fgiorgos
Sep 07, 2005, 10:24 AM
Hi to all you guys. I thought it would be nice if i could add a little-little stone in this huge pile of history this game carries. Civ is the greatest game i ever played and i continue to. I have completed over 100 games (multiplayers and against AI opponents) in Civ 3, Civ 3 PTW and Civ 3: Conquests. My suggestions are:
Diplomacy:
1. Players could be able to ask a rival to:
i. stop a war with a particular nation
ii. declare war on a nation (even if the player himself isn’t in war with that nation)
iii. stop trading with a particular nation (even if the player does trade with that nation)
iv. cooperate to research a technology
v. stop using nuclear weapons in battle
vi. stop producing nuclear weapons
I also think it would be interesting if two nations could agree to proceed to a common demand upon a third nation. Demands described before.
2. Many players around the world discuss the possibility of unit trading between nations. I suggest Civ4 features this ability. Like workers build colonies, airfields e.t.c. they could build specialized factories for mechanized ground and air units as well as naval shipyards for naval units that would produce units, like cities do, but only for export use. When a nation agrees to produce for example 10 Modern Armors in exchange for 3000 Gold the player will set up the factory of ground units (it would be good for the player to be able to name the factory as he wants) to produce 10 Modern Armors to deliver in Germany for example.
NOTES:
1. For a nation to produce units in order to export them to another nation there must be a price. To carry on with the previous example, each Modern Armor can cost 300 Gold to the nation about to produce and export it. That means that this nation must ask for more than 300X10=3000 Gold in order to have profit.
2. To insert antagonism between the nations and their war factories I suggest that for each additional factory built by a nation the cost of production is reduced by 5%.
3. There must be a limit in cost reduction. No unit must be produced in war factories at zero cost or a very small cost. For that reason a Modern Armor for example won’t be able to cost less than 50 Gold no matter how much more factories the nation has.
4. A nation will be using factories, only to produce exported versions of its tech-available units. Units destined to serve the nation’s military will be produced in cities as they currently do. To cover the gap of cost between units produced in the nation’s cities and the nation’s factories I suggest that exported versions have a -1 attack point than regular units of their type.
5. To create factories, in contrast with colonies, must be needed a serious number of workers. For example to create a naval shipyard the player or the AI must use 5 or more workers. In addition, when a factory is completed the player or the AI could be asked to activate it. To do so they will have to pay some gold. (500 per factory for instance) Plus each factory should cost some cold per turn in order to keep functioning. Let’s say 2 gold per turn. For each additional factory that cost could rise in 3 cold per turn for every factory e.t.c. This way, nations will have a cost to consider in order creating a huge amount of factories and manage to achieve a small cost of production due to that.
A factory since it’s built and activated, it can’t be placed out of functioning. This way, players won’t be able to cheat trying to reduce the cost of functioning, disabling production when they don’t have orders and enabling it when they do.
6. Modern Armors in order to be produced require that the nation has researched Synthetic Fibers. The nation to produce and export a unit must have the technology needed to produce it. The nation that is about to buy the units, not necessarily.
7. Units in factories will be produced in one turn time and delivered immediately to the nation to have bought them.
8. In order for a nation to buy units, it must pay the amount of gold asked by the seller nation at the same time it accepts the deal. The seller nation sets up its factories, automatically pays the production cost and at the beginning of the next turn the units are delivered to the buyer.
9. Factories should be set up automatically when a deal is confirmed. The delivery of units, too. This way no nation can cheat upon another, get the gold and finally refuse to deliver the units. Or even get the units and refuse to pay. The only way this to happen is a war to be declared at the same turn the deal is arranged.
10. The seller nation should be free to set the prices of exported units as low or as high as it feels right. If a nation has 10 air factories and wants to offer as a gift 20 Jet Fighters to an ally nation, it must be free to do so. It asks for zero gold and by the next turn the fighters are delivered to its ally. No matter what, the seller nation will pay the cost of units in order to produce them and export them as a gift.
11. A nation though, must know at any time the cost for every unit (along with how much factories it possesses) it wants to produce so it can ask for a profitable selling price.
3. I think it would be good if nations could negotiate over resources not only in trade levels but, as it happens in reality, in terms of possession and right of taking advantage over resources founded in foreign territories. A nation for example could ask or threaten with war another nation if it refuses to allow the construction of oil refineries over 1 Oil resource it possesses! Nations should be able to create refineries over resources of other nations and take FULL advantage of their possession. This feature could be added in Diplomacy. At the time a nation agrees to stop using an Uranium resource of his own over an other nation’s advantage, this particular source is reduced by one in its strategic resources panel. The nation to have got the right of using this Uranium source for its own sake is free to establish a refinery over it at any time. If a war occurs this deal is cancelled and the refineries get destroyed.
