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  1. #1

    Default Suggestions Compiled

    Since CA seems to be paying a good amount of attention to the feedback from their customers, I figured there should be a thread compiling intelligent suggestions that go beyond simple bug documentation. If anybody else wants to add their two cents, I'll continue to update this first post.

    1. Ability to select which allies you call to war.
    Currently, it's an all or nothing choice which is a little frustrating sometimes. In my latest campaign as the Spanish I bribed the Cherokee into being my ally. On the second turn Louisania for some strange reason attacks me, which is fine but I would like to ask the Cherokee to join me in war to give some added pressure while simultaneously diverting the Cherokee attention from potentially backstabbing me. However, I am incapable of asking the Cherokee to join the war without also asking France to join the war. I do not want to request France's presence because I know they will refuse to attack their own protectorate and this will effectively cancel my own alliance with the French. Bottom line, it would add a nice bit of subtlety to what is currently a very blunt solution.

    2. 'Banditry' for Rakes.
    The Rake feels like the least useful agent in the sense that it's hard to see a benefit when they are not engaged in a mission. Combined with the difficulty of those missions, I appreciate my Gentlemen & Religious agents a good deal more. A more obvious passive ability would make the Rakes much more beneficial in my opinion. My suggestion: 'Banditry'. Although armies can already disrupt trade, a Rake could do so without an invasion or open warfare being neccessary. It would add a great bit to their usefulness and would open up another realm of espionage, allow another means of conflict beyond going to war, as well as encouraging the use of Gentlemen and Rakes to defend against such incursions.

    3. 'Battery' upgrade for Ports.
    There is no way to defend a Port other than stationing troops or ships within said Port. Why not however allow an expensive upgrade for Ports, much like Settlement Defenses, designed to protect them from attacks. These defenses would be useless against land based attacks, but a 'Battery' could force an attacking fleet to silence the defending cannons before the port could be overrun. There would be no 'Siege' option - just Assault, Demand Surrender, or Withdraw. This could allow some interesting coastal battles between navies and armies. It wouldn't negate economic warfare either, fleets could still raid shipping lanes, it would just make the complete shutdown of a port more difficult against the player who invested in it.

    4. 'World News' tab on the diplomacy screen.
    The game gives notifications of wars beginning and ending, but there is no way to know of their ongoing status without cycling thru the entire selection of factions. It would be less tedious and help to have a 'World News' tab, which could function as simply as automatically storing notifications of war until the war is concluded (whether that be by peace treaty or the destruction of a nation). Perhaps clicking on a war bulletin would show 'news headlines' of the various battles under it.

    5. Light Infantry doctrine earlier.
    A basic class of unit, light infantry should be available much earlier.

    6. Options upon capturing cities.
    When you capture a city your troops currently run thru pillaging and destroying the various public buildings with no discernable reason or gain from it. It would be much better to have a few options for how to handle a successful siege, other than default destruction. In fact, since many battles are fought at forts outside of the city, it would seem damage to the actual town should be minimal.

    7. Call for peace.
    If you can call your allies to war, there should also be a call to peace... especially if the nation who instigated the war sues for peace. Just like an option screen pops up to allow you to jump into a war, it would be nice to have an option screen pop up so you could likewise exit the war with your allies. Saying you would like to join the peace would open diplomacy screens where you could either set the terms or see what the demands were.

    8. Demobilization options for troops.
    Training expensive units to defend yourself or pursue a campaign against an enemy can bleed your treasury during peaceful years. Rather than having to disband those units and form new ones when war looms again, it might help to have a 'demobilize' function which cuts the unit strength down to around 25% (saving on upkeep), but keeping unit experience for when mobilization is needed (takes either one or two turns, much like the current replenish feature).

    9. Add in 'Privateers'.
    Raiding the trade routes of enemies is well and good, but sometimes a faction may want to weaken a country they don't like but don't neccessarily want to go to war with quite yet. It would be nice to be able to designate ships 'Privateers'. Much like hiring an Admiral, this would allow you to change a normal ship into a Privateer, which instead of Command stars would have a Subterfuge rating and lower upkeep. A Privateer could pirate any trade route, not just those of enemies. Clicking on a trade route would call up a selection screen to allow the choice of which factions to attempt raids against (as long as the fleet was exclusively Privateers). A successful attempt would steal some of the trade away, while a failure would result in international condemnation. If a few traits for Privateers were included it would be ideal to have it possible for them to descend into becoming full pirates and revolting against their masters to join the Pirate faction, provided they were not regularly monitored.

