I was reading a LOOOOONG thread tonight and got some ideas in terms of expansion of the game, I'm not sure if anyone has covered this before but I wanted to get it all down before I forgot and I would like to hear others ideas for this.
1. My first thought for a different system (and lets be clear, we're talking civ4 here not an XP) would be a three trait system(with a few more traits thrown in and editing done to the existing traits). examples added to what we have already in civ3:
america = expansionist, industrious, scientific
aztec = militaristic, religious, agricultural
china = militaristic, industrious, urban
babylonia = scientific, religious, political
egypt = industrious, religious, agricultural
england = expansionist, commercial, political
france = commercial, industrious, urban
germany = militaristic, scientific, productive
greece = scientific, commercial, urban
india = religious, commercial, political
iroquois = expansionist, religious, agricultural
japan = militaristic, religious, urban
persia = industrious, scientific, commercial
rome = militaristic, commercial, urban
russia = expansionist, scientific, political
zululand = expansionist, militaristic, agricultural
new:
agricultural = cheap granaries, one extra food per city (town/city/metro) or all, food producing squares +1 UNTIL size six (notwithstanding despotism) not really sure how to balance this
political = religious anarchy bonus moved here +something else, not sure what
productive = extra shield per town/city/metro
urban = one happy citizen when size = +6
existing but some changed:
expansionist = better goody huts, start with scout [same as now]
religious = cheap religious structures no more anarchy bonus
scientific = cheap science buildings, bonus tech at age turn [same as now]
industrious = double speed workers, no shield bonus
commercial = less corruption only
militaristic = cheap military buildings, easier upgrades (normal -> veteran)
keep in mind these are just examples, some others could be imperial, colonial, whatever. but it leaves room for a bunch of new UNUSED combinations such as
agricultural, political, urban
but would keep the playability of babylonia the same as religious(new) + political(new) = religious(old)
which would give a new civ the ability to grow rapidly, not have AS MUCH to worry about with happiness and switch governments often.
The idea here is to make room for more civs that all play very differently. I'm not saying that this system is balanced, far from it, but you get the idea. I'm also not saying all civs would be represented historically accurately, but it would be fun to play with.
2. my second thought is similar to the first but with some differences.
Primary, Secondary, and Tertiary civ traits
primary would be a civ3 existing trait
secondary would be a civ3 existing trait
tertiary would be one of a set of traits that only can be tertiary
example:
china: militaristic, industrious, (urban)
japan: militaristic, religious, (urban)
germany: militaristic, scientific (productive)
blah blah blah
the idea here being to keep say, the babs from being scientific, religious and commerical and dominating culturally in every single game by the ability to build every cultural building cheap even far away or the germans from being militaristic, scientific and industrious and building up an huge military empire instantly and roads to get them to you just as fast (these examples are with existing traits, not modded ones)
anyhoo, those are my ideas, let me know what you think.
my MAIN impetus behind this is to open up more new options for matching traits up in new combinations to make room for as many differently playable civs as possible.
thanks for your attention.
lateralis
good ideas? bad ideas?
let me know in the poll
1. My first thought for a different system (and lets be clear, we're talking civ4 here not an XP) would be a three trait system(with a few more traits thrown in and editing done to the existing traits). examples added to what we have already in civ3:
america = expansionist, industrious, scientific
aztec = militaristic, religious, agricultural
china = militaristic, industrious, urban
babylonia = scientific, religious, political
egypt = industrious, religious, agricultural
england = expansionist, commercial, political
france = commercial, industrious, urban
germany = militaristic, scientific, productive
greece = scientific, commercial, urban
india = religious, commercial, political
iroquois = expansionist, religious, agricultural
japan = militaristic, religious, urban
persia = industrious, scientific, commercial
rome = militaristic, commercial, urban
russia = expansionist, scientific, political
zululand = expansionist, militaristic, agricultural
new:
agricultural = cheap granaries, one extra food per city (town/city/metro) or all, food producing squares +1 UNTIL size six (notwithstanding despotism) not really sure how to balance this
political = religious anarchy bonus moved here +something else, not sure what
productive = extra shield per town/city/metro
urban = one happy citizen when size = +6
existing but some changed:
expansionist = better goody huts, start with scout [same as now]
religious = cheap religious structures no more anarchy bonus
scientific = cheap science buildings, bonus tech at age turn [same as now]
industrious = double speed workers, no shield bonus
commercial = less corruption only
militaristic = cheap military buildings, easier upgrades (normal -> veteran)
keep in mind these are just examples, some others could be imperial, colonial, whatever. but it leaves room for a bunch of new UNUSED combinations such as
agricultural, political, urban
but would keep the playability of babylonia the same as religious(new) + political(new) = religious(old)
which would give a new civ the ability to grow rapidly, not have AS MUCH to worry about with happiness and switch governments often.
The idea here is to make room for more civs that all play very differently. I'm not saying that this system is balanced, far from it, but you get the idea. I'm also not saying all civs would be represented historically accurately, but it would be fun to play with.
2. my second thought is similar to the first but with some differences.
Primary, Secondary, and Tertiary civ traits
primary would be a civ3 existing trait
secondary would be a civ3 existing trait
tertiary would be one of a set of traits that only can be tertiary
example:
china: militaristic, industrious, (urban)
japan: militaristic, religious, (urban)
germany: militaristic, scientific (productive)
blah blah blah
the idea here being to keep say, the babs from being scientific, religious and commerical and dominating culturally in every single game by the ability to build every cultural building cheap even far away or the germans from being militaristic, scientific and industrious and building up an huge military empire instantly and roads to get them to you just as fast (these examples are with existing traits, not modded ones)
anyhoo, those are my ideas, let me know what you think.
my MAIN impetus behind this is to open up more new options for matching traits up in new combinations to make room for as many differently playable civs as possible.
thanks for your attention.
lateralis
good ideas? bad ideas?
let me know in the poll
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