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Rise of Nations Heaven » Forums » RoN General Discussion » CiV Unique Powers Suggestions
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Topic Subject:CiV Unique Powers Suggestions
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One_Dead_Angel
Seraph in Absentia
(id: One_Dead_Villy)
posted 12-15-02 05:45 PM EDT (US)         
Now I have some suggestions for civ powers:

CHINA: (power of culture)
i am thinking they should get another power that is in their culture power theme. They gather knowledge faster and cheaper support units already. A way to express culture could be for china to get a discount say maybe even 33% to match with their units discount on buildings that builds cultural units, ie) market, university, towns. It would certainly give them more emphasis on culture, by giving them the same bonuses in the buildings as well as the units it produces. also cheaper support buildings wouldnt be overly powerful either, just an encouragement to develop their cities (hey culture!) if they are still underpowered then maybe a small discount on research that are done in those buildings and even at temples too.

GREEK: (power of philosphy)
Maybe something like around 20%, more or less (depending on balance) discount on aging up research might work and kinda fits with the theme, and wouldnt be too powerful and no one has that so it would be unique. also would help to offset the Greek dependence on knowledge (which is harder to come by then food) to age up.

ROME: (power of caesar)
I think to emphasize their power of caesar, and their powers seem to need a boost to me. and actually i rather see them get something besides free infantry for barrack builds. 1st the position of caesar means dictator and often elected because Rome was in danger, so what would work for this? hmmm...maybe say their capitol gets double bonuses for any buildings they have, and does double attrition on enemies within their capitol city area, if thats not good enough maybe even automatic rally effect for all troops fighting within the capitol city area. Some or all of these effects would be dependent on if they have a general unit within the city to adjust for balance.

After all their capitol was their identity, would make them a real good civ for sudden death capitol games, gives them an alternate path of expansion by having one super city rather then having to use the multi city expansion path, also according to Guns Germs and Steel, the area around Rome was the most productive in the world as far as growing season. so it fits theme, history and is unique.

BRITISH: (power of empire)
One thing the british was know for in their empire expasion was the different foreign troops they acquired as a part of their imperialism, ie) ghurkas, seihks, even native american in fighting the americans during 1812. So maybe something that fits this is everytime they destroy an enemy military building they gain one, two or more (adjust for game balance) free light infantry/cav/supply/spy units (depending on type of building). This would also encorage them to play in a different way then say those who get free units for building their own buildings. It would also be harder too, and helps with their empire building by gaining new troops right at the front line to keep their momentum going as long as they expand into enemy territory. and provides players using them a real unique experience in playing. Possibly even a free villager when a city is captured. Truly power of the Empire in my opinion.


AZTEC: (power of sacrifice)
Something that will add to different gameplay experience and emphasize theme. Is maybe make it so they get double resource bonus for killing enemy units that are within a certain range of a temple, and allow them to build temples anywhere within their nations border. Maybe even have it so that Aztec temples can hold/assert national borders. Also maybe if we have their temples have a radius of effect make it so that Generals within the area can replenish craft points much faster, or simply allow the temple itself to act as generals. This would make maying aztecs quite different then others seeing their temples all over the place.


MONGOL: (Power of the Horde)
One power that is long overdue kinda like the Terran from Starcraft, and fits with Mongols, albe not so much the theme as Horde. Is to allow Mongols to have movable cities and buildings. They can relocate their cities to avoid capture or to better position their city to reach maximum resources. When a city is mobile each building they own in a city is converted to a caravan looking unit (maybe a caravan pulling a Yurt for graphics) until they relocate and settle. They would of course loose a building for each caravan they loose (if they are being attacked). Also if they can relocate their military buildings they can reposition them closer to their new fronts, or move them back to avoid being pushed by borders. This would again give them a really unique gameplay, be pretty good for suddendeath capitol games also. Allows mongols to plop down settlements without having to be too picky about scouting for optimal location, thus allowing them to set up cities earlier to conduct trade.

SPANISH: (power of discovery)
I wouldnt mind seeing them get a boost in their power also. Which maybe in revealed maps, they should get an automatic free scout everytime a new city is built, or even assimulated.

