My Wishlist
Posted: Sun Dec 17, 2017 9:08 am
Updated version of my old wishlist! I believed I've filtered out all the obsolete ones, though some old ones made a return with some changes. Some of the larger ones are also liable to be exported to their own threads and linked.
http://forum.freeciv.org/f/viewtopic.php?f=13&t=51
UNITS
2) Ability to control unit stacking for both tiles and ferries(via size limit)
19) Ability to set attacker AND defender class requirements for defense bonuses
24) Effect controls for modifying(add/subtract, or at least turn off) fortify/city defense and terrain defense (separately). Preferably with attacker negative requirement. (notably for IgWall attackers)
47) Additional 'partial_invis' layers: Subterranean (underground, for burrowing units), and 'Camouflage' (for units that can hide in terrain).
50) Bombardment/Anti-Air actions: http://forum.freeciv.org/f/viewtopic.php?f=13&t=74393
54) Allow Veteran sprites to be set individually in ruleset, rather than automatic reading from an ennumerated list.
57) City-Unique Units: City cannot build more units of this type if one is already homed. Additional option might include inability to rehome. This has a few purposes:
1) Wonder Hero units. The ability to create a single, unusually strong unit, but only one at a time, so they can't be mass produced.
2) City Defense units. These units are intended to represent militia or national guard units and be immobile, much like how in later civ games, cities have their own defense scores. Creating a new City Defense unit should cost a population.
58) Auto-Build Unit: When a city is built, a unit is automatically created with it. This simplifies the creation of new cities, giving them a defender automatically. This would be defined in Ruleset like the BarbarianTech role, with the last chosen, though based on the player's own techs for qualification.
UNIT AI COMMANDS/ADVISORS
4) "Explore and Raid" - Similar to the explore command, except when adjacent to an enemy unit or city with moves remaining, it would automatically attack them. This would prevent exploring units with high attack but low defense from dying like fools as they just let enemies kill them.
5) "Counterattack" - Similar to the fortify/sentry command(preferably fortify, unless it is given priority over the Go command), except when an enemy moves to adjacent tile, and the unit has moves remaining, it would automatically attack them, then begin to fortify back into their counterattack stance, giving a more realistic border defense policy. The server option to automatically attack really isn't very good, as it's ALWAYS active and on EVERY (military) unit, rather than just the ones you pick and choose.
6) Allow units that cannot fortify to have a similar function ("Rest"?) that does almost everything that fortify does, but does not increase defensive strength
53) Give units Sentried for a turn the same defense bonus as Fortified units, until an action is taken. Using either Sentry or Fortify would cause units that are already Sentried or Fortified to immediately gain Sentried or Fortified status, rather than having to wait a turn.
CITY
7) Separate queue for units and buildings http://forum.freeciv.org/f/viewtopic.php?f=13&t=89783
21) Ability to block citizen placement (for working tiles within city_radius on a city) from enemy zones of control
23) Effect controls for how much food remains after a plague and starvation (Instead of having them use growth's value, each have their own value)
DISPLAY
13) Ability to control how much population one city size(or a given total city size) corresponds to (and a bit of a stretch, but to control how much population each unit adds to the total)
39) Client Setting: Combat Delay to delay the displaying of combat until X milliseconds after it actually occured (To allow time for the client to Center and the player to focus, so that the entire combat can be seen, also allowing Combat Animation Step Time to be low.)
TILESET
MOVEMENT
26) Block the ability of road native units(That are on otherwise nonnative terrain) to cross into cities that are not connected to their road type
(Questionable? This might have been done.)
TECHNOLOGY
17) Allow up to 4 prerequisites on a technology
EFFECTS
28) Make_Unhappy: Makes extra citizens unhappy. Applied before Make_Content effect. This could be used for things like Propaganda effects that would make citizens in other nations unhappy.
35) Additional effect requirement ranges: Especially something like 'Radius2' (sqrt4?)and 'CRadius2' (sqrt5?) that would allow more flexibility than Adjacent straight to Continent/Player.
36) Additional effect requirement ranges for Building effect requirement type: Adjacent and CAdjacent [and Radius2/CRadius2?] (In effect, first checking for cities, then checking if any of those cities have the desired building)
37) Ability to check units OTHER than the attacking target (as far as I can tell, a target unit can only check itself? Except in combat where it checks its attacker? Also, I'm assuming UnitType is the unit's Name, e.g. Warriors or Phalanx, and not Move_Type, which is Land, Sea, or Both?) This would allow various effects, like having AEGIS cruisers giving a defense bonus against air units to nearby allies, support units giving regen or defense bonuses to nearby allies, and sabotage units giving penalties to nearby enemies.
41) The ability to have 'non-critical fail' result from action failures. Possibly two separate ones based on 'maintaining stealth' and 'maintaining secrecy'
42) The ability to try to blame another nation in covert actions. Possibly another level of success like 41). It would reduce the chances of success and potentially create a diplomatic incident with the entire world rather than just the target on a critical-fail.
