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  • Things I would change

    So if I had a magic wand, here are the things I would change or add:


    REF, Revolution, and Sentiment
    * The Royal Expeditionary Force would start large and grow over time in smaller increases.
         - The size would vary depending on difficulty.
    * The size of the REF is bound to trade conducted with Europe, no longer tied to Liberty Bells.
         - The King has a "coffer" where money from Tax and Military Purchases are stored. Each unit added to the REF has an associated cost.
         - The REF fund receives a boost (based on difficulty) every time that tax outlays or increases are demanded and refused.
    * The REF would transit to the Americas more quickly and reliably during the WoI.
    * Soldiers in the player's service can be converted into the revolutionary line of thought (and they still count towards the total revolutionary %).
    * Foreign Intervention.
         -Production of liberty bells after revolution incites foreign intervention
         -Size of foreign intervention is determined by difficulty.
    * After the War of Independence, tax is no longer applied to goods traded in Europe.
    * After the War of Independence, boycotts are no longer applied to goods traded in Europe.
    * Declaring Independence extends the game by 50 turns.

    Natives
    * Barbarians! Well not really, but "Savage" Natives. There's probably a better term.
         - Native settlements afflicted by border push convert some natives into savages.
         - Savages only attack European settlements. (Operate like pirates)
    * Natives no longer tribute cities once fully border-pushed.
         - Demand payment for their land -> Refusal reduces diplomatic standing and summons the rest of the village into savages.
    * If the natives are already upset with you, settling on native land now summons savages in the nearest village in addition to angering them.
    * Natives can offer food as one of their gifts.

    Education
    * Revamped Colonial Education System:
         -Asks which profession on admission to learning building, rather than departing
         -No more ramping education time
         -All free colonists require 10 turns at all education levels, Natives and Criminals 50% longer.
         -All professions cost money to train and require a master present in the colony
         -Add veteran soldier to the list of colonists that can be trained
         -Building a college or university reduces training costs by 25% and 50% respectively
    * Petty Criminals are no longer educated at Native Villages
    * Native Converts are no longer educated at Native Villages

    Economics
    * Maximum tax increase regulated by difficulty.
         - 5% on maximum difficulty, 1% on least.
    * Tax increase frequency reduced 50% on Epic, 100% on Marathon. (I assume this addresses a current bug?)
    * Tax increase chance reduced by the amount of the current tax. (i.e. 25% less likely if the tax is 25%)
    * AI colonies keep more cash on hand with which to trade.

    Exploration
    * "City of Cibola" Added
         - 3500 Gold
    * "Fountain of Youth Added"
         - 3 free citizens in discovering nation's European port
         - 1 free citizen in all others
    * "You find nothing but rumors"
         - Nothing
    * Indian Burial Mounds replaces large cash payouts
          - Choice given: "Search those." or "Stay clear of those."
         - 50% chance of 1000g treasure
         - 50% chance of spawning savage natives and angering the local tribe
    * Lost colony
         - Rewards a free colonist or indentured servant.
    * Discovering the Western European transit tiles discovers the Pacific Ocean.
         - Allows automatic travel from Europe to the western edge of the map.

    Missions from the King
    * The King now asks you to do his bidding!
         - Various missions with time requirements and rewards
         - Possibile to refuse (increase rebel sentiment by 5% in all colonies - Adds to REF)
         - Failure results in possible Tax increase, REF increase, or nothing
    * Missions:
         - Make contact with a tribe or European power
         - Declare war on a tribe or European power
         - Acquire a settlement from a tribe or European power
         - Settle on a plot of land
         - Deliver X type of good to Europe
         - Build a particular building in a Colony
    * Rewards:
         - The kings good graces (reputation improvement)
         - Reverse boycott of a good
         - Tax repeal
         - Reward of military unit(s)
         - Cash reward

    Graphics and UI
    * Worked tiles producing more than 6 resources display the number of resources produced on the tile in the city screen.
    * Trade goods on the route automation screen are arranged by type of good.
    * Mouse-over hints for all setup options before the game
    * Points earned towards Founding Fathers now shows an:
         - Current point income
         - Average point income (over the number of turns)
    * When selecting a founding father, on the rejection option, the next available founding father is displayed.
    * Roads made more distinctive against terrain features.
    * Fortresses more distinctive from Forts
         -Stone walls as opposed to wooden.
    * European port screen resembles a port rather than a bare interface.
    * Trade Goods icons made more distinctive
         -Each trade good on the colony/europe screen accompanied by it's "smaller" icon version (like trade icons in diplomacy)

    Miscellaneous
    * Amount of money required to transit treasure to Europe aboard King's galleon increased based on difficulty:
         - Hardest - 75% + tax
         - Easiest - 25% + tax
    * Fortresses automatically fire upon hostile naval units.
    * Spanish receive an extra 25% gold from all native and exploration plunder.

