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  • #91
    If they address religion in the next expansion, I'd like to see the following:

    1) more religions, with an option to set the number of religions in the custome game screen (3 religions is more than enough for a small map game, whereas more religion could be available for a huge map game),

    2) more random religions (each religious-founding tech should open road to one of a number of religions, rather than always the same one - e.g. Polytheism should let you found Hinduism in one game, and Wotanism in another).

    3) different way of founding religions (discovering a tech should not automatically give you a religion - rather it should allow you to found one, much in the same way you are allowed to build a certain wonder or build a unit; how it will exactly be done is to be decided - maybe it would work like a wonder, but instead of using engineers to speed it up, it would use great prophets - or maybe it would make use of great prophets somehow - maybe not unlike the current system for building the Great Shrine, only that it would actually found religion now). This would also allow players to forestall founding of a religion if they want to, without refraining from inventing a given tech.

    4) ability of a holy city owner to affect the religion in a better way (at the very least, an ability to choose religious civic for all countries that have the same national religion - so if the owner of the Christian holy city chooses Theocracy, all Christian civs should also choose Theocracy or change their national religion etc.)

    5) Inquisitor units for removing non-state religions.

    6) actual unhappiness from non-state religions (so, there is some strategy to a decision whether to allow spread of a non-state religion - presently there are basically only benefits of having as many religions in your cities as possible).

    etc.
    The problem with leadership is inevitably: Who will play God?
    - Frank Herbert

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    • #92
      Originally posted by Wiglaf
      Um, it adds strength to naval units within borders. That adds virtually jack **** to the naval game.

      What's needed is fleshed out overseas trading, or something to make ships worth building in the first place.

      in fact, all this "coast guard" thing would do is further encourage the use of ships as stupid defensive patrol boats that watch your water tiles. it'd further ruin the offensive power of navies.
      Well, to me, and most nations on earth with a coastline, the defense of them is reason enough to build a navy. What's needed, is an AI that is capable of launching a massive naval invasion, rather than launching a transport or warship every few turns, which isn't enough to challenge my defenses. The AI also needs to defend it's own shores better than it does currently.

      Don't get me wrong, I'm all for a better trading model, and I think CtP2 still had the best model, where the routes actually were shown on the map and could be pillaged, thus providing a reason to send your navy further from your shorelines and providing a reason to build bigger navies. This doesn't change the fact that defense of your own shores should be your #1 reason for building a navy.

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      • #93
        Now the Coast Guard would reduce the odds of an enemy fleet with 15+ land troops sneaking up on you because you have 4 squares (I think I said somwhere that Radio should increase it 5) instead of 2. That means a fleet must be sent to destroy your navy before troops can sent. The increase in naval strength means the invading navy must be larger than your own. This also means you must do the same when invading the AI. Once I made an invasion fleet and because there were only two squares Monty had no time to send his navy.
        USA! USA! USA! USA! USA! USA! USA! USA! USA! USA!
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        • #94
          Originally posted by kiky

          Hope that it will be an improvement on AI focusing on winning or taking cities. Instead of sending 1-2 units to pillage.
          I wish you'd tell Genghis that's the goal. He just sent a stack of 15-20 Cavalry against one of my coastal cities that was only defended with Medieval units. Not bad for an AI that's not even supposed to understand the advantages of using a navy.

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          • #95
            Originally posted by Willem
            I wish you'd tell Genghis that's the goal. He just sent a stack of 15-20 Cavalry against one of my coastal cities that was only defended with Medieval units. Not bad for an AI that's not even supposed to understand the advantages of using a navy.
            Not too bad sounding, though I've yet to see such a thing for myself. I still see the 1-2 units here and there that are easily dispatched. Therefore, yes, the naval AI is still horrible for me.

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