your favourite feature in game.
I posted the poll for everyone to vote for his favoured idea, you want to have in the game.

Since I tried modding on vanilla but only managed to do simple xml, I will post some of my concepts updated with the Gods and Kings expansion here. If there is someone out there who wants to work on a concept, your welcome. Post it here or PM me. This message especially goes to all active modders ;) For info on the concepts read the following posts. Everyone feel free to give me some feedback for the concepts.


About me:
I am a game-designer for boardgames and I was often inspired by CIV-PC-Games and mods!

Some ideas will have to wait for the dll to come...

Greetings,

wuTz


The next posts are ordered from subtle to work in progress...
 
Enhanced Religious Communication

goal(s):
- to give communication a chance to solve intercultural problems before war "solves" it...

idea:

discuss with your opponent

1. human player -> AI

a. "Please teach us your religion."
for AI to decide (see mechanics)
- YES (+1 relation) "Good to hear that you have an open mind about our religion."
- NO (-1 relation) "I will not share the only truth with you."

b. "We don't want to learn from your religion."
for AI to decide (see mechanics)
- acceptable (no change in relation) "We have same ideas in our religions. I accept your religion."
- not acceptable (-1 relation) "Your people are stupid, they have to learn the only truth!"


2. AI -> human player

a. "Please teach us your religion. We are very interested to learn from your religion."
(no minus relation points for spreading religion to this AI)
b. "We don't believe in your God and our people dont't want to hear anything about him!"
(extra minus relation point for spreading religion to this AI)

In the beginning the human player/AI can choose a and b, but when they chose one, only the opposite will be possible in future...
When they change their mind, again, the opposite will be selectable.


mechanics:
Spoiler :
creating a value (1a)
friendship: +1
per city, that would benefit the player with the religion: +1!
friendly: +1
hostile: -1

Creating a value (1b)
friendship: +2
per city, that would benefit the player with the religion: -1!
friendly: +2
hostile: -2

AI decision (1a and 1b):
->total +2 or more: YES / accept
-> total +1: random decision
->total 0 or less: NO / not accepted



Creating value (2a and 2b)
per city, that would benefit the AI: +1
per city, that is actually having the religion but not having a benefit from that religion: -1
hostile: -1
AI has an own religion: -5

AI decision (2a and 2b):
->total -6 or less: 2b
->total +1 or more: 2a
In between -5 and 0 the AI keeps silent ;-)


(possible?) additional mechanics:
Spoiler :

1
a
YES: AI will prefer to send missionaries/GP to your cities
NO: will NOT send missionaries/GP, but might send inquisitors more often
b
acceptable: No religious propaganda towards you anymore from AI
not acceptable: AI Will no more stop sending missionaries/GP to you
 
Completed Trade Bonus

When you can finish a trade with the AI over 30 rounds, that looks like the following, your relation is +1 for 30 turns:
You give whatever (at least one thing), they give instant gold

"Fair trade" +1 relation

Why do we need this?:
- to make the AI appreciate your friendly deals. more sane, more grateful...
- my tactic is to offer the AI furs for 30 turns for gold and 1 turn later say: hah, got your money, but you don't have furs for that, cause it's war time ;-)
 
Catapults are mighty... and rarely damaged, when you have a war, even if you have to withdraw from combat.

So why do you have to setup your catapults but don't have to decamp your catapults? (same for the AI)

Function would be, that catapults, that are "setup-ed" can't move.

They get the "Decamp" ability (1 movement point) to be able to roll again...

Of course this should be for the Catapult and all it's replacements...

Spoiler :

Idea: Two different units, one can move, the other attack.
Withe the abilities they can transform
 
Maybe this is already somewhere...so I can delete the post.

I had this idea when I watched one of quill18's brilliant Let's Plays.

Why not beeing able to click on the name of the leader in the scorelist and interact directly with him...

would make things easier...

No big concept to describe here. Personally, I have no idea how to do it... :(
 
Well, that doesn't have to be my project, just some ideas to share with you for projects that already exist or will exist in future:

since the AI will never be able to be better than an experienced human:

- quality instead of quantity
AI gets more units (unmodded), with the mod they get +5% combat bonus increasing from king (+5%) to deity (+20%).

- As a reward for the human player, crazy AI bonuses must be deleted. Make it more possible to have a stable religion on Deity for example.

Since I don't like the fact, that the higher the difficulty level, the more war u have to do to win the game...

Here any ideas are welcome to achieve that goal.

GOAL: Use war wise and not necceserally more often in higher difficult levels...
 
Preface:

An idea that I already posted somewhere in the forum:
I didn't play civ for several months and now with the Gods and Kings expansion I started again, and it's great! Since I didn't play for a while I could see many things from a new perspective. I remembered civ4 revolution and saw, why this was so great. The beginnging of a game was so dynamic, because there were no strict barbarians that will be damned barbarians forever but could develop. For this I hate CIV 5, because it thinks BLACK and WHITE - BARBARIANS and CIVS/CSs.


Why:
- to enhance the replayability of the game, especially the beginning for the moment.

Concept:

The idea is to give barbs the chance to develop:
barbs
step1 ->potential city-state
step2 ->potential nation
This would be such a dynamic world that we would love

Historic examples are many, like former GERMANY: Romans said, these were BARBARIANS, then later there were divided in many small nations (Middle Age's Fürstentümer) and finally they were an united nation.

step1 could be -> If the barbs have a worker they captured for several turns in there camp they flip to a CS. CS with the Quest kill the encampment would stay enemies.

step2 could be -> If at least 2 city-states are not at war with each other and share their borders for several turns, they become a united nation.

It's revolution backward -> EVOLUTION...
 
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