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- ile.)
-
- Allies can carry each others' forces in ships, for example, or use a
- railroad passing thru each others' territory, or move freely around each
- others' forces.
-
- Even in a democracy, pieces should be able to patrol right next to the city
- or maybe two hexes away even without causing unrest.
-
- This idea is more reasonable. In addition, I suggest the military units
- (except settlers, caravans, diplomats) should be well supplied, i.e., a
- supply line should be able to reach such units. I was once playing a game
- where certain enemies units surrounded by my legions completely, but they
- still can stand for serveral ten year, which should be impossible in
- practice since all their supply lines should have been cut. Also, more
- kinds should be added, esp. for land and air units in the modern age:
-
- Land: engineers, scouts (to check enemy units' damages, etc.),
- headqarters (so the armies belonging to it will surrender
- or reduce in combat value, when the hq is destroyed),
- supply troops, red cross, etc.
- Air: air transport (for airborne warfare and supply),
- satellite (for increasing trade, enemy informations, or
- even the star war project against the nuclears),
- space shuttle (for carrying satellites), and so on.
-
- Spies, divide Diplomats into Spies and Diplomats.
-
- Sentries/Explorers, little units whom are easy to produce,
- have 0 offense,0 defense, but 2 movement. Useful for exploring
- or leaving in the far reaches to alert you of invaders.
-
- I also suggest the addition of space lab (for increasing light bulbs),
- space factory (for increasing shields) as city improvements. Satellite
- should be able to increase happiness by providing more informations and
- entertainments through TV to the people.
-
- Forts are a good thing in the current game; more kinds of non-city
- structures would be nice, but I can't think what they might be. Boundary
- markers? Customs stations? How about an aqueduct? -- instead of irrigating
- all the squares between here and there, you build a pipeline, much cheaper.
- An oil pipeline -- extending the city's reach. An airport, so planes could
- land without a city. None of these seem like really great ideas.
-
- Different countries should have different commodities. For instance, the
- Chinese should have silk, porcelain, while the others do not have. Also,
- these commodities should have some function. For example, silk and
- porcelain can increase happiness, and you need to give money to certain
- Chinese cities to obtain them through caravans (or merchants). Actually, I
- don't like money and happiness are increased through simply increasing the
- arrows as present. More complicated economic system instead of the 'arrows'
- will make the game more interesting. Different kinds of food should be
- produced in different cities so trading between cities through the new
- economic system will be enhanced.
-
- How about *prospecting* and *drilling* for oil? The obvious oilfields that
- you see in the early days get used up; you need to find and develop new
- ones. Likewise gold and coal, of course.
-
- More terran types, more kinds of special squares.
-
- As tech increases, you can replace Caravan made routes with Airline routes,
- fly the plane to the enemy city a just like Caravan's you get a
- self-maintained invisible airline route. But it makes you more money.
-
- Have more ifra-structure, your country is pretty much a collection of stand
- alone cites, if you could get some way of joing cities in some way, through
- inter-coutry trade routes perhaps. IE you can have food moved from
- prosperous cities to lesser cities. Truck or Train routes with roads/rails
- perhaps, only not soo complex as to overshadow the rest of the game.
-
- More useful stuff to build, by 1 AD I'm usually down to making barracks and
- selling them because there's nothing better to do.
-
- Instead of just mines/farms around cities, perhaps have suburbs that would
- increase happiness (for free) or research centers, etc.
-
- Spies, divide Diplomats into Spies and Diplomats.
-
- Sentries/Explorers, little units whom are easy to produce, have 0 offense 0
- defense, but 2 movement. Useful for exploring or leaving in the far reaches
- to alert you of invaders.
-
- Power chart should be available all the time :-)
-
-
- 3) More civilization advances
- -----------------------------
-
- 1. Calendar, requires astronomy and writing
- increases the yield of foods once developed.
-
- 2. Paper, requires invention increases the effect of library and
- university greatly
-
- 3. Printing, requires invention increases the effect of library and
- university even more greatly, allows the building of
- bookstore (new city improvement which increases happiness
- in the city)
-
- 4. Modern Communication System, requires electronics allows the
- building of TV station (new city improvement which
- increases happiness in the city), allow building of radar
- station which increase the intelligence.
-
- 5. The addition of space lab (for increasing light bulbs), space
- factory (for increasing shields) as city improvements.
-
- 6. Satellite should be able to increase happiness by providing more
- informations and entertainments through TV to the people.
-
- 7. As tech increases, you can replace Caravan made routes with
- Airline routes, fly the plane to the enemy city a just
- like Caravan's you get a self-maintained invisible airline
- route, But it makes you more money.
-
-
- 3) The Extras
- -------------
-
- 1. Provide a map editor, like Populous has, and more choices on the
- world-customization menu. If worried about people faking high scores by
- editing their games, put a byte or bit in the save file that says "game was
- edited, not eligible for hall of fame", and a checksum to make tampering
- harder. If you just *look* at a world, because this is like doing the
- shift-56 cheat!, but nothing can be done about that -- if you set the
- "ineligible" bit in the save file, that proves nothing: there could be
- another copy of the save file!
-
- That's Really about it. Again if there are any comments, criticisms or bits
- we have left out, give us an email at:-
-
- aev@dcs.kcl.ac.uk or
- STANWORTHDJH@bham.ac.uk
-
- Thanks for reading and have fun :)
-
-
-
- --
- Dave [Rubicon]
-
- .sig deleted due to good taste