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Post by Sidhe on Jan 26, 2006 3:41:59 GMT -5
I know there's a thread about improving the mp experience but I wanted to start a new one in the suggestion board just to get your attention. I've had some ideas passed to me I liked and so want to open up the board to anyone who's got any ideas for mods or game tweaks that would improve CIV.
Lakes recieve the same commerce/food bonuses as for rivers and vice a versa and cities that are non coastal can use a worker action to build a lighthouse. After all you can still use the sea squares, why should a lighthouses distance from a city be a reflection of whehter you can increase produce from sea squares?
There are plenty more where that came from: but let's hear your ideas.
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Post by lorddragon on Jan 26, 2006 5:50:50 GMT -5
Ah, to clarify, land next to lake squares, the ones with fresh water, should recieve the same +1 commerce.
Also, I would like to talk about maps. Some maps are not designed for MP, and are by their very nature very random, acceptable. But the MP designed maps do not give anything close to balanced starts.
I was playing on hub the other day. On my land, well over 1/3 of my hub was desert. Many of the arable land was in the middle of desert squares. My hub was also notably smaller than some of the others.
Now on maps like this, and ring/wheel, which are designed for MP, this should not be happening. Some variation will always occur of course. But makeing one hub green with rivers and one covered in unworkable desert is not fun. My city didn't even start with a food resource, pfft.
I think a good start would be a closer normalization of each hubs/rings/whatevers size, so one person doesn't have +50% more land. And reduce the desert overall, sigh.
Sometimes I think these maps are designed to give you a decent(by loose definition) start location, then they don't care about the area around it. I mean it doesn't matter if your starting city is the best location in the world, if you are in the middle of a big desert, you are in trouble:)
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Post by Sidhe on Jan 26, 2006 6:01:10 GMT -5
This is what he's talking about if you want to see another example of a bad ring/hub/wheel map look at the who do I have to pray to thread.
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Post by Sidhe on Jan 27, 2006 0:19:05 GMT -5
The silence is deafening. Anyway since no one else has any ideas so far here's a few of my own. India to be given military UU in place of fast worker. Futures: bombers can destroy worker improvements but does not leave craters that take 2/3 years to clear , this adds enormously to the strategy element of futures. Classical to have 3/4 archers to start to nerf the horse archer rush or other no resource unit brought in.atm frankly the game is about who has horse and little else. Golden ages to be extended to 10-12 years, as they stand at the moment they are just too short to have the same impact as a tech/wonder build with 2 GL's. Pillaging silver/gold/gems value increased. Teamers:- Writing on the map should be accessible with a hot key. Pings should remain on the screen or be logged with most recent 3/4. Sometimes you just don't have time to look at them. Shared wonders should be balanced more. The hanging gardens is just too much of a points leap in say a 5v5. More later when I can think of them for now adios and hf.
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Post by whiplash on Jan 27, 2006 8:24:10 GMT -5
Is there ever going to be a gui editor ala C3C?
I think using Python and editing script files is a bit intimidating.
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Post by Atomation on Jan 27, 2006 14:19:43 GMT -5
I want to see combat revamped :/. Certain battles mean so much to the outcome of the game, and when you lose by shear luck its extremely frustrating. Ultimately luck will destroy the longevity of the game, thats why games with very little luck (like warcraft3) have lasted so long with an enormous player base.
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Post by Sidhe on Jan 27, 2006 14:53:22 GMT -5
Luck will balance out over time, but be assured there will be and no doubt are people working on the combat system to make it more realistic or less luck driven. Give it time.
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Post by Ascension/Necrominous on Jan 27, 2006 22:34:48 GMT -5
I like the longer GA's, maybe 15 turns which I have mentioned in another post. Or there could just be a double GA click option in staging room and let the players decide which they like more.
Probably need to make Taj Mahal a national wonder.
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Post by Ascension/Necrominous on Jan 28, 2006 4:06:31 GMT -5
The fort is basically worthless as it is. Should be able to build a fort without destroying the land improvement. Does anyone actually make fort as it is now? I have yet to run across one.
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