4. Nations should also be able to negotiate the establishment of air and naval military bases over foreign territory. This way, nations can for example repair a ship without having to bring it back in the mainland’s harbors or having to create cities all over the map to be able to quickly send their units back to battle.
NOTES FOR ISSUES 4 AND 5:
1. A nation to “arm” another nation with the ability to create one or more refineries over its own resources or even with the ability to create 1 or more air or naval bases should be able to negotiate these deals asking for gold (certain amount or per turn or both), units, military support in a particular war, a protection treaty from war between itself and the nation he provides these abilities with, all the above together and even more!
War and battle:
1. I think it would be a good thing to do, to arm fighters with the ability of violating enemy airspace without having to bomb on anything. This could send a message to the AI or other players (if playing on Multiplayer mode) that an action of theirs is bothering or insulting or simply not approved by the violating nation. Plus, this violation could be set up by you in a way to have a huge and negative impact on AI opinion towards the nation that violates its airspace. Sometimes players try to insult AI players in order to force AI declare war on them. This way on Democratic states the citizens don’t rebel for a while as this war is considered as defensive. Furthermore they like to show their power. In addition air violations when constant should make the citizens of the defender nation content or unhappy. This way the offender has an additional reason to violate the enemy airspace and the defender to shot down his planes.
If the defender nation has a fighter in range when and where its airspace is being violated, the military advisor should give the following options:
Military advisor words example:
President, Russian aircrafts are violating our airspace near Denver. What shall we do?
A. Let them pass, who cares!
B. Intercept them immediately.
C. Shot down the violators!
Even if the player or AI decides to shot down the violating aircrafts, a war shouldn’t be declared immediately. However, AI should take a possible interception or shot down as an insult and lower its level of appreciation towards the nation to shot down its planes. If the AI is already “mad” with that nation it could start a war but only in the next turn. The same goes for the offender, if he is intolerant, he could start a war just as soon as it’s his turn to play.
2. A nice option would be to create an air transport unit. Helicopters do air transport but they can only transport foot soldiers. If you could add an airplane (a C-130 type for instance) in the available units, you could make it possible for a mechanized land unit to be airdropped somewhere on the battlefield. Aircraft transports should be able to carry 1 and only mechanized troops or 2 foot soldiers. This new air transport’s animations should contain landing and immediately take off from enemy territory. Mechanized units can’t fall from an airplane using a parasuit, right? ;-) If a player decides to send troops into enemy territory this way he risks his interception and shot down. A unit such as that should also cost a lot of shields.
3. If it would be possible to be created air and naval extra missiles it would be nice too. Air and naval units are loaded with bombs anyway. But what if there were created special missiles to load planes and ships with? Such an option would improve gameplay, don’t you think?
An F-15 for instance can bomb either loaded with these specialized missiles or not. If the player chooses not to load the plane with special bombs or missiles, it will get the normal bombing effects. But if he chooses to load it, he is about to get a bombing bonus depending on what missile will he use and on what occasion.
Special air missiles and bombs:
1. Napalm bombs to massively destroy units placed in forests or jungles.
2. Naval effective missiles to effectively bomb enemy ships with. (Such as the “Excocet” missiles used in reality)
3. Tank and mechanized troops effective missiles to provide planes with a bombard bonus against these type of troops.
4. “Smart bombs” to effectively destroy buildings.
5. Heavy bombs to immediately destroy three levels of improvements (railroads, roads and mines/irrigations)
Naval missiles:
1. Smart missiles to send over buildings, factories e.t.c. (such as Tomahawks)
2. Naval battle effective missiles with high range (e.g 5 squares) to hit a ship before you attack it.
3. Anti-submarine bombs.
These missiles could also be produced in a new type of factory, as the ones I described before in order to be exportable.
All these bombs should have lethal bombing ability.
4. Last but not least, I think adding a moral factor affecting the way armies fight to each other is an extremely interesting option. Moral could be effected by nation’s history, culture, government, economic power, victories or lost battles in the past and the present time, technology levels, leadership, humiliation (such as when the nation’s airspace is being constantly violated without doing nothing to prevent or stop it or when it kneels before other nations and accepts their demands to avoid a war), number of units, public opinion,-civil disorders or celebrations e.t.c.
Every nation should get a moral factor counted in a scale of numbers like culture does. For instance Culture: 120000, Moral 160000. Moral could also become a way of victory if it should pass a particular number. Units should get a small attack bonus every 10000 moral points for example.
