Re: Wishlist for the future of Total War
Hi guys,
Sorry about this, it was going to go into Randarkmaan's thread, yet it was closed, so I hope you don't mind me placing it here. Sorry.
Great Idea's Randarkmaan! I agree with all of them especially the risk style map one, but I don't agree with fancy graphics - my PC cannot handle them.
I believe that one of the solutions to the dispute over the risk style map could be to have a selection box of which type you desire to play with on the starting screen.
May I also you request that you add:
Category A:
The Ability to Assassinate your Own Generals, yet expand upon this great idea! Always have the risk of being found out, the general losing loyalty over it, or going off and rebelling in revenge if he is that sort of person.
Every faction leader is the only family member who has influence. This effects loyalty of his men, loyalty of his provinces and the chances of diplomatic relations going well. Diplomats also have influence which also effects the way they discuss relations.
Hidden traits from M:TW - you can no longer look at a general and see his real side.
Category B:
A much more complex diplomacy system with many more options enabling you to recommend that factions assault or defend a certain region, give troops to other factions and set missions for your protectorates.
Category C:
A better strategic map experience. I confess, I generally dislike the battle map and always auto-resolve as, due to my strategic un-intelligence I have no capacity to actually beat up the foes. So what I would like to see would be a complex build tree like in M:TW including border-forts and other such complex features.
Also I would like to see your government idea expanded upon to the point of which you have the option of imposing one once you capture a new city and it decides what development will be like. For example, if Celts attacked Sparta, they could choose either to keep the people living there and just oppress them (provides a Spartan tech-tree with many Spartan units), keep the Spartans living there yet bring in many Celts too (provides a balanced tech tree) or just wipe out the Spartans and bring in loads of Celts (provides a Celtic tech-tree).
Also, this idea is stolen from a thread way back which I found, jobs, occupations and classes. There would be a certain amount of people in a settlement who do a job relating to the time period and each of these jobs is divided into classes. Of course there could also be nasty un-employment in all of this which provides a happiness negative and can cause many riots. The jobs are divided into classes which determines which troops can be trained (upper class troops are taken from the upper class - nobody in the upper class, no upper class troops). The jobs all provide certain bonuses and penalties. Having lots of farmers can provide lots of farming income, having lots of builders reduces build time, yet increases building cost, having lots of traders increases trade income.
I would also like to see some sort of desirability rating similar to that of Ceasar IV which effects how willing people from all classes are to come and join your new settlement. If the place is mostly farmers then the upper-class wont want to live there, if the place is wealthy with fountains and other such amenities then everybody will want to come, if the place has many jobs then the middle and lower classes would be flocking to the city. Also, in this factor, the amount of good housing you have for them effects their happiness in their new environment - so if one knew they were about to have a population boom - it would be time to build more houses!
So what do you guys think of my, very stupid, ideas. All feedback welcome, thanks, cheers!