    Maps
    * New method for generating European tiles more reliably close to coastlines.
    * Add a NEW WORLD map script that incorporates:
         - Size
         - Formation (Archipelago, Continent)
         - Climate (Cold, Wet, Hot)
    * Add a map of North America (Huge and Standard)
    * Add a map of Africa (Huge and Standard)




    I realize that some of these things have been covered in Mods already, and that some are considered to be against the grain.

    However, I consider this list to be the bare minimum for making this a fun game. As time allows, and I unravel how the code works, I'd like to try my hand at doing a lot of the above.

    Some things I haven't considered yet are factors for increasing replayability. Possibly other ways to win, classic civ-stylings like eliminating all other European factions (currently a little too easy thanks to foolish AI), or "cornering the energy market."
    Last edited by DarthVeda; October 10, 2008, 07:56.

  • #2
    Wow. This all sounds really good.

    Comment


    • #3
      Yeah this is a very well thought-out list. I like the notion of having Africa as a playable continent with it's own tribes and whatnot but I do realize that it'd take a lot of work to make it realistic with all the new possible resources needed, the more civilized african nations etc.

      I'm confident that they'll eventually patch the game to where it should be, just as they are doing with CIV4.
      "The state is nothing but an instrument of oppression of one class by another--no less so in a democratic republic than in a monarchy."

      Comment


      • #4
        Exploration
        * "City of Cibola" Added
        - 3500 Gold
        * "Fountain of Youth Added"
        - 3 free citizens in discovering nation's European port
        - 1 free citizen in all others
        * "You find nothing but rumors"
        - Nothing
        * Indian Burial Mounds replaces large cash payouts
        - Choice given: "Search those." or "Stay clear of those."
        - 50% chance of 1000g treasure
        - 50% chance of spawning savage natives and angering the local tribe
        There are a couple of problems which you should be aware of:
        1. RNG hell.
        2. Extremely unbalancing in MP.
        3. If you get lucky early, you win the game.
        4. If your opponents get these, but you are unlucky you will never catch up to them.

        Yes they did provide atmosphere, and they were enjoyable to get, but geeze are these unbalancing for the entire game!

        Comment


        • #5
          It should be easy enough to say "hey, if it's early in the game, hold off on the really good ones," or reduce how good they are early as opposed to late. Or perhaps even with how many goody huts remain.
          Last edited by DarthVeda; October 10, 2008, 07:59.

          Comment


          • #6
            The current situation is terribly unbalanced. When starting with a scout, I routinely cash in 10-12 Treasures if not more. The AI simply does not spring huts or go to visit all the tribal villages.

            Comment


            • #7
              I think the worst situation you can find yourself in while exploring is your expedition disappearing without a trace. Otherwise it is a huge source of early income to pop every treasure with reckless abandon. Two scouts and you can have a map entirely explored in less than 30 turns. Sapping up 90-100% of all treasure.

              Comment


              • #8
                Good suggestions, definitely. I do miss the variety of the original game's "huts". I think Dale is right that the old fountain of youth was very unbalancing (I sure loved it though!). But that doesn't mean we should kill it entirely.
                Captain of Team Apolyton - ISDG 2012

                When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

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                • #9
                  They would have to be SP only as they would kill in an MP game. But that's simple to setup.

                  Comment


                  • #10
                    You could always just make them actual events, and leave in the option to turn off events for MP games. Diplogames would probably prefer them to be on, unbalancing or no, for example...
                    <Reverend> IRC is just multiplayer notepad.
                    I like your SNOOPY POSTER! - While you Wait quote.

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                    • #11
                      I agree with almost everything in that list. Education especially.
                      "My nation is the world, and my religion is to do good." --Thomas Paine
                      "The subject of onanism is inexhaustable." --Sigmund Freud

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                      • #12
                        Originally posted by snoopy369
                        You could always just make them actual events, and leave in the option to turn off events for MP games. Diplogames would probably prefer them to be on, unbalancing or no, for example...
                        Someone thinking of the diplogame community.
                        Captain of Team Apolyton - ISDG 2012

                        When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

                        Comment


                        • #13
                          Good ideas.
                          www.neo-geo.com

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                          • #14
                            Originally posted by snoopy369
                            You could always just make them actual events, and leave in the option to turn off events for MP games. Diplogames would probably prefer them to be on, unbalancing or no, for example...
                            Oh so now after all this time it apperas that Hera was right in his rant.


                            Didn't you say that events are too much work for the developers? Didn't the Firaxian apologist Dale agree?
                            Modern man calls walking more quickly in the same direction down the same road “change.”
                            The world, in the last three hundred years, has not changed except in that sense.
                            The simple suggestion of a true change scandalizes and terrifies modern man. -Nicolás Gómez Dávila

                            Comment


                            • #15
                              This game is broken, I aint wasting time modding it until at least half of the suggestions Darthveda proposed are implemented in a patch.
                              Modern man calls walking more quickly in the same direction down the same road “change.”
                              The world, in the last three hundred years, has not changed except in that sense.
                              The simple suggestion of a true change scandalizes and terrifies modern man. -Nicolás Gómez Dávila

                              Comment

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