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Age of Civilizations
  1. JustAnUser

    JustAnUser

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    • By Marius
      Guys we need a lot of thinks for these to work but we could do it.
      Starting with tech
      The actual tech tree is small and unusfull so we just need to do it bigger or more hard to get tech points, or if your a good modder just do a new tech tree maybe like civilizations tech trees
      Next buildings
      The farms and workshop are nice but limited so we should change them for new building and give it more levels 5 farms and 3 workshop aren't a lot so 20 farms and 40 Workshop(or even more) (or fabrics the name doesnt change anything) but we should balance it by changing modifiers from 5% to 1% or 2%, should be 3 levels of ports first fishing port second mercant port and thierd dock, the buildings levels you could build should be determined by your tech level.
      Next units should be implemented 
      Infantery
      Cavalery after will become tanks
      Ships( you should build it in port level 3)
      Each with different modifiers
       
      Resourses like iron wood food fish iron and more
       
      Implement a comercial and macroeconomics sistem here nations buys and sells resourses that needs and buys 
      And last
      Religions and cultures 
       
       
    • By PETER
      There is a serious problem when it comes to technology in the game, and it is ticking like a time bomb.
      Technology in the game is grossly oversimplified, and in a lot of strategies largely ignored.  This post will explore ways to make the game more in depth, realistic, and balanced.  It will be split into two subs:  Balance and military.
      BALANCE
      When it comes to technology, the game is broken.  Every time, the bigger nations with the bigger economies are leaps and bounds of the smaller nations, say the HRE.  This is a joke, as regions should develop in technology uniformly.  Development of technology should be not be dependent on income, but instead possibly a fixed speed. It could be increased with events, which I already do in my Too True 1440 campaign.
      Of course the problem with this is the player loses the freedom necessary to say, build an Indian colonial empire.  As I said earlier, I have events in my campaign giving tech points to certain civilizations.  Say, the Renaissance or printing press.
      There is still much to do in this topic.  Any suggestions to replace the income system?
      MILITARY
      This is an in depth look on specific new modifiers that could added to invest technology points in.  As of now, all seven modifiers basically increase your income.  This means people do not care as much about it, and rightfully so.  There should be added new modifiers affecting the outcome of a battle.  These include:
      Offensive modifier
      Defensive modifier
      Fort modifier
      Siege modifier
      Fort maintenance modifier
      Navel battle modifier
      These new 6 modifiers would greatly change the game in a good way.  Now this would add realism, where a smaller European army could destroy a larger Chinese army.
      This list can still be worked on, so feel free to comment any changes!
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