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New traits! What will Seafaring and Agricultural do?

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  • Just had an idea for a bonus for the Seafarers....

    During the age of sail, allow a % chance that the Seafarer ship will board and capture the enemy ship rather than sink it. If captured the new ship would be badly damaged but still afloat. This is particularly valid for privateers since they only got any money at all by plundering captured ships and would NEVER sink a merchant ship intentionally.

    Most naval battles in the age of sail did not result in ships sinking. This only occured if the ship was holed many times below the waterline (very unlikely), caught fire, got hit in the magazine or hit a reef. A normal gunnery duel would wreck the rigging, gun decks and send the scuppers running with blood but would not sink the ship.

    This might be too powerful for only the seafarers to be allowed so perhaps a general rule for all but the seafarers get a higher % chance of capture?

    The only drawback with this is that it doesnt really work post age of sail. Modern naval weapons cause plently enough damage to cause explosions and sink enemy ships, they are also easy to scuttle to deny the enemy. So perhaps some other bonus could apply in the modern naval era - movement bonus springs to mind - it really shouldnt take ships capable of 35knots in any weather 10 years to cross the Atlantic.

    Any thoughts?
    'It's all just a bunch of flees fighting over who owns the dog'

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    • An intriguing idea, especially as expansionists can currently capture scouts... this would work very well in conjunction with a "naval scout" unit...
      You can't fight in here! This is the WAR room!

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      • Originally posted by Yahweh Sabaoth
        An intriguing idea, especially as expansionists can currently capture scouts... this would work very well in conjunction with a "naval scout" unit...

        hi ,

        , with an option to hold or transport one , .....

        it would be great if only foot units could be transported with this naval scout , no settlers or workers , .......

        have a nice day
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        • Asmodeus, good idea
          "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
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          • Originally posted by GodKing
            I am betting that agriculture provides a bonus to the city (as in #4 by Dominae above) along with the ability to irrigate hills and mountains.

            Naval - +1 movement (or +1 per age... but I doubt it will be like that), along with one less restriciton on travel. For example, can safely travel coast and sea at the beginning, adn ocean with only astronomy. This would have the appropriate early trade opportunities also.
            I think Incans or Mayans will be those who can irrigate the mountains by "terrace farming"


            sorry if already mentioned here

            Map generator doesn't often make maps with seas in-land, like Caspian or Mediterranean-Aegean-Marmara-Black Sea.

            and yes! New resources
            for SMciv4

            Comment


            • Originally posted by Asmodeus
              Just had an idea for a bonus for the Seafarers....

              During the age of sail, allow a % chance that the Seafarer ship will board and capture the enemy ship rather than sink it. If captured the new ship would be badly damaged but still afloat. This is particularly valid for privateers since they only got any money at all by plundering captured ships and would NEVER sink a merchant ship intentionally.

              Most naval battles in the age of sail did not result in ships sinking. This only occured if the ship was holed many times below the waterline (very unlikely), caught fire, got hit in the magazine or hit a reef. A normal gunnery duel would wreck the rigging, gun decks and send the scuppers running with blood but would not sink the ship.

              This might be too powerful for only the seafarers to be allowed so perhaps a general rule for all but the seafarers get a higher % chance of capture?

              Any thoughts?
              These are all very feasible, realistic and GREAT!

              Some naval battles ended up with the navy being burnt and sunk, but not privateer attacks. There could still be a possibility of sinking enemy ships

              Could we have "coastal huts" (a novel name would be better) that give free naval scouts, naval units or reveal barbarian galleys/caravels/privateers?
              for SMciv4

              Comment


              • Originally posted by CerberusIV
                I started thinking about which Great Wonders would the new traits be attached to.

