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Which Civs should be added after PTW?

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  • I think that would be cool. Playing as the Inuit, conquering America...
    Whew! I'm back and ready to start writing again.
    Coming soon: Pax America Redux (Including concepts/civs from Conquests)

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    • whoever conquers the cold, deserves to conquer the world

      UUs:
      - kayak
      - raindeer warrior (replaces horseman, ignores tundra movement penalty)

      unique building:
      ice palace, every enemy loses 1HP due to the cold
      - Artificial Intelligence usually beats real stupidity
      - Atheism is a nonprophet organization.

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      • Wow, this just gave me a great idea that seems revolutionary to me but has probably been thought of a hundred different times.

        What if the different Civs were able to profit from different terrain in a unique way?

        For example (to use current civs), Scandanavia could get an extra food point from tundra... Babylonians and Egyptians could get one shield from flood plain... etc... any thoughts?

        Japanese could create "yummy food" from fish resources...
        You can't fight in here! This is the WAR room!

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        • yeah, that would be great
          i've got more ideas (some not so serious ))

          inca get 1 food from mountains, 2 from hills.

          yankistan has a special McD-resource around every big city. i spreads over the world and helps culture flips

          for skandinavians the whale counts as luxury resource (uhm, how to connect it? )

          russians get to build camps on tundra (siberia) which produce 2 shields.

          in the modern days, snowcovered mountains generate extra commerce (ski/snowboard), etc.
          - Artificial Intelligence usually beats real stupidity
          - Atheism is a nonprophet organization.

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          • Originally posted by sabrewolf
            yeah, that would be great
            i've got more ideas (some not so serious ))

            inca get 1 food from mountains, 2 from hills.

            yankistan has a special McD-resource around every big city. i spreads over the world and helps culture flips

            for skandinavians the whale counts as luxury resource (uhm, how to connect it? )

            russians get to build camps on tundra (siberia) which produce 2 shields.

            in the modern days, snowcovered mountains generate extra commerce (ski/snowboard), etc.
            hi ,

            the idea itself is great ; giving the option to set terrain values for each civ

            Firaxis , ...

            imagine those options , ......

            we should also be able to edit settlers who build cities , for example , dont settle on tundra , when settler builds on desert he only gets one shield , when settler builds on forest three shields , etc , ......

            have a nice day
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            • Now this is a cool idea, unique advantages to each civ. Which means you could set the world settings based on your unique advantage or something.
              Whew! I'm back and ready to start writing again.
              Coming soon: Pax America Redux (Including concepts/civs from Conquests)

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              • Absolutely. Think about it... it would change everyone's strategy and approach towards the game (well, a lot of people anyways)!

                I, for example, am accustomed to playing as the Chinese, and almost never play as the - in my opinion worthless - Russians. However, if the Russians got, say, an extra shield for hills, I'd be tempted to play as them every time!

                Here would be my (initial) humble suggestions for the advantages for each currently existing civ (only 1 for each civ):

                China = +1 food from terrain near rivers
                Japan = +1 food from coastal/sea squares
                India = +1 food/trade from jungles
                Mongols = 1 food from desert
                Korea = I don't know... +1 shield from hills?
                Persia = 1 food for mountains/+1 food for hills
                Babylon = 1 shield for flood plains
                Ottomans = +1 trade to hills/mountains
                Egyptians = 1 shield for flood plains
                Arabs = 1 food for desert
                Zulus = +2 food from jungle
                Carthaginians = +1 trade from coastal/sea squares
                Greeks = +1 trade from hills
                Romans = +1 trade from hills
                Germans = +1 food/trade from forests
                Celts = +1 food/trade from hills
                French = +1 trade from terrain near rivers
                English = +1 food from plains/grassland
                Scandanvians = 1 food tundra, +1 from coastal squares?
                Russians = +1 food from forests, +1 shield for plains
                Spanish = +1 food from plains, +1 trade from mountains
                Americans = +1 food from grassland
                Iroquois = +1 trade from rivers/inland lakes
                Aztecs = 1 food from mountains

                Maybe these aren't very well balanced... this is just spur-of-the-moment ideas... thoughts?
                You can't fight in here! This is the WAR room!

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                • but that could be a problem in the game if every tile of a certain type gives more food. (early) growth wouldn't be a problem anymore.

                  and +1 trade isn't worth as much as +1 food.

                  but it's still worth a serious thought by firaxis
                  - Artificial Intelligence usually beats real stupidity
                  - Atheism is a nonprophet organization.

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                  • Yeah, well, my suggestions were not very well thought out... just to show an idea of what I was talking about...

                    But definitely, if this is incorporated into a future Civ, I want it entitled "Yahweh Sabaoth's Civizilization" and 51% copyright...

                    On another topic, though, I would disagree with you about the +1 food being more valuable than +1 trade... I would take the other way around any day... I don't need more citizens, filling my empire with their discontent. More profit for me, thanks. But, different strokes for different folks!
                    You can't fight in here! This is the WAR room!

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                    • on higher levels the game is often decided in the early stage.
                      if you start off with 2 extra food or 3 makes a difference of 3 turns before your city grows. then, after growing you'll have 4 more food instead of 2 --> 5 moves faster.
                      so in the end you'll use 12 turns for growing instead of 20... nearly double as fast.

                      now imagine if you have 2 tiles with wheat and cattle... you'll grow and a terrific rate (and you can whip even more...)

                      however, in later stages, when you've got irrigation bonus (past despotism) and later even railroad, the food bonus isn't that important any more. (but still: you can support gigantic cities without starving which are great for milking the score...
                      - Artificial Intelligence usually beats real stupidity
                      - Atheism is a nonprophet organization.

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                      • Speaking of irrigation, we need farmland again, in mmy opinion.
                        Whew! I'm back and ready to start writing again.
                        Coming soon: Pax America Redux (Including concepts/civs from Conquests)

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                        • Originally posted by Centauri18
                          Speaking of irrigation, we need farmland again, in mmy opinion.
                          Hear hear!

                          To reflect modern culture, there should be a third improvement - unrotated crops - that can be developed in one turn, yield a high food output for several turns, and then turn grassland into plains, plains into desert, etc.
                          You can't fight in here! This is the WAR room!

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                          • now it's getting very near to real life

                            in that case cleared jungles shouldn't reveal nice grassland, but not very fertile land. in reality, the fertile earth in a jungle is only several inches to feet deep, while in other parts the humus layer goes down several metres. that's why former jungle areas suffer so much erosion...
                            - Artificial Intelligence usually beats real stupidity
                            - Atheism is a nonprophet organization.

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                            • Hmmm, just tried to post something here... don't know if it worked, forgive me if this is a duplicate post.

                              ANYHOW, it would be great to be able to dam rivers to divert them! This is major issue of contention throughout the world today. Water is supposed to be the "new oil" in terms of conflicts in about 30 years.

                              Diverted rivers could eventually start wars, as their old basins dry out...

                              ps: Sabrewolf, it's great to find somebody here who knows about modern industrialized agriculture's screwed-up practices...
                              You can't fight in here! This is the WAR room!

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                              • i don't know much about it, i just remember it from geography lessons several years ago (wow, i think already 8 years, how time flies ).

                                as industrial civs i quite like planting a city in the jungle because after clearing it away you've got gigantic cities with a lot of food (but not much production). it's great for producing workers and settlers
                                - Artificial Intelligence usually beats real stupidity
                                - Atheism is a nonprophet organization.

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