View Full Version : My puny little suggestions
Veteranewbie Mar 07, 2006, 08:59 AM Though I've put them in General Discussions, I reckon it may be better to put it here, plus I have merged all those ideas threads that I have put in the General Discussion Board into this thread, and I also add some more things that come up to me
Little Things:
1. Little carts/cargo/trucks/trains, boats/ships and planes/choppers moving forth and from cities (like those in sim city) as an effect of trade route being established
2. Explorers can land on ice, and the first civ to arrive at the 'North/South Pole' can get some kind of bonus
3. Tunnels through mountain, which will allow units to hide from air attack
4. Bring back nuclear sub that can carry missles, that and cruise missles
5. Carrier comes with planes, it's annoying to build them seperately and put them together. What's good with a carrier without planes? I certainly won't mind paying more for it
6. Cities that are far away from capital, had little physical connection with your mainland and are constantly unhappy may break away from your civ and become a NPC city (like a barb city)
7. After researching 'corporation', Great Merchant can establish 'Multinational Corporation' or something like that, at any city, which works like a holy city - you can send out corp rep (or spread by itself) and have them settle in other cities, which wll give you 1 gold in taxation each, and the cities having one of this may be able to deprive some benefit from it, perhaps +1 shield
8. Bring back paratroopers, and with special promotion for Airborne warfare
9. Add in Military Great People, with specialist, research, golden age and a special (i.e. a super unit, or a experience academy for a city or a military production boost for a city)
10. Ability to "restore" destroyed civilization (especially since in Civ4 destroyed Civ still has a scoreboard)
11. More diplo options, like demand a city from the weaker civ when you help him to make peace with stronger civ, 'puppeting' another civ, 'protection for tribute' system etc.
12. A new 'ethic' or 'philosophy' civic
Leader ideas:
Japan: Meiji - Creative, Industrious, Hereditary Rule
Greece: Pericles - Philosophical, Spiritual, Representation/Universal Suffrage
Rome: Augustus - Creative, Organized, Hereditary Rule or Constantine - Aggressive, Philosophical, Theocracy
Persia: Shapur I - Agressive, Expensive, Caste System
Spain: El Cid - Agressive, Spiritual, Free Religion
Inca: Manco Capac - Agressive, Expansive, Theocracy
Egypt: Narmer - Expansive, Creative, Nationhood
Arab: Harun al-Rashid - Philosophical, Industrious/Aggressive, Bureaucracy
Panther_GR Mar 08, 2006, 03:35 AM Very good ideas. I agree with all.
Bravo! :goodjob:
lost_civantares Mar 08, 2006, 08:49 PM 1. Little carts/cargo/trucks/trains, boats/ships and planes/choppers moving forth and from cities (like those in sim city) as an effect of trade route being establishedWouldn't this be a little confusing when for every road and shore has little moving things? The game is already slow enough.;)
2. Explorers can land on ice, and the first civ to arrive at the 'North/South Pole' can get some kind of bonusWhy? 1st of all, there would be no reason to go down there, it is just a way to hide the end of the map, and second of all there is already a bonus for exploration, a second bonus could make it a little overpowered when one goes all out for exploration.
3. Tunnels through mountain, which will allow units to hide from air attackFirst of all, air power is already way underpowered in someways, unless used in mass numbers (ready the Cuben Isolations SG for example), but they can't kill anything, and second of all I think that having mountains as unpassable terrain makes the game a whole lot more interesting in someways that would change if you allowed this.
4. Bring back nuclear sub that can carry missles, that and cruise missles Totally agree, naval warfare is underpowered and it is annoying and weird that the only nukes in the game are stationary.
5. Carrier comes with planes, it's annoying to build them seperately and put them together. What's good with a carrier without planes? I certainly won't mind paying more for it I would dissagree, Carriers cirtainly don't come with planes in real life, why should they in the game, especially when you want to cut down on the building time by building the planes elsewhere.
6. Cities that are far away from capital, had little physical connection with your mainland and are constantly unhappy may break away from your civ and become a NPC city (like a barb city) That would get really annoying, the ship, for example, that just traveled for 300yrs to bring that stupid settler to the other contenant, has just done so for nothing, just because the RNG decided that that city decided that it would better on its own. That doesn't even make sense historicly, colonies would be incredibly dependent on their mother country (which is represented by huge mantainence), so they couldn't even if they wanted to seperate.
7. After researching 'corporation', Great Merchant can establish 'Multinational Corporation' or something like that, at any city, which works like a holy city - you can send out corp rep (or spread by itself) and have them settle in other cities, which wll give you 1 gold in taxation each, and the cities having one of this may be able to deprive some benefit from it, perhaps +1 shield This sounds just like an underpowered religion, why would we want another one?