    10. Display how balanced a diplomatic offer is.
    It is frustrating to have to blindly seek deals with no idea whether you've met or exceeded fair market value. A simple display, similar to previous Total War titles, of how balanced an offer is would be nice.

    11. Make death notifications more detailed.
    While it's nice to know when your named characters die, it is unlikely that the player has memorized the various persons working for them. It would help to have the persons title or occupation listed along with their name.

    12. Alter Bomb Ketch usage.
    Bomb Ketches should not be able to use their mortars on the open water, but perhaps allowing them to be the only ship capable of attacking fleets within harbors would give them a more unique roll in keeping with their historical usage.

    13. Display minimal captain information.
    While captains are rightly not as detailed as generals, it would be nice to at least know their age so that the player can avoid promoting senior citizens who then promptly croak and make the players investment a waste.

    14. Greater diplomacy screen detail.
    Currently the game shows a very basic summary of your standing with a faction on the diplomacy screen. It would assist the player to have a mouse-over popup of the complete Friend-O-Meter.

    15. Add function to trade screen to help find raids.
    The game tells you which trade routes are being raided or blockaded, but while it sends an initial notification, there is no way afterwards to locate the pirates except by a tedious search of the globe. Adding a spyglass function onto the trade screen would help greatly.

    16. Ability to request that other factions go to war from the diplomacy screen.
    While it's true that allies are forced to join wars if they wish to stay allies, at times a nation may wish to incite another into warfare without engaging in the effort themselves. It would be a useful addition to the diplomacy screen.

    17. Ability to request that other factions attack or defend specific targets.
    This would make joint offensives possible and/or allow a faction to ask for specific help, instead of the often dubious worth of most current alliances.

    18. Allow trade nodes to be exchanged much like regions.
    Another suggestion to make the diplomatic options more all-encompassing.

    19. Surrenders should actually be a noticeable part of the game.
    Right now surrendering virtually never happens, no matter how badly outnumbered or outclassed the enemy is. In the extremely rare case that a foe does surrender, there's no real benefit to the faction who forced the surrender because the enemy is only moved a short distance away and begins despoiling the countryside. Surrenders should occur when an army or fleet faces certain destruction and there's no reason for them to fight on in the face of such (ie: extreme cultural hatreds, commander with great leadership skills, important faction goal at stake, etc). Secondly, surrendered units should give two choices for their faction: either 1. 'Dishonorable Surrender', which moves the unit(s) to the nearest faction settlement, drops their numbers to 10% and starts a free replenish function (so that the unit is useless for 2 turns) and the faction takes a hit to international opinion due to the men violating their surrender... or 2. 'Honorable Surrender', which disbands the unit(s) and the faction recoups 50% of their recruitment cost.

    20. 'Shrines' for religious agents.
    An interesting idea I thought of to add to the function of religious agents is to allow them to build 'shrines'. These 'shrines' would give a very slight bonus to conversion efforts, and would create a zone of influence so that multiple shrines could not be built in close proximity to each other. Uniquely, 'shrines' could be built both within the players borders and outside of them. This would allow players to be more involved in starting inflammatory cult movements, and make the approach of foreign religious agents something to be feared. These 'shrines' could be destroyed much like any other campaign map building, but just as them, it could always be repaired with an infusion of cash.

    21. Make trade ships and trade nodes more interesting gameplay.
    Daveybaby had a number of good suggestions, notably: 1. limit the number of trade ships a faction may build to one per commercial port level, 2. allow multiple nations to share a trade node, but split the profit amongst them, and 3. give monopoly bonuses. These three suggestions would make the trading mini-game much more dynamic and provoke conflict over the trade nodes more effectively while simultaneously allowing the AI to compete more convincingly against an experienced human player.

    22. Implement weather into tactical consideration more.
    Weather should have more impact upon the capabilities of units, and this would make choosing not only the place of battle, but also the time, much more important. Different weather considerations could have a host of greater effects besides simple fatigue penalties.
    Last edited by SMZ; 06-16-2009 at 12:32.
    Drink water.