43) The ability to activate 'upkeep banking' (once you have the requirements). Upkeep banking would place all non-upkeep production into a list, and if any units are lacking their upkeep, they will change to the city that has extra production that can support them. Possibly by changing their home cities. Once this is possible, changing homecities should be possible from anywhere in the world, rather than just while within said city. A more advanced model might have all cities simply pay into a homogenized bank to cover all the units. In modern militaries, upkeep is mostly paid by the nation as a whole, rather than by independent cities. (Note: This can be approximated now by using gold upkeep, which I've read is handled far better now.)
48) 'Make_Unhappy_Mil' effect type: Like Make_Unhappy, but increments unhappiness 'caused by military' directly without involving units.
49) Create 'Event Tokens': http://forum.freeciv.org/f/viewtopic.php?f=13&t=89781
55) Add the ability to check a Policy Slider's value: http://forum.freeciv.org/f/viewtopic.php?f=13&t=89794
56) Allow Corruption to be capped (notably because of the output_waste_by_dist scaling up to infinity): http://forum.freeciv.org/f/viewtopic.php?f=13&t=89851
MISC
32) In Units.ruleset, Change the name of the "DefenseDivider" variable to "AttackMultiplier". No actual mechanics change, just something to reduce the required mental gymnastics. (DefenseDivider is declared in the Attacker, but effects the Defender. It's somewhat confusing, as without reading the reference, it looks like it just counters the DefenseMultiplier variable. Might as well just have it read as AttackMultiplier, which is the apparent effect for the one in whose section it is declared in.)
45) Change the 'turns until contact is lost' option setting 0 to mean 'only while in direct contact', rather than 'never', which should be changed to -1.
46) 'Neutral' diplomatic status: This would be the default status rather than War. War would be explicitly declared, caused by entering a neutral nation's territory/city work area with a non-civilian unit, or attacking a nation's unit.
51) Generalize Adjacent Water Borders:http://forum.freeciv.org/f/viewtopic.php?f=13&t=89784
Idle thoughts/Uncertain Ideas/Unconfirmed current functionality
Make a Quad tile-ruleset option, using the normal square/lozenge Oct tilesets, but unable to travel diagonally.
Make some method of trading food to other cities
Make the ability to create 'autonomous regions'. That is to say, you can choose a city and force it to become its own nation, preferably one on the same team or at least allied with the original owner. (Afterward, more cities could be given to the new nation through diplomacy.)
http://forum.freeciv.org/f/viewtopic.php?f=13&t=51
UNITS
2) Ability to control unit stacking for both tiles and ferries(via size limit)
19) Ability to set attacker AND defender class requirements for defense bonuses
24) Effect controls for modifying(add/subtract, or at least turn off) fortify/city defense and terrain defense (separately). Preferably with attacker negative requirement. (notably for IgWall attackers)
47) Additional 'partial_invis' layers: Subterranean (underground, for burrowing units), and 'Camouflage' (for units that can hide in terrain).
50) Bombardment/Anti-Air actions: http://forum.freeciv.org/f/viewtopic.php?f=13&t=74393
54) Allow Veteran sprites to be set individually in ruleset, rather than automatic reading from an ennumerated list.
57) City-Unique Units: City cannot build more units of this type if one is already homed. Additional option might include inability to rehome. This has a few purposes:
1) Wonder Hero units. The ability to create a single, unusually strong unit, but only one at a time, so they can't be mass produced.
2) City Defense units. These units are intended to represent militia or national guard units and be immobile, much like how in later civ games, cities have their own defense scores. Creating a new City Defense unit should cost a population.
58) Auto-Build Unit: When a city is built, a unit is automatically created with it. This simplifies the creation of new cities, giving them a defender automatically. This would be defined in Ruleset like the BarbarianTech role, with the last chosen, though based on the player's own techs for qualification.
UNIT AI COMMANDS/ADVISORS
4) "Explore and Raid" - Similar to the explore command, except when adjacent to an enemy unit or city with moves remaining, it would automatically attack them. This would prevent exploring units with high attack but low defense from dying like fools as they just let enemies kill them.
5) "Counterattack" - Similar to the fortify/sentry command(preferably fortify, unless it is given priority over the Go command), except when an enemy moves to adjacent tile, and the unit has moves remaining, it would automatically attack them, then begin to fortify back into their counterattack stance, giving a more realistic border defense policy. The server option to automatically attack really isn't very good, as it's ALWAYS active and on EVERY (military) unit, rather than just the ones you pick and choose.
6) Allow units that cannot fortify to have a similar function ("Rest"?) that does almost everything that fortify does, but does not increase defensive strength
53) Give units Sentried for a turn the same defense bonus as Fortified units, until an action is taken. Using either Sentry or Fortify would cause units that are already Sentried or Fortified to immediately gain Sentried or Fortified status, rather than having to wait a turn.