8. Bring back paratroopers, and with special promotion for Airborne warfareAgain, totally agree.
9. Add in Military Great People, with specialist, research, golden age and a special (i.e. a super unit, or a experience academy for a city or a military production boost for a city)Maybe, but for one thing, there arn't too many military World wonders, and having a group of 20 modern armor with 3 promotions is not all that atractive.
10. Ability to "restore" destroyed civilization (especially since in Civ4 destroyed Civ still has a scoreboard) Sorry, but why? They lost in the race to be the best civ, the premise of the game, and they now belong to the conquerer.
11. More diplo options, like demand a city from the weaker civ when you help him to make peace with stronger civ, 'puppeting' another civ, 'protection for tribute' system etc. Again, agreed, civs in civ4 are way to resistant to giving up stuff, even when you could kill them with snap of the finger.
12. A new 'ethic' or 'philosophy' civic What would be entailed by this civic? We already have Philosophy, which can be considede to be too over powered (you can get over +300% gpp, which in a city with a ton of wonders and food, could produce a ton of leaders, so we have to tread carefully.
Leader ideas:
Japan: Meiji - Creative, Industrious, Hereditary Rule
Greece: Pericles - Philosophical, Spiritual, Representation/Universal Suffrage
Rome: Augustus - Creative, Organized, Hereditary Rule or Constantine - Aggressive, Philosophical, Theocracy
Persia: Shapur I - Agressive, Expensive, Caste System
Spain: El Cid - Agressive, Spiritual, Free Religion
Inca: Manco Capac - Agressive, Expansive, Theocracy
Egypt: Narmer - Expansive, Creative, Nationhood
Arab: Harun al-Rashid - Philosophical, Industrious/Aggressive, BureaucracySounds good, though as I said above, you have to be really carefull as to how you bring the traits together, but I bet that we might have some good leaders in the expansion pack.
Don't think that I'm being harsh, I not, it's just that I get overly protecive of MY game. (No! No, I'm not addicted at all!!! :mischief:).
JohnYoga Mar 12, 2006, 11:20 PM Veteran,
I like all of your suggestions. The tunnel idea can be expanded to be used for travel underground, or under short distance bodies of water.
Regards,
John
TheLopez Mar 16, 2006, 07:19 AM Veteranewbie, have you searched the Civ4 - Creation & Customization forum at all? A lot of your suggestions are already implemented. Please take a look and then let us know if there is something that is not there.
Another thing, I really like your tunnel idea and are adding it to my already huge todo list.
Elhoim Mar 16, 2006, 09:31 AM Ability to "restore" destroyed civilization (especially since in Civ4 destroyed Civ still has a scoreboard)
Or make them dissapear from the scoreboard! It is really annoying when you play with 18 civs and 3/4 of the list are dead civs...
pholkhero Mar 16, 2006, 02:21 PM 9. Add in Military Great People, with specialist, research, golden age and a special (i.e. a super unit, or a experience academy for a city or a military production boost for a city)Did they listen to you for the expansion pack?? :)
TheLopez Mar 16, 2006, 02:34 PM Originally Posted by Veteranewbie
9. Add in Military Great People, with specialist, research, golden age and a special (i.e. a super unit, or a experience academy for a city or a military production boost for a city)
Did they listen to you for the expansion pack??
Please check the Civ4 - Mod Components forum, there are at least 3 different versions of the Great General Mod there which addresses this request.
EDIT: You can go directly to my implementations of different Great People through my sig too.
Lordclane Mar 16, 2006, 11:28 PM The mountain hiding place suggests an interesting national wonder-- something like the Cheyenne Mountain Operations Center (it used to house NORAD). However, in game terms, it's hard to come up with an obvious benefit.....
AL_DA_GREAT Apr 05, 2006, 01:02 PM Everything exept number 6 was a fantastic idea!!
Veteranewbie Apr 26, 2006, 07:09 AM Some furthermore ideas
13. Jungle tiles should be more resistance to development and only allowed to do so later in the game ie. not until you have replaceable parts that you're allowed to chop down jungles
14. No units can walk pass two tile layers of Jungle or Desert before compass. So if you have 3X15 tiles of jungle, your unit can only walk on the 1X15 tiles that is facing the civilized side (the 1X15 tile that is facing plains or grasslands for example) and cannot go through the second tile, and only explorers can walk through jungles and desert riskless. And there may be a chance of losing the unit if they're going through on a road (like those caravels crossing ocean in Civ3), just to discourage them from taking risk
15. Roads can only be build road on the surface layer of a jungle/desert (because worker can only get to there) and not deep within or through them before, say, Engineering
16. Jungles give health benefit. And chopping jungles give hammers like they're now in forest.
17. A new game mode called "Annexation" when the whole map are filled with barbarian cities, and the way to expand in this game is not building settlers to set up cities but build up military units and invade as much as cities as possible. The no barbarian mod will make all these cities without defenders, while normal or raging barbarian mod will make all these cities startup with a defending warrior. One of the option of using this game mode is that there is a settler/no settler options which allow you to turn off settler and so if you raze some cities the empties land can never be refilled again by anyone unless a new barbarian city spawn there
18. A new game speed called "Wartime"? in which all building/improvement speed normal BUT reserach speed extra slow, which will make tech trading more import, more valuable, and allow everyone more time to build up military in each era and fight
19. A 'growing' workshops system like the town - you startup the tile as the development 'workshop' after researching metal casting, and when time develops, with proper tech, the tile will grow which produce more hammer and more unhealthiness.