  2. #2
    Member Member sassbarman's Avatar
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    Default Re: Suggestions Compiled

    how bout' a tab on the diplomacy screen that shows all the current wars rather than having to click on every faction to see who's at war with whom.

  3. #3
    Member Member King of Finland's Avatar
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    Default Re: Suggestions Compiled

    Access to light infantry doctrine earlier.
    K.of.F

  4. #4
    Member Megas Methuselah's Avatar
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    Post Re: Suggestions Compiled

    I'm still wondering why all factions (including the human player) get that 3000 bonus income everyturn. That's exactly what makes the minor factions so strong. If it needs to be included, at least reduce it.

    Access to light infantry doctrine earlier.
    Yeah.

    Quote Originally Posted by SMZ View Post
    3. 'Battery' upgrade for Ports.
    Currently, there is no way to defend a Port other than stationing troops or ships within said Port. Why not however allow an expensive upgrade for Ports, much like Settlement Defenses, designed to protect them from blockades. These defenses would be useless against land based attacks, but a 'Battery' could force an attacking fleet to silence the defending cannons before a blockade could be enforced. There would be no 'Siege' option - just Assault, Demand Surrender, or Cancel. This could allow some interesting coastal battles between navies and armies.


  5. #5

    Default Re: Suggestions Compiled

    updated - can you guys add the reason behind the light infantry suggestion too? i haven't been following the forums too closely so I don't know if its been discussed - but just in case, suggestions usually carry more weight when the reasoning comes with them
    Drink water.

  6. #6
    Member Member King of Finland's Avatar
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    Default Re: Suggestions Compiled

    Quote Originally Posted by SMZ View Post
    updated - can you guys add the reason behind the light infantry suggestion too? i haven't been following the forums too closely so I don't know if its been discussed - but just in case, suggestions usually carry more weight when the reasoning comes with them
    I think they are a basic unit and should be available much earlier.
    K.of.F

  7. #7
    Senior Member Senior Member Forward Observer's Avatar
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    Default Re: Suggestions Compiled

    1. Implement some way to capture a capital that does not result in damage to every facility in the city without any financial gain in return. If my army waltzes in to an undefended capital, I can't imagine them rampaging through the town destroying every public building, but if they do ram-sack the town then there should be some loot to be had to offset paying for the damage. There should be an option provided after taking a city as to how to dispose of any prisoners or any captured equipment such as artillery, and how to deal with the town populace or possibly any town treasury--something like there was in Medieval 2, only more in line with the code of ethics for the time period.

    2. Add the ability to repair damaged forts---oddly this does not exist in current state of the game--the only way to achieve a repair is to tear the whole fort down and completely rebuild it.
    Artillery adds dignity to what would otherwise be a vulgar brawl.

  8. #8

    Default Re: Suggestions Compiled

    Quote Originally Posted by SMZ View Post

    3. 'Battery' upgrade for Ports.
    There is no way to defend a Port other than stationing troops or ships within said Port. Why not however allow an expensive upgrade for Ports, much like Settlement Defenses, designed to protect them from blockades. These defenses would be useless against land based attacks, but a 'Battery' could force an attacking fleet to silence the defending cannons before a blockade could be enforced. There would be no 'Siege' option - just Assault, Demand Surrender, or Withdraw. This could allow some interesting coastal battles between navies and armies. It wouldn't negate economic warfare either, fleets could still raid shipping lanes, it would just make the complete shutdown of a port more difficult against the player who invested in it.
    The point of a blockade is that its non confrontational and, by placing troops in the port, is the equivalent of having a battery. A battery would only be used to prevent naval invasions of said ports or shores. So to make the player have to attack in order to blockade wouldn't make sense. Blockades force the other nation to attack in order to restore its trade.
    2. 'Banditry' for Rakes.
    The Rake feels like the least useful agent in the sense that it's hard to see a benefit when they are not engaged in a mission. Combined with the difficulty of those missions, I appreciate my Gentlemen & Religious agents a good deal more. A more obvious passive ability would make the Rakes much more beneficial in my opinion. My suggestion: 'Banditry'. Your ships can engage in piracy on the sea trade routes, why not allow the Rake to steal from land trade routes? It would add a great bit to their usefulness and would open up another realm of espionage, allow another means of conflict beyond open war, as well as encouraging the use of Gentlemen and Rakes to defend against such incursions.
    That reminds of something...