                There is a new wonder, Statue of Zeus, which sounds militaristic and religious. Assuming no GW works for more than 3 traits (except the Internet) and that each trait is linked to 5 wonders plus the Internet I came up with these ideas.
                There will be 7 or so new civs, new resources, new units, new civ traits, new unit actions
                Why not more brand-new wonders?
                Some of the things in mods were very interesting
                for SMciv4

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                • Originally posted by Louis XXIV

                  The Ottoman empire preserved the science of the ancient world while Europe was less advanced. I'm sure there is a reason for industrious (I just can't think of it)
                  They had caravansaries for improving trade, mosques more or less like the cathedrals/churches in countries with Christian people, palaces in Istanbul, libraries and fountains in several citites, in short they an ample deal of infrastructure and construction in their golden age
                  I'm not sure though, they were militaristic and expansionist as well
                  for SMciv4

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                  • Originally posted by Naokaukodem

                    The sea technologies would be of course pre determinated, it would be i guess Map Making, Astronomy, Navigation, Magnetism, Mass Production?... We could also modify the requiered technologies so that the features of sea ones could be enabled. Sea techs would be "available" but needed to be discovered or exchanged yet. For example Map Maping would be needed to search for Republic, Magnetism to reach the next era... only Navigation would be as if given for free.
                    Mass Production??

                    Sea Techs: Map Making, Astronomy, Navigation, Magnetism, Miniturization, Amphibious Assault.

                    Perhaps Sea-faring will allow all foot units to make amphibious assaults?
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                    • Originally posted by ISTANBUL


                      These are all very feasible, realistic and GREAT!

                      Some naval battles ended up with the navy being burnt and sunk, but not privateer attacks. There could still be a possibility of sinking enemy ships

                      Could we have "coastal huts" (a novel name would be better) that give free naval scouts, naval units or reveal barbarian galleys/caravels/privateers?
                      Even if this feature of capturing ships isnt included in the XP, I think it might be 'Modable'. It may not have the animation like captured workers but it could work rather like capturing the alien boil thingies from SMAC. But particularly for privateers I think it would be worth doing - normally I never bother building privateers but that would make them worth it IMHO.
                      'It's all just a bunch of flees fighting over who owns the dog'

                      Comment


                      • This thread should be moved to the new forum.

                        hope they will help out the privateers, let me have some fun with them.

                        Comment


                        • Originally posted by Mad Bomber
                          Seafaring is most likely to reduce the chance of sinking in tiles where the ship is not allowed (say a reduction from 50% to 25%) and perhaps a +1 movement. Half price harbors are a possibility as well.

                          Agricultural is likely to reduce the time for irrigating tiles and/ or bonuses to irrigated tiles. Also I would like to see Rice as a new bonus resource (in swamp)


                          For Seafaring:
                          English
                          America
                          Vikings
                          Carthage
                          Japan
                          Dutch and/or Portugal (if included)

                          for Agricultural:
                          China
                          Baylon
                          Persia
                          Iroqouis
                          korea
                          Sumeria (if Included)
                          Are you sure you didn't mean to put America under Agricultural? Despite America's immense naval superiority, it doesn't really count as seafaring the way Britain or the Vikings do.

                          Interesting, but I don't think it would be good from a balance standpoint. besides, there's no way to identify a "sea technology" in a way the game would understand it, so I don't believe it's possible.


                          This could be difficult to implement, and could cause immense problems (and would be very subject to abuse). It would also require a lot of new code.

                          Comment


                          • A quick idea for agricultural:

                            Maybe tiles adjascent to rivers would get one extra food, or maybe tile bonuses will produce one extra food than normal. That would be a good boost in early game, but wouldn't be too overpowering for the whole game.
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                            • I still think that "terrace farming" and half-price granaries would be good enough for agricultural...

                              ...if there's no half-price granaries, there better be some significant benefit, because I think that a lot of players tend to mine almost every square... true, boorish mining is no good, but if you've got to conquer earlier on, production tends to be more important than food.

                              But don't get me wrong, I welcome the addition of "agricultural" as a trait strongly.

                              TOTALLY OFF-TOPIC:

                              What if someone added "Inclusive" as a Civ trait? The two bonuses being it's easier to alien cultures to be absorbed into that civ, and maybe captured/traded workers don't suffer a penalty? Or maybe a diplomatic bonus of some kind?
                              You can't fight in here! This is the WAR room!

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                              • Originally posted by Louis XXIV


                                Bad news.

                                The Mesopotamian scenario is listed as having a "Marsh" terrain. They could have easily replaced another terrain type
                                Not bad news for me.

                                I've wanted swamp in from the time I first learned it wasn't in.
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