JAPAN: (Power of Honor)

Cities take longer to assimulate, to counter the turk power and/or maybe allow their military buildings to function even when in enemy territory.and fits somewhat with history (how they refused to surrender in many instances) and theme. If (see below) Korea has this city ability, then make the honor apply to military units in some way. Too bad their isnt a morale factor. Maybe Japanese UU's can get a bonus on HP and attack when fighting within their national border. This would be really unique and adds more uses for the national borders concept of RoN.

Korea:
Have to also say I dont really get how the power of tradition goes with abilities the Koreans. Like extra villagers at start and free villagers with new city. The better city repair ability I can understand(kinda like preserving tradition so they want are more ethused about keeping their buildings). Another ability that could be better I think is to make their cities LONGER to assimulate. That works with the tradition idea. and also counters the turks ability which will help to make sure the civs are balanced. Either Japan or Korea should have this.

[This message has been edited by One_Dead_Angel (edited 03-12-2003 @ 05:50 PM).]

AuthorReplies:
One_Dead_Angel
Seraph in Absentia
(id: One_Dead_Villy)
posted 12-15-02 07:09 PM EDT (US)     1 / 63       
I have some thoughts for Korea today...I think something different that can work for them in line with Power of Tradition, can be something like this. In normal cases civs need to research two of the 4 major tracks to a certain level (if i remember correctly) before advancing in age. So to fit the tradition theme, maybe allow the Korean player to advance in age even if one of their tracks is at a certain age, so that they can have a lot of flexibility to emphasize one track if they wish and advance in age, without having to advance other tracks and using resources they dont want to advance in. Kinda the idea that they can be in modern age but still keep the traditions (technology) of the past, and advance only in what they feel is good for their society. Of course in overall strategy its best not to leave anyone one major research track too far behind. It can open up strategic possiblities to innovative players. Of course in addition to their temple bonuses, and free militia techs and building repairs bonus. however, The extra vill at start and at each new city (which actually seem more appropriate for the Bantu migration power to me) should be for someone else.

[This message has been edited by One_Dead_Angel (edited 12-17-2002 @ 01:19 PM).]

One_Dead_Angel
Seraph in Absentia
(id: One_Dead_Villy)
posted 12-15-02 07:19 PM EDT (US)     2 / 63       
Russia...
I also think Russia's extra vill at start and oil bonus and spy power isnt as thematic as I would like. Although the spy bonus is good in terms of historical reasons. (maybe make it one of the Kremlin wonder bonus) I was thinking Power of the motherland....so what would be good and I think maybe a 10% bonus for any gains produced by enhancement buildings like granaries,smelters,and refineries might work

[This message has been edited by One_Dead_Angel (edited 12-17-2002 @ 01:21 PM).]

eye
Member
(id: I)
posted 12-17-02 01:57 AM EDT (US)     3 / 63       
wow
these are all great ideas.

the aztec suggestion is a little complicated, but it would make them that much unique.

the mongol suggestion is also very unique, and i think it would be interesting if they adopted this idea.

the korean research suggestion is also interesting, it will create interesting situations like being in enlightenment with modern age military techs but medieval economy level, etc..

and others are interesting and fitting to each nation

good ideas, ODA

[This message has been edited by U (edited 12-17-2002 @ 01:58 AM).]

One_Dead_Angel
Seraph in Absentia
(id: One_Dead_Villy)
posted 12-17-02 01:27 PM EDT (US)     4 / 63       
thanks...

also in talking to paul, their intention is to also make each civ want to make their appropriate wonders (which would in themselves have powers that are almost if not as good as a civ theme power set). So there is two ways to do this i think. One is that the wonder enchances or complements their civ powers, and the second is if it adds more non-thematic but historical bonuses. and with the leeway given to wonder powers, there should be plenty of bonuses to fill in historical gaps.

i know there are a lot of history nitpickers out there so maybe this is a way to satisfy both requirements.

So I am thinking say for one power the collosus wonder can give maybe for much better heavy infantry, and better ships and barrack units overall prior to gunpowder age) so that would give Greeks or someone like that better reasons to build their famous hoplites and triremes. although I do like the collosus power as is already, so maybe they can add a parthenon wonder as well

as for the Aztec power i suggested, it may not be as complicated as u may think , all they need to do is in their build check, relax the city radius requirement to national border for temples and add nation border push to the object. In other words, make it a fortress as far as those powers go. Retain the temple research, and add in the attributes to rally troops. The extra resources for killing units near it maybe a little more complex but its certainly doable. I mean really nothing is IMPOSSIBLE in software. Although not that easy to do, and not worth messing with at this point. But Non of the suggestions about the Aztecs is a feature that doesnt already exist in one form in the game. So if they use object oriented programming (which I am sure everyone does), it should be a snap.

