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Ideas for the Civ 4

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  • #16
    I dont really like the sub tile system I would Prefer that they just made adjustments to the current system but keep the idea of cities useing up a couple of tiles, I always like to give real wolrd examples of civ 3 stuff so rember East and west Berlin. The leader Idea adds a little more of a personal effect and could help add more addvantages to experienced units. The New modifiers are greatly needed in civ 3 I espically like the ranged and meele unit idea that might just solve the stupid tank spearmen problem. As for the fatige I would only aggrre with it if they changed to you combat system because in civ 3 if you are attacking with a large amount of underpowerd units eventually you will win by chance and I dont have a problem with that but in the other combat system it would give a number advantage.
    P.S there is a new future of civ games fourm's that the I deas should actually be in but oh well
    Absolute power corrupts absolutely

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    • #17
      The future seciton might not be as active as this forum, but it would if people discussed Civ4 there and not here... Besides, this is for Civ3 right?
      Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
      I praise you because I am fearfully and wonderfully made - Psalms 139.14a
      Also active on WePlayCiv.

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      • #18
        Hey look it's another guy from Utah (Elias).

        Anyway, to be on topic, I like the idea of cities spreading over multiple tiles. It would give it much more flexibility in production and maintenance and things of the sort. That sounds like a great idea. I've thought of this myself but it would take some thinking for it to be fully implemented.
        I always hear about the innocent bystanders. Where are all of the guilty ones? -Vince278

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        • #19
          Hmmm, I can think of a relatively simple way to implement this kind of commander-upgrade.

          Units will get morale upgrades as per normal, but when the morale gets upgraded, you can also choose a unit special ability to add (the available abilities depends on the unit type). You could choose such things as all terrain as roads, invisibility, assassinate attack (from C3C--you get to choose which unit in the enemy stack to attack), etc. Thus, veteran units get one special ability, elite unites get two, and General units (those who have produced a military GL) get to have three. Thus, your units will increase in power as they upgrade, sort of like the Daimyo upgrading in the Shogun scenario in C3C.

          Possible Upgrades:

          Infantry units (land units with movement 1):
          All Terrain as Roads
          Extra Hit Point (can only choose once per unit)
          Invisible + Detect Invisible
          Radar (see 2 spaces regardless of terrain)
          ZOC (if not possessing already)
          Pillage without movement cost

          Cavalry units (land units with movement greater than 1):
          All upgrades available to Infantry plus:
          Extra movement point (once per unit)
          Blitz

          Artillery units:
          Extra movement point (once per unit)
          Extra ROF point (once per unit--also available to any bombard-capable unit)
          Bombard range +1
          Portable (can move on terrain forbidden to wheeled vehicles)

          Ships:
          Extra movement point (once per unit)
          Extra hit point (once per unit)
          Extra cargo hold (can carry one extra unit/can carry one unit if a warship)
          Field Repair (can repair one HP per turn skipped while at sea outside of enemy territory)

          Aircraft:
          Extra hit point (once per unit)
          Extra ROF point (once per unit)
          Operational range +2 (once per unit)
          High Altitude Recon (recon missions uncover a radius of 4 tiles rather than the usual radius of 2 tiles, giving a 9X9 uncovered area instead of 5X5)
          LIDAR (available if you have the tech for building stealth planes--allows your plane to negate enemy stealth aircraft advantage and intercept with the same success chance as if the enemy craft were non-stealth)
          Those who live by the sword...get shot by those who live by the gun.

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