This is actually how things worked, more or less, in Master of Orion II. I'm told it worked the same way in Master Of Magic, too. Essentially, in MOOII population units represented the race of the civilization, but you could have a population of that race even if the civilization didn't exist anymore. You could conquer another civilization and all it's population in still intact. One of the things I liked about this was the populations kept their racial bonuses
DamnedChoir
Regardless of which professions are put in, I would like to see more professions that affect the sovereign themselves. When Elemental was first on the drawing board the idea that you could either spend all your essence on your cities or become a powerful Sauron-like warrior really attracted me. I liked the idea of one very powerful city, with one god-like unit who can easily crush the enemies...so I'd like to see more professions that affect the Sovereign. Rather
I reallly wish we could determine attack/defense WITH, or without items, as well as equipping a sovereign. I think if I'm an immortal god-king I should be able to take on an enemy soldier with my bare hands, or with an axe, or with whatever I want, and not be limited to just my starting choices in equipment for the rest of the game. Also, like I said, bare hands! :P
Maybe roads automatically spring up in between cities that are prosperous trading centers over time...as long as you have a trade treaty, or between your own cities. You could stop trade, or break a treaty with certain actions or edicts...and you could work to improve any existing roads by making them smoother/wider/paved with improvements, but for the most part have them be something that merchants create on their own?
Having more talents and weaknesses that modify how a sovereign behaves in combat would be cool to me. Also, another poster before me mentioned this, but it'd also be nice to see Elemental related Weaknesses/Talents. I know this isn't related, but I'd love to see the attribute cap raised to 25, btw. ;) Here are some ideas: Talents Swift: Increase to movement /and/ combat Speed. Brutal: Has a chance to kill fleeing en
I figured this would probably be included in the final game, but tinkering around in the Beta a bit made me want to bring it up anyways. So when my Sovereign started off, I essentially had 1 Movement, 0 Attack, 0 Defense. As I developed weapons my heirs and their wives began to have higher stats than the Sovereign, despite the fact all my Combat stats were high. (I imagine alot of the customization options for Sovereigns are just placeholders at the moment and don't actually do anythi
This was something you could do in MOOII, too, and it's something I really liked. I started off with the militaristic, imperialist race, and slowly conquered other races. I enslaved them rather than exterminating them, and then, since MOOII lets you move units around planet to planet, job to job, I put the peaceful science folks to work as my scientists, the industrial robots as my workers, and the farmers as my...farmers. I had a four caste society that was super-effici
Well, personally I think that the research mechanism and the idea of technologies themselves should be under review...but I think something like this doesn't necessarily make that much sense. After-all, most technological innovations tend to come from the wealthiest and most industrially proficient nations, or nations where trade and education are heavy. Is this the definition of 'large'? How do you define 'large'...is it powerful? Ancient Rome, the United States of yesteryear,
I like this idea. I was just commenting in another thread I think it'd be cool if Civilizations that don't have the means to manufacture or produce certain items could still use them. Say one large empire produces the finest horses or weapons, the other empires uses their horses and weapons for battle amongst eachother, making the first empire rich and indesposable to the others.
What I'd like to see, actually, is Civ's who don't have the capability to manufacture or use certain techs, but still use the fruits of those techs. It'd be interesting to see if the giant epic empire was selling it's advanced weapons and all the dirt poor mud hut nations bought and used those weapons to fight amongst themselves even if they didn't have the means to manufacture them.
The problem with the whole 'living-breathing city' argument, and the argument for keeping huts is that in all ways the next tier of housing is superior to the first: No upkeep, higher pop cap, higher prestige. Someone who wants a 'living breathing city' will not be able to reach the next population milestone, or isn't using their city very efficiently and will find the AI is most likely not as sentimental. I kind of am starting to lean towards the view that housing shou
At the very least I'd like to be able to build cities in the mountains or in the forest. But having multiple government types would add layers of depth, and that's always a good thing IMO.
I like this idea, honestly. In most fantasy games you have reasons for some people to wear lighter armor, like rogues, archers, etc, for improved mobility.
So I was thinking that in addition to the various poses it would be nice/interesting if all the various items that could be equipped when creating a unit, say, swords, armor, cloaks, etc...could be colored, or there would be different designs avaiable to each. (Gold filagree cape, different shaped weapons, etc.) This would make individual empires look different, and allow alot more customization like in Galciv. Differentiate different similar looking units with different color cloaks,
Alot of the time the game won't actually even let me move units next to the coast, so I've been having the same problem.
I've noticed the same in my games at least twice. It was a bug in earlier versions, seems like river placement still isn't quite ironed out yet. Honestly I see less rivers now though.
I had the same problem and the same solution.
Mine has been doing this too, but it seems to do so after a short period of time no matter what I do. Don't know how to replicate something that's happened every time within a few turns.
It'd be nice if we could actually change the color/decoration of different items/costume pieces, just like in Galciv with ship customization.
I agree with this suggestion, I can't beleive nobody else is responding to it. It's really annoying to have to bulldoze older buildings for newer versions of the same thing, buildings should be upgradable!
The game is ct'ding for me a few turns in no matter what I do. Not sure what's going on, I can't quite replicate it since it doesn't seem to matter what I do.
It would be nice to have more options and more flexibility in the succession system than the system that wasy just laid out. For example; while I understand most people in the european fantasy world will live as europeans, there must be some room left for magic and adventure. Ergo: maybe not all female characters are just marriagable options, and maybe some of your offspring can become heroes, knights, wizards, or sorceresses themselves, and be useful units that can, if not be control
I personally loved the having races be individual units with unique characteristics in MOO II, I'm Sad Galciv didn't have something similar, because in MOO, when you conquered another civilization suddenly you had an entire new race with new characteristics and you had to decide what to do with them: Enslave them, integrate them, or exterminate them. I personally conquered races who had bonuses my race didn't have: soon my warrior race had soft squishy scientists doing all the researc
I'd personally like to see more modifiers for each category, like a mixed bag of benefits and penalties: soldiers better at fighting but worse at diplomacy, assassins worse at prolonged combat but better at surprise, etc. But here are some random ideas for additional ones: Soldier: Better at personal combat. (No bonus to troops.) I'd really love something that would let me make my sovereign a one man army who would rather wade onto the field himself to ruin the opposing force.
I like both of these ideas, I think they're pretty awesome, and definately fit with the fantasy setting. First; sending out soldiers to patrol your roads so that trade is more prosperous and more merchants want to base themselves in your city makes sense. Of course; based on the ammount of capitol you have, and the threats on the roads, you might not have enough soldiers at certain times. Reminds me of the story of NWN 2. Of course, you could also send soldiers