When I played a couple long games of Civ4 I was very disappointed with the ages that would be from about 1890-Present day. I was expecting more saddle up, lets rock and roll for a rumble in the jungle for the military instead of just plain old rock and roll. I played and I saw no mortars, no in depth infantry combat system, no distinction between Russian and American arms and there knock offs. No Trench warfare system, no depth to the large amounts of arms, armor, aircraft (fixed and rotor), or even the ships.
I suppose what I suggest is more along the lines of a TC rather than the classic civ formula. I don’t know the WW’s very well but I reckon I know my stuff when it comes to the 50s/60s so here are my bare bones crack tech, game play and unit ideas. And well wouldn’t it be fun to use A-Bombs where B-52s were used instead? Hehe.
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Leaders, nations, Civs-2 Sides to play as, Communists or Capitalists each with icons like Ho Chi Minh, President Johnson, Nixon, President Nguyen Van Thieu, etc… who knows? Maybe even Hanoi Hannah or Jane Fonda will pop up.
So think of it as Side, with subsides kind of like how a player can pick China and go with Mao or Haung but instead of many nations only 2 but with many Maos.
Tech trees- Since there are only 2 sides I think both should be unique with many branches.
Capitalists will have 3 or 4 main tech branches that should be mixed for good effect. Basic tech is Army which open tech trees are Marines, Air Cav, Air support + offshore artillery, ARVIN + Green Bert, and MACV.
Communists- the commies will have to earn most of there equipment through production and upgrades. Overall the commies will have 2 branches, 1 being the vietcong which uses stealth and tunnel poping and the other being the North Viet Army which is about leadership and manspam. Technology like modern armor and air units will be rare and mainly for late game, the game will mostly be about infantry and traps for the communists but the quantity and brute force will eventually out do quality.
Gameplay- Guerilla warfare at its finest.
I would love to see a new artillery system where the guns, mortars, and other toys have some real range and must be guarded or can have a team move, set up, fire for light damage, and sink back into cover before other units can hit it.
A morale and medical system would be nice which effects damage, movement and health. Make sure to send old dogs home to make others happy. An unsanitary base will result in unhappiness and sickness because of death toll and comrades being lost.
More interactive environments, want a helicopter to pick up your dieing men but they are under a 3 layer canopy? Blows open a hole in the jungle or risk the chopper with a slow evacuation. Trenches, tunnel network bases, destroy environments with chemicals and bombing or use it to speed up and conceal troop activities. Place traps to slow movement, weaken units, or even destroy them. Set up ambushes. Use Hamlets as forts to slow enemy movement or go zippo and watch 1000s of years of culture burn up in smoke.
A deep city base and firebase fort building system to partly replace the city building system which would include customization for defenses, expansions such as an officers club, illegal activities, USO shows, medical centers, upgradeable living conditions (from tent city to barracks), airstrips, artillery batteries, mine fields, tunnel network routes, supply lines, and POWs which will also should have a cultural influence on areas such as shanty towns overrun with corruption and American influence , Hamlets, villages, and major cities, winning the hearts and minds to get the people to join the Vietminh or ARVIN.
Propaganda and media attention system that will affect the resources a player can gain or lose. Basic examples would be propaganda crews around battles where the player whom controls the propaganda crew will get a major boost while a loss wouldn’t be recorded and a general media crew will ensure that the horrors of war are televised for the whole world to disagree with.
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After thoughts-
I know i haven't gone into much detail but i'm not even sure if i should be posting this here because most of the ideas i see are directly applyed to Civ4's current gameplay style and if i missed some big rules topic or something with big flashing red lights and death threats writen all over it than please let me apologize for my ignorance. If it is a good thread than please do speak up and if i have sparked anyones real interest who can actualy apply my concepts if i actualy explain them than do ask and i shall ramble on and sing my song.
I suppose what I suggest is more along the lines of a TC rather than the classic civ formula. I don’t know the WW’s very well but I reckon I know my stuff when it comes to the 50s/60s so here are my bare bones crack tech, game play and unit ideas. And well wouldn’t it be fun to use A-Bombs where B-52s were used instead? Hehe.
_______________________________
Leaders, nations, Civs-2 Sides to play as, Communists or Capitalists each with icons like Ho Chi Minh, President Johnson, Nixon, President Nguyen Van Thieu, etc… who knows? Maybe even Hanoi Hannah or Jane Fonda will pop up.
So think of it as Side, with subsides kind of like how a player can pick China and go with Mao or Haung but instead of many nations only 2 but with many Maos.
Tech trees- Since there are only 2 sides I think both should be unique with many branches.
Capitalists will have 3 or 4 main tech branches that should be mixed for good effect. Basic tech is Army which open tech trees are Marines, Air Cav, Air support + offshore artillery, ARVIN + Green Bert, and MACV.
Communists- the commies will have to earn most of there equipment through production and upgrades. Overall the commies will have 2 branches, 1 being the vietcong which uses stealth and tunnel poping and the other being the North Viet Army which is about leadership and manspam. Technology like modern armor and air units will be rare and mainly for late game, the game will mostly be about infantry and traps for the communists but the quantity and brute force will eventually out do quality.
Gameplay- Guerilla warfare at its finest.
I would love to see a new artillery system where the guns, mortars, and other toys have some real range and must be guarded or can have a team move, set up, fire for light damage, and sink back into cover before other units can hit it.
A morale and medical system would be nice which effects damage, movement and health. Make sure to send old dogs home to make others happy. An unsanitary base will result in unhappiness and sickness because of death toll and comrades being lost.
More interactive environments, want a helicopter to pick up your dieing men but they are under a 3 layer canopy? Blows open a hole in the jungle or risk the chopper with a slow evacuation. Trenches, tunnel network bases, destroy environments with chemicals and bombing or use it to speed up and conceal troop activities. Place traps to slow movement, weaken units, or even destroy them. Set up ambushes. Use Hamlets as forts to slow enemy movement or go zippo and watch 1000s of years of culture burn up in smoke.
A deep city base and firebase fort building system to partly replace the city building system which would include customization for defenses, expansions such as an officers club, illegal activities, USO shows, medical centers, upgradeable living conditions (from tent city to barracks), airstrips, artillery batteries, mine fields, tunnel network routes, supply lines, and POWs which will also should have a cultural influence on areas such as shanty towns overrun with corruption and American influence , Hamlets, villages, and major cities, winning the hearts and minds to get the people to join the Vietminh or ARVIN.
Propaganda and media attention system that will affect the resources a player can gain or lose. Basic examples would be propaganda crews around battles where the player whom controls the propaganda crew will get a major boost while a loss wouldn’t be recorded and a general media crew will ensure that the horrors of war are televised for the whole world to disagree with.
______________________
After thoughts-
I know i haven't gone into much detail but i'm not even sure if i should be posting this here because most of the ideas i see are directly applyed to Civ4's current gameplay style and if i missed some big rules topic or something with big flashing red lights and death threats writen all over it than please let me apologize for my ignorance. If it is a good thread than please do speak up and if i have sparked anyones real interest who can actualy apply my concepts if i actualy explain them than do ask and i shall ramble on and sing my song.
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