A simple concept maybe:
Lvl1. Workshops 1shield + 2 unhealthiness (metal casting) with +1 shield (Guild)
Lvl2. Industrial Compound +2 shields +2 unhealthiness(lvl 2 require Corporation) require 15 turns of development (or same as cottage/hamlet)
Lvl3. Manufacturing Plants +2 shields + 2 unhealthiness (lvl 3 require industrialism) require 30 turns of development (or same as town)
And a universal +1 shield for all levels (Chemistry)
So a fully developed lvl 1 tile 3 shields 2 unhealthiness, lvl2 tile 5 shields 4 unhealthiness and lvl3 tile will have +7 shields 6 unhealthiness
The health impact will prevent people from spamming them (the food penalty is removed), and the growing of workshops will make for a interesting and realistic gameplay - love to see tiny medieval workshops grow and develop into those smoking manufacturing plants around an industrialize city. And
20. If the above idea is implemented, environmentalism should have this effect of reducing the unhealthiness due to workshops tile improvements. This'll make environmentalism more viable
Veteranewbie Apr 26, 2006, 07:14 AM 21. A further add-on to the tunnel idea - perhaps a great engineer new ability is to create a tunnel/canal through a few tiles
22. Improvements such as airport, seaport should be allowed to be built as an improvement, so you wouldn't fall into frustration that a civ with cities near sea cannot build ships or a civ that has coastal area cannot build ships because it doesn't have coastal city. A limitation maybe that the seaport has to be within the 'big cross' working tiles of a city in order to be functioning
23. New game custom option allow you to 'disable wonder' (perhaps except say, religious wonder). Just to make it a 'fair' game for everybody (but of course the downside is that cultural victory is much harder)
24. After researching 'Nationaliism' war weariness due to different nationalities inside your civ city because 'we yearn to join our motherland' should decrease or eliminate, provided that the population of your nationality is the majority of the population in that city
Ramalhão Apr 26, 2006, 10:37 AM TheLopez, not everyone uses mods, as there are people who don't know how to use them. And several ideas are great to be in the game, so Firaxis could bring some of them to Warlords.
7 - After corporation, a Great Merchant should be able to build the Great Corporation (we need a better name :D ), which would be something similar to Academies built by Great Scientists. It could boost gold (+50%) and give 2 new trade routes;
9 - The Great Militar (maybe Great General) could build a Militar Academy, which increases 25% or 50% to militar unit producion and gives some extra experience points. Some cities would be specialized in military. Another use is to release a Militar Age, which gives extra experience points to units build in next 20 turns or gives a small amount of experience points (1 or 2) to all existing units (it could be very powerful when having a lot of military).
13 - Repleceable parts are too far away, but iron working is too near. Maybe it could be in calendar or mathematics.
14 - I agree with the risk to lose units in desert and jungle tiles, maybe tundra too. This risk would end with roads, of course.
16 - Jungles could give hammers, but less than forests.
17 - Nice idea :).
18 - Maybe wartime could make military units cheaper, half price.
19 - Awesome idea! It could make workshops really useful.
20 - Maybe a recycling center could reduce the unhealthiness of workshops (and variants).
22 - Seaports could be great in cities a tile away from sea. AI build several cities in these places and they are usually holy cities, so it isn't a good idea to raze them :(. With seaport, a city could be considered as any coastal city.
Veteranewbie Apr 26, 2006, 09:18 PM 13 - Repleceable parts are too far away, but iron working is too near. Maybe it could be in calendar or mathematics.
I don't think requiring replaceable part is too harsh of a requirement
I mean, aren't there still lots of jungle area nowadays where human presence are limited, if not absented?
Currently we can just destroy all those 'rainforest; in Civ IV by before the middle age
I think these are the places where explorers like to advanture in and play bigger role in the game (scout wouldn't work, they can only go for grassland plains and hills)
Civilization just wouldn't prosper too much if they develop out of the middle of a jungle
Ramalhão Apr 27, 2006, 09:37 AM There aren't too much difference between forests and jungles. Who knows if there were jungles in Sahara and Mesopotamia in old times and those old people destroyed those jungles?