Please respond to this thread telling me what do you think for the above. Thanks for reading and see you around!
George F.
Diplomacy:
1. Players could be able to ask a rival to:
i. stop a war with a particular nation
ii. declare war on a nation (even if the player himself isn’t in war with that nation)
iii. stop trading with a particular nation (even if the player does trade with that nation)
iv. cooperate to research a technology
v. stop using nuclear weapons in battle
vi. stop producing nuclear weapons
I also think it would be interesting if two nations could agree to proceed to a common demand upon a third nation. Demands described before.
2. Many players around the world discuss the possibility of unit trading between nations. I suggest Civ4 features this ability. Like workers build colonies, airfields e.t.c. they could build specialized factories for mechanized ground and air units as well as naval shipyards for naval units that would produce units, like cities do, but only for export use. When a nation agrees to produce for example 10 Modern Armors in exchange for 3000 Gold the player will set up the factory of ground units (it would be good for the player to be able to name the factory as he wants) to produce 10 Modern Armors to deliver in Germany for example.
NOTES:
1. For a nation to produce units in order to export them to another nation there must be a price. To carry on with the previous example, each Modern Armor can cost 300 Gold to the nation about to produce and export it. That means that this nation must ask for more than 300X10=3000 Gold in order to have profit.
2. To insert antagonism between the nations and their war factories I suggest that for each additional factory built by a nation the cost of production is reduced by 5%.
3. There must be a limit in cost reduction. No unit must be produced in war factories at zero cost or a very small cost. For that reason a Modern Armor for example won’t be able to cost less than 50 Gold no matter how much more factories the nation has.
4. A nation will be using factories, only to produce exported versions of its tech-available units. Units destined to serve the nation’s military will be produced in cities as they currently do. To cover the gap of cost between units produced in the nation’s cities and the nation’s factories I suggest that exported versions have a -1 attack point than regular units of their type.
5. To create factories, in contrast with colonies, must be needed a serious number of workers. For example to create a naval shipyard the player or the AI must use 5 or more workers. In addition, when a factory is completed the player or the AI could be asked to activate it. To do so they will have to pay some gold. (500 per factory for instance) Plus each factory should cost some cold per turn in order to keep functioning. Let’s say 2 gold per turn. For each additional factory that cost could rise in 3 cold per turn for every factory e.t.c. This way, nations will have a cost to consider in order creating a huge amount of factories and manage to achieve a small cost of production due to that.
A factory since it’s built and activated, it can’t be placed out of functioning. This way, players won’t be able to cheat trying to reduce the cost of functioning, disabling production when they don’t have orders and enabling it when they do.
6. Modern Armors in order to be produced require that the nation has researched Synthetic Fibers. The nation to produce and export a unit must have the technology needed to produce it. The nation that is about to buy the units, not necessarily.
7. Units in factories will be produced in one turn time and delivered immediately to the nation to have bought them.
8. In order for a nation to buy units, it must pay the amount of gold asked by the seller nation at the same time it accepts the deal. The seller nation sets up its factories, automatically pays the production cost and at the beginning of the next turn the units are delivered to the buyer.
9. Factories should be set up automatically when a deal is confirmed. The delivery of units, too. This way no nation can cheat upon another, get the gold and finally refuse to deliver the units. Or even get the units and refuse to pay. The only way this to happen is a war to be declared at the same turn the deal is arranged.
10. The seller nation should be free to set the prices of exported units as low or as high as it feels right. If a nation has 10 air factories and wants to offer as a gift 20 Jet Fighters to an ally nation, it must be free to do so. It asks for zero gold and by the next turn the fighters are delivered to its ally. No matter what, the seller nation will pay the cost of units in order to produce them and export them as a gift.
11. A nation though, must know at any time the cost for every unit (along with how much factories it possesses) it wants to produce so it can ask for a profitable selling price.
3. I think it would be good if nations could negotiate over resources not only in trade levels but, as it happens in reality, in terms of possession and right of taking advantage over resources founded in foreign territories. A nation for example could ask or threaten with war another nation if it refuses to allow the construction of oil refineries over 1 Oil resource it possesses! Nations should be able to create refineries over resources of other nations and take FULL advantage of their possession. This feature could be added in Diplomacy. At the time a nation agrees to stop using an Uranium resource of his own over an other nation’s advantage, this particular source is reduced by one in its strategic resources panel. The nation to have got the right of using this Uranium source for its own sake is free to establish a refinery over it at any time. If a war occurs this deal is cancelled and the refineries get destroyed.
