What I would really like to see is the ability to develope your own civ during actual gameplay. While this may not appeal to the masses, I think it would be more realistic. Civilizations were defined by their surroundings. For instance, I don't think it makes much sense that a Camel type UU would be available in a Jungle type map. The fact is, cultures developed based on the available resources and the neccesity to survive. The Vikings didn't have much to work with, so it makes sense to me that they became very proficient at building ships and raiding. Wouldn't it be cool if you could pick what things your civ becomes proficient at.
While this may be more realistic and intriguing from a strategic standpoint, the implementation of this idea might be a bit tricky. I certainly think that it is feasible, though. First, you could start out with templates (e.g. Defensive, Aggressive, Expansionist, etc...). Also, I think it would be neccesary to have a feature to save your civ at any point during the game so you could use it in the next game. The issue of balancing would certainly be present and would take a while to tweak, but again, possible.
As far as UUs go, I can think of two options. One, you could automatically create a UU of whatever type by using the max_ramp% limit. What I mean is that, the first type of unit created that reaches max ramp cost is automatically turned into some type of UU. For example, if I make a lot of foot soldiers in Classical age, when the max ramp value is reached, I get a UU similar to something like the Roman Legions or some other type of unique foot soldier. Two, there could be a make UU research option. You would get maybe one per age or something. As far as the abilities of the UUs, the easiast thing would be to allow the player to pick a couple of options from a list when the UU becomes available.
For bonuses, I think the easiest way is to again use a unique research button. This gives the player the option to pick what bonus his/her civ will have. They could base it on anything they wanted. Another idea I like is that of basing the bonuses on what the player is doing/gathering/building. It would automatically give players bonuses while still letting them decide what bonuses to get by their actions. If you chop a lot of wood, you get a wood chopping bonus. If you build a lot of ships, you get a shipbuilding bonus.
Imagine you are on a large plain, with horses as a resource, and limited wood. You could build lots of farms, get a food bonus, and produce lots of stable units and get a Horse UU. You could build a civ similar to that of Rohan in Tolkien's world. I think the strategy of the game would be exponentially increased if this idea were implemented.
While this may be more realistic and intriguing from a strategic standpoint, the implementation of this idea might be a bit tricky. I certainly think that it is feasible, though. First, you could start out with templates (e.g. Defensive, Aggressive, Expansionist, etc...). Also, I think it would be neccesary to have a feature to save your civ at any point during the game so you could use it in the next game. The issue of balancing would certainly be present and would take a while to tweak, but again, possible.
As far as UUs go, I can think of two options. One, you could automatically create a UU of whatever type by using the max_ramp% limit. What I mean is that, the first type of unit created that reaches max ramp cost is automatically turned into some type of UU. For example, if I make a lot of foot soldiers in Classical age, when the max ramp value is reached, I get a UU similar to something like the Roman Legions or some other type of unique foot soldier. Two, there could be a make UU research option. You would get maybe one per age or something. As far as the abilities of the UUs, the easiast thing would be to allow the player to pick a couple of options from a list when the UU becomes available.
For bonuses, I think the easiest way is to again use a unique research button. This gives the player the option to pick what bonus his/her civ will have. They could base it on anything they wanted. Another idea I like is that of basing the bonuses on what the player is doing/gathering/building. It would automatically give players bonuses while still letting them decide what bonuses to get by their actions. If you chop a lot of wood, you get a wood chopping bonus. If you build a lot of ships, you get a shipbuilding bonus.
Imagine you are on a large plain, with horses as a resource, and limited wood. You could build lots of farms, get a food bonus, and produce lots of stable units and get a Horse UU. You could build a civ similar to that of Rohan in Tolkien's world. I think the strategy of the game would be exponentially increased if this idea were implemented.
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