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Old February 8, 2002, 12:55   #1
Fremantle
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I read a lot of complaints about micromanagement, I must say I agree with a lot of them.

Government Micromanagement

Perhaps a God mode is in order, whereby the player is able to choose a list of priorities or goals based on different aspects of the life of a nation:

-economic
-military (offence AND defence)
-diplomatic
-research (already done)
-cultural
-infrastructure

For instance, in the diplomatic screen, there would be a list of known civilisation and possible diplomatic aggreements. You could pursue a diplomatic agreement in a similar way to research, except you could nominate multiple goals and change them at any time, although you would lose your diplomatic efforts. The difficulty of each goal would be related to the attitude towards your nation by the target of the goal, the complexity of the goal (ie. MPP would be harder than trade embargo), your power, and when your diplomats have negotiated an agreement, they come back to you with terms (gold per turn, techs, resources etc.) to which you can either agree or disagree. If a foreign diplomat proposes a deal, you can either reject it outright, renegotiate or accept. The amount of diplomatic effort you can exert per term could be determined by size of your civ, size of your foreign affairs budget, building modifiers such as foreign ministry small wonder, pentagon small wonder, CIA small wonder, similar to the way research is modelled.

In terms of infrastructure, inter-city freeways and rail networks should be prompted by worker actions. For land development, if a tile is occupied, after a certain amount of time, it should develop roads, local rail, irrigation, mining, forrestry (perhaps forrests can be used up if they are occupied, similar to the way resources are used up). Cities should build their own libraries, temples, granaries, courthouses, police stations but larger city buildings like universities, cathedrals, colloseums could be considered as city specific wonders and would require federal government input. A city's production could be divided between local self-controlled actions and federal actions, large cities could have more than one library, temple etc. This way a city can work on multiple aims, dedicating a sliding scale of effort to local/national production.

Units

Population of a city should be reduced whenever a unit is raised, this would require more population, which would mean that a city would need to be divided up into more tiles (macro/micro grids?).

The city a unit is produced in would need to feed the unit, however units could be relocated.

Units would suffer from war weariness, losing attack/defence strength and taking longer to heal. War weariness could be relieved by spending time in a allied city, home nation city or home city, with the effectiveness of "leave" increasing respectively. Of course, this would require units to enter allied cities.

A disbanded unit would add to the population of the city it is disbanded in.

Warfare

In warfare, good government during peacetime should be rewarded, ie. if the population is happy prior to declaration of war, then war weariness should be reduced, however this would diminish over time. How else did Britain survive if not for the stoicism of it's people during the Battle of Britain? Democracies ARE better equipped to deal with conflict.

Units should be able to be formed into armies at all times but not necessarily stacked (like RTS groups). Armies should be able to contain artillery. Armies that contain GLs should have an advantage. GLs that spawn from combat should be veteran, GLs that are produced should be regular, and be able to gain elite status. Units within armies should be able to removed and given other duties, like garrisoning a city. There should be a maximum number of units in an army. If a unit is destroyed in an army, the whole army does not get defeated. GLs may be killed in action.

Naval units should be able to form fleets and have similar properties to armies.

Air units should be able to form squadrons.

Armies should be given goals, with the army pursuing that goal until it is achieved, every unit is destroyed or a new order is given.

There should be a chance that units are captured, turned into POWs. POWs may either be forced into labour (war attrocity), executed (greater war attrocity), interned in forts or cities. POWs would need to be fed/supported by the state. If the state can't support the POWs, they may either be exchanged with the enemy or allowed to die (great war attrocity). Peace treaties would require all POWs to be exchanged.

----
I know suggestions have been done to the death, but any further thoughts?
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Old February 8, 2002, 14:23   #2
godinex
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NOOOOOOOOO! no feed the units! please!
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