[This message has been edited by One_Dead_Angel (edited 12-17-2002 @ 01:55 PM).]

eye
Member
(id: I)
posted 12-17-02 02:28 PM EDT (US)     5 / 63       
i thought about making civs want to build their "own" wonders and have historical bonuses too, but i didn't post it here because not every civ has a wonder and some, like china, has more than one wonder..
One_Dead_Angel
Seraph in Absentia
(id: One_Dead_Villy)
posted 12-17-02 07:37 PM EDT (US)     6 / 63       
u should go ahead and post some of your ideas
eye
Member
(id: I)
posted 12-17-02 09:34 PM EDT (US)     7 / 63       
no i mean when i tried to think up those wonder bonuses, i realized that there's only 14 wonders and 18 civs, with some of the civs having more than 1 wonder, so it was impossible to assign "favorite wonder" for each civs or have historical bonuses..
One_Dead_Angel
Seraph in Absentia
(id: One_Dead_Villy)
posted 12-18-02 01:46 AM EDT (US)     8 / 63       
Well cant hurt to think of some for those that exists...or even doubled up
Warrior Viking
Member
posted 12-21-02 09:34 AM EDT (US)     9 / 63       
Every civ should get their own wonders...
Maybe 3 for each civ.
For example:

British:
Stonehenge (ancient)
Tower of London (medieval)
Buckingham Palace (enlightment?)

Romans:
Colosseum (classical)
Tower of Pisa (classical)
Roman Forum (classical)

Greeks:
Colossus (classical)
Acropolis (classical)
Library of Alexandria (classical)

and other civs...


"Cattle die, kindred die,
Every man is mortal.
But I know one thing that never dies,
The glory of a great deed."

-Håvamål-

neo222
Member
posted 12-23-02 06:05 PM EDT (US)     10 / 63       
Egyptian:
Great Pyramid (ancient)
Valley of the Kings (ancient)
Lighthouse of Alexandria

Bantu:
I don't even know who they are!

China
The Great Wall (classical)
Tumulus
Grand Canal

Mongol:
erm...

Rome:
Colluseum
Circus Maximus
the forum...

British:
Stonehenge (ancient)
Tower of London (medieval)
The London Eye (Information)

Aztec:

That pyramid thingy...
erm...



I could move to a small town, and become a waitress...
ZBrisk
Member
posted 12-23-02 07:14 PM EDT (US)     11 / 63       
The forum? That's not a wonder, that's a standard public building in every Roman city.

Tower of Pisa's from the classical age?

Quote:

Greeks:
Colossus (classical)
Acropolis (classical)
Library of Alexandria (classical)

Wait...Wasn't that Egyptain? Or was it during Alexander/Ptolemy's rule?


That's ZBrisk, baby!
One_Dead_Angel
Seraph in Absentia
(id: One_Dead_Villy)
posted 12-24-02 00:08 AM EDT (US)     12 / 63       
The Library of Alexandria is both Greek and Egyptian so to speak. It was built by the Ptolomies (who was Greek) who took over Egypt after Alexander (hence the name of the city and library) the Great's conquest of Egypt.
ZBrisk
Member
posted 12-25-02 01:43 AM EDT (US)     13 / 63       
Yeah, that's what I thought. He named a lot of cities "Alexandria".
One_Dead_Angel
Seraph in Absentia
(id: One_Dead_Villy)
posted 12-25-02 03:36 AM EDT (US)     14 / 63       
no just one city...just lots of stuff in Alexandria has his name for obvioius reasons.
simwiz2
Member
posted 12-26-02 02:28 AM EDT (US)     15 / 63       
I agree with all of these ideas. If implemented they would be truly unique bonuses, much more innovative and interesting than the same old % bonuses.