CITY
7) Separate queue for units and buildings http://forum.freeciv.org/f/viewtopic.php?f=13&t=89783
21) Ability to block citizen placement (for working tiles within city_radius on a city) from enemy zones of control
23) Effect controls for how much food remains after a plague and starvation (Instead of having them use growth's value, each have their own value)
DISPLAY
13) Ability to control how much population one city size(or a given total city size) corresponds to (and a bit of a stretch, but to control how much population each unit adds to the total)
39) Client Setting: Combat Delay to delay the displaying of combat until X milliseconds after it actually occured (To allow time for the client to Center and the player to focus, so that the entire combat can be seen, also allowing Combat Animation Step Time to be low.)
TILESET
MOVEMENT
26) Block the ability of road native units(That are on otherwise nonnative terrain) to cross into cities that are not connected to their road type
(Questionable? This might have been done.)
TECHNOLOGY
17) Allow up to 4 prerequisites on a technology
EFFECTS
28) Make_Unhappy: Makes extra citizens unhappy. Applied before Make_Content effect. This could be used for things like Propaganda effects that would make citizens in other nations unhappy.
35) Additional effect requirement ranges: Especially something like 'Radius2' (sqrt4?)and 'CRadius2' (sqrt5?) that would allow more flexibility than Adjacent straight to Continent/Player.
36) Additional effect requirement ranges for Building effect requirement type: Adjacent and CAdjacent [and Radius2/CRadius2?] (In effect, first checking for cities, then checking if any of those cities have the desired building)
37) Ability to check units OTHER than the attacking target (as far as I can tell, a target unit can only check itself? Except in combat where it checks its attacker? Also, I'm assuming UnitType is the unit's Name, e.g. Warriors or Phalanx, and not Move_Type, which is Land, Sea, or Both?) This would allow various effects, like having AEGIS cruisers giving a defense bonus against air units to nearby allies, support units giving regen or defense bonuses to nearby allies, and sabotage units giving penalties to nearby enemies.
41) The ability to have 'non-critical fail' result from action failures. Possibly two separate ones based on 'maintaining stealth' and 'maintaining secrecy'
42) The ability to try to blame another nation in covert actions. Possibly another level of success like 41). It would reduce the chances of success and potentially create a diplomatic incident with the entire world rather than just the target on a critical-fail.
43) The ability to activate 'upkeep banking' (once you have the requirements). Upkeep banking would place all non-upkeep production into a list, and if any units are lacking their upkeep, they will change to the city that has extra production that can support them. Possibly by changing their home cities. Once this is possible, changing homecities should be possible from anywhere in the world, rather than just while within said city. A more advanced model might have all cities simply pay into a homogenized bank to cover all the units. In modern militaries, upkeep is mostly paid by the nation as a whole, rather than by independent cities. (Note: This can be approximated now by using gold upkeep, which I've read is handled far better now.)
48) 'Make_Unhappy_Mil' effect type: Like Make_Unhappy, but increments unhappiness 'caused by military' directly without involving units.
49) Create 'Event Tokens': http://forum.freeciv.org/f/viewtopic.php?f=13&t=89781
55) Add the ability to check a Policy Slider's value: http://forum.freeciv.org/f/viewtopic.php?f=13&t=89794
56) Allow Corruption to be capped (notably because of the output_waste_by_dist scaling up to infinity): http://forum.freeciv.org/f/viewtopic.php?f=13&t=89851
MISC
32) In Units.ruleset, Change the name of the "DefenseDivider" variable to "AttackMultiplier". No actual mechanics change, just something to reduce the required mental gymnastics. (DefenseDivider is declared in the Attacker, but effects the Defender. It's somewhat confusing, as without reading the reference, it looks like it just counters the DefenseMultiplier variable. Might as well just have it read as AttackMultiplier, which is the apparent effect for the one in whose section it is declared in.)
45) Change the 'turns until contact is lost' option setting 0 to mean 'only while in direct contact', rather than 'never', which should be changed to -1.
46) 'Neutral' diplomatic status: This would be the default status rather than War. War would be explicitly declared, caused by entering a neutral nation's territory/city work area with a non-civilian unit, or attacking a nation's unit.
51) Generalize Adjacent Water Borders:http://forum.freeciv.org/f/viewtopic.php?f=13&t=89784
Idle thoughts/Uncertain Ideas/Unconfirmed current functionality
Make a Quad tile-ruleset option, using the normal square/lozenge Oct tilesets, but unable to travel diagonally.
Make some method of trading food to other cities
Make the ability to create 'autonomous regions'. That is to say, you can choose a city and force it to become its own nation, preferably one on the same team or at least allied with the original owner. (Afterward, more cities could be given to the new nation through diplomacy.)