The soil under jungles isn't good enough for farms, it still needs some treatment to be as productive as a common grassland, isn't it? Maybe chopped jungles should become another type of terrain, with possibility to become marsh (which will need to be removed) and a far tech should make these terrains be productive.
Veteranewbie Apr 28, 2006, 10:04 AM There aren't too much difference between forests and jungles. Who knows if there were jungles in Sahara and Mesopotamia in old times and those old people destroyed those jungles?
The soil under jungles isn't good enough for farms, it still needs some treatment to be as productive as a common grassland, isn't it? Maybe chopped jungles should become another type of terrain, with possibility to become marsh (which will need to be removed) and a far tech should make these terrains be productive.
Though what I heard, I think they used to be forest that people destroyed, not jungle (something like the amazon for example, are pretty much preserved)
Many jungles remain unmoved until nowadays, like those in SE Asia, India, South America or Africa, large unpopulated, uncivilized land exist especially in those jungle area
Environment in jungles are worse and much more harsher for any huge group of society to dwell in it (I mean huts and villages may exist, but definately not towns and cities)
Ramalhão Apr 28, 2006, 09:57 PM Though what I heard, I think they used to be forest that people destroyed, not jungle (something like the amazon for example, are pretty much preserved)
Many jungles remain unmoved until nowadays, like those in SE Asia, India, South America or Africa, large unpopulated, uncivilized land exist especially in those jungle area
I don't think if there's too much difference between forests and jungles. Even if we call Amazon "forest", technically it's a jungle. But soil under forests can be productive, while soil under jungles aren't so productive, but I can't tell why, I don't remember :(. Maybe there's something related to rainfall.
Environment in jungles are worse and much more harsher for any huge group of society to dwell in it (I mean huts and villages may exist, but definately not towns and cities)
You should go to Amazonia. There are some cities there. Ok, these aren't huge cities, but there are people living in Amazonia.
Baloo Apr 29, 2006, 06:30 AM while soil under jungles aren't so productive, but I can't tell why, I don't remember :(. Maybe there's something related to rainfall.
Actually, the soil under a jungle can be very productive. There are many major farms now built where the Amazon was cleared, and they are very productive. The rainfall just makes it better because it's plentiful and regular
Mewtarthio Apr 29, 2006, 02:56 PM Actually, the soil under a jungle can be very productive. There are many major farms now built where the Amazon was cleared, and they are very productive. The rainfall just makes it better because it's plentiful and regular
Emphasis mine.
Ramalhão Apr 29, 2006, 03:15 PM Does someone know exactly how global warming is calculated? In my opinion, the whole concept of global warming should be redone. I don't think some amounts of land would become desert so quickly. In some games, I had a tundra tile becoming desert and it wasn't cool. Can you imagine a large amount of cold surrounded by a hot tile? Ok, there are some "deserts" near polar areas, but these areas are called tundra. Also, forests that I kept become desert, it doesn't make sense.
I think global warm could just destroy some improvements around the world, there's no need of changing terrains to the useless desert. Forests and jungles shouldn't be destroyed, because we keep them exactly to avoid global warming. And ecology should give the possibility of planting forests, to help against global warming.
Mewtarthio Apr 29, 2006, 06:28 PM I believe "Global Warming" (technically Nuclear Winter) has a % chance of occuring every turn. I think it's the number of ICBMs exploded divided by one thousand. A preview before cIV came out talked about it.
Ramalhão Apr 29, 2006, 06:50 PM I believe "Global Warming" (technically Nuclear Winter) has a % chance of occuring every turn. I think it's the number of ICBMs exploded divided by one thousand. A preview before cIV came out talked about it.
I had a game where global warming occoured several times, but not a single ICBM exploded anywhere. So, it's not related to ICBMs.
Mewtarthio Apr 29, 2006, 07:30 PM Maybe nuclear meltdowns contribute?
Ramalhão Apr 29, 2006, 11:18 PM I didn't have a single nuclear plant and I don't think some nuclear plants in AI cities would do that impact. Each 2 or 3 turns and before year 2000, a tile become desert, it isn't funny. Global warming needs to be reworked or at least weakened.
chef pablo May 01, 2006, 10:03 PM Though what I heard, I think they used to be forest that people destroyed, not jungle (something like the amazon for example, are pretty much preserved)
Many jungles remain unmoved until nowadays, like those in SE Asia, India, South America or Africa, large unpopulated, uncivilized land exist especially in those jungle area
Environment in jungles are worse and much more harsher for any huge group of society to dwell in it (I mean huts and villages may exist, but definately not towns and cities)
sorry,new satalite pics of the amozon show evedence of large settelments estimated from 1-2 mill in population aprox 15 seperate sites all connected by roads, there is possability of substaining jungle empires alltho i think the lack of sertain resorces limit technology.
|
|