Search found 35 matches

by adamo
Sat May 23, 2015 5:37 pm
Forum: Wishlist
Topic: Impassable tiles
Replies: 2
Views: 2243

Impassable tiles

1. Idea I would like to see the impassable tiles option in the game. What is an "impassable tile"? It's just an ordinary terrain tile with some special properties: it could not be passed by any water , land nor air unit (in other words, nothing could step on it). Just sort of a "black...
by adamo
Sun Feb 08, 2015 1:21 pm
Forum: Wishlist
Topic: Automating Workers/Engineers - an alternative?
Replies: 11
Views: 6841

Re: Automating Workers/Engineers - an alternative?

Auto-cleaning pollution would be a great improvement.
by adamo
Thu Feb 05, 2015 4:18 pm
Forum: Wishlist
Topic: Additional Government Types
Replies: 12
Views: 8963

Re: Additional Government Types

I agree with adding other government types, but I just don't like one thing: the "Fascism" seems good (as an government idea in the game), but I don't like the name ! I would love to see something like "Nationalism" (or something else) than "Fascism" instead. In Human v...
by adamo
Thu Feb 05, 2015 3:38 pm
Forum: Wishlist
Topic: More impactful Revolutions, Leaders die = civil war + rev
Replies: 1
Views: 1625

Re: More impactful Revolutions, Leaders die = civil war + re

When a Leader dies, a civil war begins This seems a very good idea. A civil war idea sounds way better than just erasing/disarming the existing civilization. But if we code this, we should disable a Civil Wars due to the Revolutions (a Civil War happens always when a Leader dies, but never because ...
by adamo
Sat Jan 31, 2015 5:02 am
Forum: Wishlist
Topic: Non-antropogenic global climate changes
Replies: 2
Views: 2814

Non-antropogenic global climate changes

In real life, we can divide causes of global climate changes to anthropogenic and non-anthropogenic . Current climate changes are most likely anthropogenic, but over the history of the Earth, there were a lot of sudden non-anthropogenic climate changes. I would like to set independent (regardless of...
by adamo
Sat Jan 31, 2015 12:17 am
Forum: Wishlist
Topic: Disasters
Replies: 9
Views: 5327

Re: Disasters

From all of it, I guess the "Meteorite Fall" would be the easiest thing to code: it just erases everything (units, infrastructure, cities...) from randomly chosen, affected tile (or 2x2 tiles, 3x3 tiles etc...). The code might do it simple way: 1. Choose random tile from the map. 2. Clear ...
by adamo
Fri Jan 30, 2015 12:11 am
Forum: Wishlist
Topic: Disasters
Replies: 9
Views: 5327

Re: Disasters

@cazfi Oh :shock: Good to hear. I had no idea it's being already developed. I just searched and found this in game.ruleset: ; Disaster types: ; ; name = translatable name as seen by user ; reqs = requirements for disaster to happen (see effects.ruleset ; and README.effects for help on requirements) ...
by adamo
Thu Jan 29, 2015 2:01 pm
Forum: Wishlist
Topic: Disasters
Replies: 9
Views: 5327

Re: Disasters

@GriffonSpade Wild Fires - I didn't like to propose such disasters (fires outside the city), because - as I see it (burning forests?) - it would directly change the map too much (disappearing forests?). "Is there some other kind of blizzard" - English is not my native language, I was writi...
by adamo
Thu Jan 29, 2015 8:19 am
Forum: Wishlist
Topic: Disasters
Replies: 9
Views: 5327

Disasters

Implementing disasters to the game would be good. Some ideas are controversial, these are to discuss. 1. Infectious disease . Info: "there's a disease in ... (city)!" Regular virus diseases like Plague or Ebola . => occurrence area : everywhere (but most likely can first occur around wet &...
by adamo
Mon Jan 26, 2015 9:19 pm
Forum: Wishlist
Topic: Government roulette
Replies: 0
Views: 1559

Government roulette

I would opt for a "government roulette" . This is a custom option, which would randomize the game. 1. How would that work? If the flag is on (GVT_ROULETTE=YES), the game actively changes the government types for all the players. All civs behave like they they "knew" all governmen...