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fizzrucker
Member
posted 12-26-02 06:10 AM EDT (US)     16 / 63       
no one mentioned the medieval wonders you know like egypt for example have Al Azhar Mosque,and turks Hagia Sophia(although greeks built it the turks added the several minarets around it and a few domes).and about the power of the horde,how come they move their buildings in later ages?you know in modern ages buildings become permanent settelments.
One_Dead_Angel
Seraph in Absentia
(id: One_Dead_Villy)
posted 12-26-02 07:51 AM EDT (US)     17 / 63       
For the turks u could use the blue mosque http://islamicity.com/Culture/MOSQUES/Europe/TMp145a.htm

it is very similar to the Hagia Sophia.

fizzrucker
Member
posted 12-26-02 06:48 PM EDT (US)     18 / 63       
yeah the blue mosque fits a trukish wonder perfectly,hagia sophia for greeks then?btw about the Taj Mahal wonder,how come its available when indians are not in the game?

[This message has been edited by fizzrucker (edited 12-26-2002 @ 06:49 PM).]

One_Dead_Angel
Seraph in Absentia
(id: One_Dead_Villy)
posted 12-26-02 11:00 PM EDT (US)     19 / 63       
or Parthenon for Greeks.

Hagia Sophia is kinda Byzantine. ie) Greco-roman.

Taj Mahal? well its a cool building thats why its in. India has been spoken of as a forerunner if and when an expack for RoN comes out. The reason it isnt in now is cause its architecture doesnt fit well for any of the other art sets. although the Mogul Indian Empire could have I think fit with the middle eastern art set.

Darko Lawless
Member
posted 01-04-03 02:32 PM EDT (US)     20 / 63       
I think BHG did a really good job on reflecting Nations in its Bonuses, but here are something I think were missed:
British: I think the supreme disipline of soldiers of the British Empire should be represented, although I don't know how.

Rome: How about Roman Assimilation happens faster then other nations to represent the quick integration of territories into the Empire.

Greeks: Shouldn't they get some bonus for thier extremely effective part time hoplites and thier later citizens defence against many invaders? Like stronger Militia, or something.

Japan: Maybe some airplane bonus, or a Zero special unit?

I think the following Nations have been represented extremely well: Aztecs, Incans, Germans, and Russians.


Hail me, for I have the loudest voice!
Bakma
Member
posted 01-05-03 07:10 AM EDT (US)     21 / 63       
hi fellas,

what about this idea:

every civ has the choice to build only one or two worldwonders off 3 or more.

Every Worlwonder has its own pluspoints.
for exampla if you go to the next age you have the choice between one off two wonders.
if you choose (sp???³) one, then the bonuses change.

Worlwonderone: cavalrybonus
or
Worldwondertwo: infantrybonus.

This are only examples.

something like the AoM gods system, you know...

p.s. hey i wannt to have more infos on the Turks

One_Dead_Angel
Seraph in Absentia
(id: One_Dead_Villy)
posted 01-05-03 08:59 AM EDT (US)     22 / 63       
Actually, the way wonders work in RoN is just like what you said. Check here http://www.microsoft.com/games/riseofnations/wonders.asp

As the age advances you have access to more and more wonders. The earlier wonders will be more beneficial to the early ages, and the laters one more benefit for later ages. They offer bonuses that are almost as powerful as civ bonuses. For example: The Terracotta Warrior Wonder will give a bonus in reducing the cost of Barracks and Stable units, and give a free infantry unit every 30 seconds.

One_Dead_Angel
Seraph in Absentia
(id: One_Dead_Villy)
posted 01-05-03 09:00 AM EDT (US)     23 / 63       
This is from the microsoft official RoN site:


Turks: Power of Siege - The Turks are masters of siege warfare and city fighting; their siege weapons have increased range and line of sight. The Turkish player receives two free siege units, each time a siege factory or factory is constructed. In addition, they assimilate enemy cities at four time the speed of other nations, allowing them to heal more effectively after a battle, which means they can press their campaign with greater speed. Their unique siege weapons and Janissary musket infantry give them a powerful striking army with which to press home their advantages.

theponyguy
Member
posted 01-05-03 11:06 PM EDT (US)     24 / 63       
Adding on to Russia's power of the motherland, when the ice thawed during spring, this caused unbearble conditions to the germans, and made their army move slower. So maybe, all enemy units inside Russia's border, move 10% slower.
One_Dead_Angel
Seraph in Absentia
(id: One_Dead_Villy)
posted 01-05-03 11:16 PM EDT (US)     25 / 63       
thats a pretty good idea, although I think Russia is powerful enough.
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