 |
|  |
 |
|
Geoff the Medio
|
|
quote: Originally posted by Dominae
... exploration and expansion must come to an end sometime, right? The problem is that these two fun things are not really replaced with anything, just more troop movement and improvement construction. ...
|
I've always hated how map trading removes most of the excitement and necessity of exploration. I seem to go from a little bit of my local area to a my whole continent suddenly when I meet neighbours. Later, if ocean crossing reveals a new set of civs preveiously unmet, there's no need to explore this new exciting landmass, since the whole map can be bought for a few old techs.
If the ability to trade maps was delayed until much later, perhaps around the time of navigation, the early game fun would be significantly increased and extended, I think...
I realize I could just not accept maps in trade... but if I could just buy a map, it seems pointless to manually explore...
|
|
|  |
 |
|
Dominae
|
|
quote: Originally posted by Geoff the Medio
If the ability to trade maps was delayed until much later, perhaps around the time of navigation, the early game fun would be significantly increased and extended, I think...
|
This is a great idea, and one that I would love to try out in a mod sometime...
Dominae
|
|
|  |
 |
|
Dominae
|
|
quote: Originally posted by Master Zen
The AI has a nasty habit of stopping expansion after a certain point. |
This is because it is able to avoid the effects of Corruption due to number of cities. It definitely expands less aggressively once it reaches or surpasses the OCN. This was a smart move on the designers' part, but with the annoying side-effect that the AI has a tough time winning by Domination, when it clearly should (see AU203).
Dominae
|
|
|  |
 |
|
The_Aussie_Lurker
|
|
Adelaide, South Australia, Australia
May 2001 time: 05:26
|
|
OK, for what it's worth, here are my thoughts:
point#1: I feel that, at the beginning of the game, you should ONLY be able to choose from those Civilizations which existed in the Ancient age (like Romans, Greeks, Persian's-etc) As you move into each new era, you should get a chance to rename both your Civ, and your Civ's leader-if you want! (Think "History of the World" by Avalon Hill). In addition, if you destroy a Civ, and it later is respawned, it should only come from Civs which are applicable to the era you are currently in. Lastly, I wish, wish, WISH they would bring back Civil Wars (though with the different mechanics which have been discussed in so many different threads)-that way, when cities break away to form a new Civ-the civ can take a name appropriate to the era (think American War of Independance).
I would have to disagree with Trip, though, about NO civ being wiped out. The Mayans, Incas and Aztecs were, in their pure-blood form, wiped out to a man. Most South Americans are now of at least SOME mixed blood! Also, a number of indigenous civilizations now exist only as marginalised groups within other Civilizations.
Point#2 Agree wholeheartedly with you on this one, Trip. The best, and easiest solutions I can think of for this one would be to have Random natural and socialogical events which can alter the landscape, or your nation (such as eruptions, floods and tidal waves; or revolutions, dark ages or Renaissances)-thus making the games outcome even LESS predictable. It would also be nice if a city improvement could actually CAUSE a resource to appear in that cities radius, if bonus and luxury resources could appear and disappear like the strategic type, and if disappearance was more linked to the size of a civ (#of cities), how many civs they trade that resource to, and the number of that resource the civ controls Also, tweaking of the Global Warming model(and having nuclear war cause Nuclear WINTER, not summer ), and making pollution a little less easy to counteract, would also be good!
Point#3: Must agree again, Trip. My biggest issue is that, even with the advent of Battlefield medicine, non-infantry units should ONLY be able to heal in a fort or a friendly city. Secondly, I feel that all units should have some kind of range-i.e: the number of square,s outside of friendly borders, that a unit can travel before they start suffering damage, on a turn-by turn basis. Nations that you have ROP's, MPP's or alliances with would count as friendly, and forts would also count as friendly territory. This would make forts more valuable to build, as they would become "Supply lines" for your invading force! I also wish they would bring back SMAC alliances, where you could base your forces in an allies cities!
On a final note, another change I'd like to see is the presence of CtP style "trade routes" , with a concommitant ability for enemies to break or pillage them (though NOT automatically!!)
Yours,
The_Aussie_Lurker.
|
|
|  |
 |
|  |
 |
|  |
 |
|
The_Aussie_Lurker
|
|
Adelaide, South Australia, Australia
May 2001 time: 05:26
|
|
A qualifier to my above statement regarding random events:
In the editor, you should be able to change the frequency and magnitude of random events (in general). This would, however, effect both good and bad events!!
Second, you should be able to have improvements and/or Wonders which reduce, or even eliminate, the chance of a bad random event happening. Conversely, certain improvements/wonders should increase the chance of a Good event occuring! The chance of some random events happening should also be connected, in some way, to your actions in the game. The importance of these qualifiers is that random events aren't 100% "Random" but can be altered to your benefit!
Yours,
The_Aussie_Lurker.
|
|
|  |
All times are GMT. The time now is 05:26. Apolyton Time is 00:26. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|