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Great tile improvements, a wonder, and mechanics ideas from a diety-level civ geek

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I play too much Civ. 3358 hours on my steam account, for shame. Hey, it's the first time I've ever played a Civ game! But that also means I have some idea of how things go in game.


Here are a few suggestions to make Civ better:

-I want a wonder that allows you to set the focus for puppeted cities to food/production/gold/science/culture, whatever you like. So you can't go in and lock tile-by-tile, but you can ask for certain outputs. I think that would be interesting. Perhaps based on a classical Roman piece of architecture since they pretty much puppeted Europe.

-I want either workers or a great engineer to be able to build canal tiles to tactically link waterways. Also because I would want to spam great engineers and build a moat because that would be fun. Maybe each great engineer can build 2 great tile improvements, and there'd be cool stuff like that to make.

-Why do allied troops prevent noncombat units from passing through? If you ally a city state or declare friendship with a major civ, or maybe even open borders with one, your noncombat units should be able to stand on tiles allied troops are on. I get settler blocking, and for early game it is decent gameplay. But midgame onward it really makes missionary and great prophet movement such a pain in the rump. I have had more than one great person gifted through the patronage social policy permanently blocked by the gifting city-states' units for the remainder of the game:scan: If they open borders, you should be allowed through. Alternatively, there should also be a way to right click or something on the unit and request/demand the unit be moved. City-state allies would comply immediately, and for major civs, perhaps it would show up on the trade menu and they might request a certain amount for a force move / unit passthrough privilege gold if relations are poor. Being a maritime toll taker could be fun. Not sure what you would call passage through a unit's tile, or if it would be rolled into open borders/DOF, but someone should RULE THE MEDITERRANEAN. ..sorry.

-Fast combat should report air combat to the log, or a rapid animation option should be available. With nukes and air combat late game on higher difficulties, it can take 2+ hours to finish 10 turns if you don't turn the animations off. But with the animations off, it is hard to tell what is happening between turns. I enjoyed the animations a ton when I first started playing, and they are still awesome, but I want a way to speed them up. Maybe resolve all inter-turn combat in waves, so that multiple combat scenes are playing at once nearly simultaneously. It makes more sense, and if you cascade them all X seconds apart, you can still read the combat results while several play. A slider bar to change X from like .1 second to 4 seconds in the options and viola! Most turns would be resolved in under 3 waves, and focus fired animations could be added to handle this. That would be pretty cool, a 300-esque scene where a troop is fighting off two or more attacks at once. Maybe you can leave the current setup as is for older machines, and have a check box option for classic sequential combat and classic fast combat.

-Unit cycle can sometimes jolt around the camera, moving from army to army, scrolling around dizzyingly and seemingly schizophrenically, which can be an unpleasant experience. But most of all, It should find the centermost unit in your largest cluster of troops and start the turn there, prioritizing the nearest combat unit to the camera, moving minimally around your empire, doing troops then civilians, preferring to stay within unit type if the camera move is within a few tiles. If it needs to move a significant distance it should zoom out, then back in, accelerating and decelerating gradually. Great general and admiral should count as military combat units as far as unit cycling is concerned, and you shouldn't leave the battlefront before moving them. Beyond that, maybe stuff like: Once you've used an air unit, start cycling through the stack. Or hotkey controls to manipulate the unit cycle. That would all be pretty sweet. Workers and noncombat civilian units should always come last, also starting in the biggest pile of them and moving minimally. Lastly, guys, fix the darn logistics/missionary/multi-use unit cycle bug guys, come on now.

I'm out of time for now, but there may be more to come. Sorry for the abrupt end here, but I gotta go. Let me know what you think!

-Tek

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