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  • WarMonger WishList

    I am a Warmonger and I admit it. That is the only way to play and the only way to win, all else is for hippies to quote an old member. I really like the new combat system, hexes and no SOD. However, I have a wishlist

    End Turn command - When you have a huge army and want to rest everyone, it would be nice to have a command that says, I've checked my warnings on the right, move on.

    Promote All - I just promoted 14 horseman one at a time. Come on, give me a once shot for this.

    City States - when you attack a city state on behalf of another city state, the rest shouldn't go to arms. You're just a paid hitman at that point.

    Votes - once you take a city state or AI capital, you should control their vote for a diplo win. Not that I would ever use it.

    Mike

  • #2
    On the votes thing, once a City State or Capital has been conquered, it ceases to exist as a voting member of the United Nations, since it is a part of your empire now. Thus, for example, if you have 5 votes out of 30 in the world, after conquering one you will now have 5 votes out of 29. This means that there are now 24 potential votes against you instead of 25.

    Now, if the Capital or City State were your puppet instead of being annexed, then I could see it getting a vote in the UN, but if you annexed it, then it is part of you--which makes giving it a vote sort of like giving separate votes to your right and left hands.
    Those who live by the sword...get shot by those who live by the gun.

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    • #3
      Another one
      Vasalability for the the AIs. I beat the crap out of them and then have to hunt down the remainding cites who I'm going to raze anyway otherwise they will build up and come after me or incite the other AIs to come after me. I don't like genocide, but they need to stay beaten when beaten.

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      • #4
        Yeah, they thought only having to take their cap would eliminate some of the tediousness but I too feel the need to hunt them to extinction.
        It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
        RIP Tony Bogey & Baron O

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        • #5
          I think that if somebody declares war on you... when you raze one of their cities, your happiness should go up
          Keep on Civin'
          RIP rah, Tony Bogey & Baron O

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          • #6
            I agree that you should get some type of happiness bonus when you fight off those aggressive AIs that always DOW you. Especially if you take it back too them.
            It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
            RIP Tony Bogey & Baron O

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            • #7
              Wait means wait until everyone has a turn, not just the next guy. I try to use wait to setup a good tactical postition.

              I also agree there should be happiness bonus for fighting back against an attacker.

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              • #8
                Attach the great general to a unit so I don't forget to move him, or it is annoying to have to keep moving him.

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                • #9
                  Originally posted by Ming View Post
                  I think that if somebody declares war on you... when you raze one of their cities, your happiness should go up
                  tHIS IS ABSOLUTELY CORRECT.

                  You shouldn't be penalized for fighting off aggression. Being all aggressive is one thing, I understand why that makes the other civs wary of you-- in every 4x game ever. But when someone comes along with a huge army, I trounce them, then carry the fight back, why does everyone think I"m the mean one? After winning a war of foreign aggression, the other civs should learn from the example, and, your own populace should embrace their heroic leader.

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                  • #10
                    Well... a happiness bonus for fighting an aggressor should only be applied if you are actually winning

                    And yes... instead of taking a diplo hit for being aggressive from other civs, they should indeed learn a lesson... respect and fear... and throw some tribute on as well
                    Keep on Civin'
                    RIP rah, Tony Bogey & Baron O

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                    • #11
                      It would be interesting overall if the game was more self-aware about what it is doing. It should, and all other AI civs should, know the difference between launching a war of expansion, a pre-emptive war, and a defensive war. If I have a valid casus belli, I shouldn't get beaten up on the international stage for invading people.

                      But certainly, if you are winning a war of foreign aggression, your populace should totally be sparking the fireworks and providing bonus hamemrs.

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                      • #12
                        The simplest method for determining who is the aggressor in the game would be who declared war first (a sneak attack counting as a declaration by the attacker for this purpose). The defender could get a happiness bonus of say, 1 happy for each enemy unit killed, decaying by a certain amount per turn.

                        I do see the possibility that human players could "goad" the AI into attacking them however. What would you guys suggest to counteract such an exploit?
                        Those who live by the sword...get shot by those who live by the gun.

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                        • #13
                          I think that if somebody declares war on you... when you raze one of their cities, your happiness should go up
                          i like the idea, but i think it has further implications.

                          by extension, if your losing said war or one of your cities gets taken, should you not get a happiness penalty then? per say i have no issues, but i think that might be unfair to weaker players (who this will happen to more than stronger players)

                          how about a happiness penalty when opponents have troops in your teritory (like war weariness, mind you i was never a fan of that). actually i would refine that to a happiness penalty for each citizen forced off working the land due to an opponent landing on the square. i think it has merit and resembles RL, (running for your life is sure to make you less happy!). this also scales up as cities grow.
                          you can manually place citizens to decrease chance of attackers landing on the square (increased micromanaging- ummm)

                          for fairness i would accept a happiness bonus for the attacker being equal to the penalty applied to defender.
                          these penalties/bonuses are only temporary, might only last a few turns or even 1 turn.

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