  9. #9

    Default Re: Suggestions Compiled

    The point of a blockade is that its non confrontational and, by placing troops in the port, is the equivalent of having a battery. A battery would only be used to prevent naval invasions of said ports or shores. So to make the player have to attack in order to blockade wouldn't make sense. Blockades force the other nation to attack in order to restore its trade.
    I understand your point, but between the zones of control and the raiding of trade lanes, a navy hovering one square away from a port essentially provides a "blockade". The difference of actually attacking the port, in game terms, is that you don't just 'blockade' said port, but that you destroy it and render it unusable. To be able to accomplish this without a fight is a little silly... on both sides. On one hand you have a lowly sloop able to wreck havoc on an entire harbor, and on the other you have a single unit of pikemen capable of protecting said harbor from an entire armada.

    -----------
    good suggestions Forward Observer - i'm gonna leave the second one off, because i think that would definantly be considered a bug, and should be listed in the buglist if it's not already
    Last edited by SMZ; 06-01-2009 at 00:33.
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  10. #10
    kwait nait Member Monsieur Alphonse's Avatar
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    Default Re: Suggestions Compiled

    Wars between alliances should end in one peace agreement.

    You get a option screen and can choose if you will join the peace deal or not. The alliance that has won the war will dictate the agreement.

    The possibility to demobilize units.

    The units will stay on 25 percent strength costing less upkeep but are still able to garrison duty and maintaining public order. Mobilization takes one turn. The mechanics are already in the game.
    Tosa Inu

  11. #11
    Member Member Didz's Avatar
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    Default Re: Suggestions Compiled

    Pirates.The ability to hire the pirate faction and direct it to prey on ships of a specific nation. e.g. to use them as privateers as they were used historically. Also make them a permanent threat, so that they cannot be removed from play as a faction.

    Diplomacy
    Give each AI controlled faction a clear set of goals to achieve, rather than random DoW's, and assign a clear objective to every 'Declaration of War'.

    Display the Friend-o-Meter
    Display the current Friend-o-Meter status on the diplomacy tab, and have it actually influence that factions decisions. Display the reaction of the faction to each offer and the likelihood of acceptance.

    AI Faction Alliances
    AI Faction Allainces should work the same way as player Alliances. If allies fail to come to each others aid then the Alliance should fail.

    How Goes the War?
    Every AI faction should maintain its own 'How Goes the War?' analysis and sue for an honourable peace if its clear that it is not going well. All defeats should drive the AI to make peace, as should a continued lack of progress towards the goals set when war was declared.

    Building Seeker
    A simple feature that allows you to cycle through all the buildings you own of a specific type.

    Who the hell just died?
    Add the role as well as the name to obituary screen. e.g. Horatio Hornblower - First Lord of the Admiralty just died, not just Horatio Hornblower just pegged it.

    What blockade?
    Add a link to the trade screen that shows you where and why a trade lane is being blockaded or raided.

    Unit Name Lists
    The ability to compile and utilise you own custom lists of unit names for ships, regiments and people.

    Faction specific music
    The ability to create your own play lists for each unit class within each faction.

    Uniform, Faction, Editors
    The provision of standard tools for editing and modifying uniforms and unit types within the game.

    Evading hopeless conflicts
    Both the player and the AI should be able to evade battle if there is no hope of victory. The direction taken by the evading units should be chosen by the player, and should be towards the nearest point of safety for the AI. (friendly force, town, port, allied force, or map edge.)
    Last edited by Didz; 06-01-2009 at 15:50.
    Didz
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  12. #12
    Senior Member Senior Member Fisherking's Avatar
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    Default Re: Suggestions Compiled

    How about adding to unit cards or some place in the lists the names and ages of the various brigadiers and captains.

    When promoting generals and admirals it is blind as is recruiting them. I am rather tired of spending money too hard come by in this game on 90 year olds who die next turn.


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    the vast limits of their knowledge.
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