An idea i've had for a while tell me what you think.
I gots an idea:
-It starts 20 years after what would have been the cold wars end(1989).
only the cold war ended because the world was completely nuked, everywhere. You could take control of the leftovers of an old civ or start with one of the new ones(come up with something)and this would solve the civ humble beginnings thing. the guys could start out using scrap for armor and weaponry and eventually get up to using lasers and stuff. tell me what you think. personally i would like to see alberta as its own country in this.you could also have mutant people as their own civ (cause of radiation)
AgeI: Post-Apocalyptica
Units:Citizen, Junkart(soldier armed with scrap metal and old rifles)AgeII: Revitalisation age:Infantry,prototype laser, prototype robosoldier. AgeIII: Reempirical age: Aromorinfantry, Laser trooper,Lasertank,Robosoldier. AgeIV: Laseroptic Age: Supersoldiers, Opticatank, Syntheticsoldier. AgeV: Nanoage: Ubersoldier, Neutron Tank, Terminators, Nanoswarm, Optictrooper.
Some ideas for land units heh. tell me what you think.
Building ideas.
Forward Base-Ambush barracks-Manufacture plant-Factory(becomes Nanofactory
Techs for optic research center: G1(optics This game could technically work like this idea Nukes are not avaliable until age 3, mutants cannot nuke but get more resources or more units each time a nuke is detonated as well as taking less damage from nukes. Nukes are expensive and can be upgraded to -Fusion Bomb Age 4 and -Nova implosion bomb Age 5, both of which lessen the mutants bonus but the upgrades are extremely expensive. Vehicular units:scrap car-scout car-armored car-macrocar-Gerocar, Battle vehicle-armored battle vehicle-tank-X-tank-Geromantium tank,-laser tank-optictank-neutron tank. Ages again in order above1-2-3-4-5-1-2-3-4-5-3-4-5 SuperCollider Techs: will add more as i think it up This update is now going to document the ideas for the mutant civs...thats why a new post. First off-Mutants Description=The mutants are harder to start off with except for one sanction which already has genetic manipulation reasearched. The other ones have to produce a mutant at random until they get this and it is almost as expensive as their most powerful unit. But enough with all that on to their tech bonuses! W.H.Y. Lab techs(ages following tech): Techs for "Homage To Ourselves"(all age 5): [This message has been edited by StealthArcher (edited 04-27-2006 @ 12:52 PM).]
Space units(all age 5 except rocket) rocket-shuttle-cruiser-battlecruiser-Greatship, pest-spawn-scourge, carrier-spawner, ion cannon-rev. flux ion cannon(big weapon of doom)hehehe
-Elemental Restructuring(+25% attack all units)
-DNA Rebuilding(+25% hp all units)
-Silicon Brains(all units produced nearly instantly)
-Nanotechnological Synthesizer(All units 25% cheaper)
Obvious Civs are americans and china and russia. other than those however... well i dunno. What i really need is a way to make civs unique...something besides just different building styles.
and i would really like to hear a reply from anyone who wants to person so i could see if this is as good as all the other people said it was.
I will add ideas as i come up with them.
Atomic research center techs: fission(allows nukes)-fusion(upgrades nukes)-novic implosion(upgrades fusion bombs) genetic sciences(+10% hp all units)-synthetic cellularity(allows synthetic soldier and terminator)- atomic reorganization(alchemy reborn)(allows Nanoage), space living conditions(allows shuttle), Vacuum resistant weaponry(allows cruiser and on), atomic reflux engine(+10% speed spacecraft)-Ionic core flux engine(+25% speed spacecraft).
Resources ideas: Food, Wood,(obviously), steel,(replaces gold),Money/gold/wealth,Oil/gas,uranium.
Building ideas:
Forward Base(replaces town center)-Ambush barracks- manufacture plant- factory/nanofactory-optic research center(for lasers)-Bunker(replaces towers/outposts)-Supercollider(capitol replacement)-Airbase- Shipyard-Samsite-technician research lab(for robots)-market/stock market/synth trading facility.-Atomic research center(for nukes and spacecraft improvements)- Space program( allows space units)-missile silo
Ages for them (follow in the order shown above):1-1-2-2/5-1-1-5-2-2-3-3-1/3/5-3-4-3
keep replying pls.;p
-Mutants units except for one or two jack-of-all-trades are MUCH weaker than human units, but all of the weaker ones have one type of unit that they will absolutely PWN like crazy. so the mutants are essentially a counter civ.
-mutants do not get nukes. period. but any time a nuke is detonated they get a bonus of a few free units. this bonus lessens as people research missile upgrades.
-mutants space units all come in the 5th age so you will be behind a bit.
-their villies and soldiers are cheap as nuts so you can splurge like crazy
-they have a lower pop limit sry.
Building ideas:
Hidden hospital(their tc)-strifehouse(barracks)-slapshod shed(vehicle building)-W.H.Y Lab(reasearches genetic manipulation and other overall improvements)-laser lab(obvious)-atom lab(again obvious)-bunker-hidden runway-space program-Homage To Ourselves(capitol)-AAgun-Black market
Genetic manipulation(allows you to control what mutant is produced ending the random chance factor)A1-Cellular reconstruction(all units have +15% hp and +10% attack)A3-Matrixal Nerve node manipultion(allows ???)(all units same as last again, and all mutant units slowly heal)A4;DNA restructuring(allows half human mutations hehehehe)A5,Restructured minds(allows military units to auto attack at full range, hand units +15% speed)A2
-Acceptance(black market becomes synth trading center)(cheaper trade)(all techs cheaper)
-Discipline and Order(all units +25% hp and 1.5 speed)
-Education Reborn(labs, spacecraft, aircraft, and vehicles cheaper)
-Readmittance of Demo-Repub(all units of any type produce in 10% of original time)