4. Nations should also be able to negotiate the establishment of air and naval military bases over foreign territory. This way, nations can for example repair a ship without having to bring it back in the mainland’s harbors or having to create cities all over the map to be able to quickly send their units back to battle.
NOTES FOR ISSUES 4 AND 5:
1. A nation to “arm” another nation with the ability to create one or more refineries over its own resources or even with the ability to create 1 or more air or naval bases should be able to negotiate these deals asking for gold (certain amount or per turn or both), units, military support in a particular war, a protection treaty from war between itself and the nation he provides these abilities with, all the above together and even more!
War and battle:
1. I think it would be a good thing to do, to arm fighters with the ability of violating enemy airspace without having to bomb on anything. This could send a message to the AI or other players (if playing on Multiplayer mode) that an action of theirs is bothering or insulting or simply not approved by the violating nation. Plus, this violation could be set up by you in a way to have a huge and negative impact on AI opinion towards the nation that violates its airspace. Sometimes players try to insult AI players in order to force AI declare war on them. This way on Democratic states the citizens don’t rebel for a while as this war is considered as defensive. Furthermore they like to show their power. In addition air violations when constant should make the citizens of the defender nation content or unhappy. This way the offender has an additional reason to violate the enemy airspace and the defender to shot down his planes.
If the defender nation has a fighter in range when and where its airspace is being violated, the military advisor should give the following options:
Military advisor words example:
President, Russian aircrafts are violating our airspace near Denver. What shall we do?
A. Let them pass, who cares!
B. Intercept them immediately.
C. Shot down the violators!
Even if the player or AI decides to shot down the violating aircrafts, a war shouldn’t be declared immediately. However, AI should take a possible interception or shot down as an insult and lower its level of appreciation towards the nation to shot down its planes. If the AI is already “mad” with that nation it could start a war but only in the next turn. The same goes for the offender, if he is intolerant, he could start a war just as soon as it’s his turn to play.
2. A nice option would be to create an air transport unit. Helicopters do air transport but they can only transport foot soldiers. If you could add an airplane (a C-130 type for instance) in the available units, you could make it possible for a mechanized land unit to be airdropped somewhere on the battlefield. Aircraft transports should be able to carry 1 and only mechanized troops or 2 foot soldiers. This new air transport’s animations should contain landing and immediately take off from enemy territory. Mechanized units can’t fall from an airplane using a parasuit, right? ;-) If a player decides to send troops into enemy territory this way he risks his interception and shot down. A unit such as that should also cost a lot of shields.
3. If it would be possible to be created air and naval extra missiles it would be nice too. Air and naval units are loaded with bombs anyway. But what if there were created special missiles to load planes and ships with? Such an option would improve gameplay, don’t you think?
An F-15 for instance can bomb either loaded with these specialized missiles or not. If the player chooses not to load the plane with special bombs or missiles, it will get the normal bombing effects. But if he chooses to load it, he is about to get a bombing bonus depending on what missile will he use and on what occasion.
Special air missiles and bombs:
1. Napalm bombs to massively destroy units placed in forests or jungles.
2. Naval effective missiles to effectively bomb enemy ships with. (Such as the “Excocet” missiles used in reality)
3. Tank and mechanized troops effective missiles to provide planes with a bombard bonus against these type of troops.
4. “Smart bombs” to effectively destroy buildings.
5. Heavy bombs to immediately destroy three levels of improvements (railroads, roads and mines/irrigations)
Naval missiles:
1. Smart missiles to send over buildings, factories e.t.c. (such as Tomahawks)
2. Naval battle effective missiles with high range (e.g 5 squares) to hit a ship before you attack it.
3. Anti-submarine bombs.
These missiles could also be produced in a new type of factory, as the ones I described before in order to be exportable.
All these bombs should have lethal bombing ability.
4. Last but not least, I think adding a moral factor affecting the way armies fight to each other is an extremely interesting option. Moral could be effected by nation’s history, culture, government, economic power, victories or lost battles in the past and the present time, technology levels, leadership, humiliation (such as when the nation’s airspace is being constantly violated without doing nothing to prevent or stop it or when it kneels before other nations and accepts their demands to avoid a war), number of units, public opinion,-civil disorders or celebrations e.t.c.
Every nation should get a moral factor counted in a scale of numbers like culture does. For instance Culture: 120000, Moral 160000. Moral could also become a way of victory if it should pass a particular number. Units should get a small attack bonus every 10000 moral points for example.
Please respond to this thread telling me what do you think for the above. Thanks for reading and see you around!
George F.