View Full Version : Current topics


ybbor
Apr 12, 2004, 04:42 PM
If you are sugesting a new topic, make sure it is not one of the ones below. if you want to add to the disusion simply click on the link. This also serves as a handy list to the devolpers (hint hint ;))This is simply based on the topic given in this thread. This will be updated continously. I'm trying to at least galnce over every post, so i can change the title slightly so it becomes esier for people to reconize what your talking abut. Sorry if you feel i put your thread in the wrong catagory, as sometimes the posts overlap fields


I AM TRYING NOT TO PUT TOO MANY REPEATS UP, UNLESS THERE IS SIGNIFICANT DISCUSSION

Key: an * denotes a recent addition
a + denotes a frequently repeated topic (++ or +++ denotes very frequently repeated topics)
Topics in bold denote a particularly good/easily implementable idea

FYI: this is continued on post two
you can hit ctrl - F to look for key words

Map/resources (17):
round globe (http://forums.civfanatics.com/showthread.php?s=&threadid=84841)+
better eco-system (http://forums.civfanatics.com/showthread.php?s=&threadid=84815)
naming features/landmarks (http://forums.civfanatics.com/showthread.php?s=&threadid=84774)
cosatal flooding with global warming (http://forums.civfanatics.com/showthread.php?s=&threadid=84932)
Different resource prodcedure (http://forums.civfanatics.com/showthread.php?s=&threadid=84914)+
different resource system (http://forums.civfanatics.com/showthread.php?s=&threadid=85059)+
more resources (http://forums.civfanatics.com/showthread.php?s=&threadid=85058)
resource tastes (http://forums.civfanatics.com/showthread.php?s=&threadid=85493)
scaled map (http://forums.civfanatics.com/showthread.php?s=&threadid=85574)
seasons (http://forums.civfanatics.com/showthread.php?s=&threadid=85907)
center map in beginning (http://forums.civfanatics.com/showthread.php?s=&threadid=86580)
better water system (http://forums.civfanatics.com/showthread.php?s=&threadid=87079)
forest visibility modifification (http://forums.civfanatics.com/showthread.php?t=88052)
resource stockpiles (http://forums.civfanatics.com/showthread.php?t=88219)+
terrain adaptations (http://forums.civfanatics.com/showthread.php?t=90490)
resource substitution (http://forums.civfanatics.com/showthread.php?t=90541)
new island system (http://forums.civfanatics.com/showthread.php?t=95167)

Tech(10):
seperate tech tree (http://forums.civfanatics.com/showthread.php?s=&threadid=84868) +
different tech trading procedure (http://forums.civfanatics.com/showthread.php?s=&threadid=84939)
tech trading more realistic (http://forums.civfanatics.com/showthread.php?s=&threadid=85056)
Multiple tech choices (http://forums.civfanatics.com/showthread.php?s=&threadid=85357)
useful future techs (http://forums.civfanatics.com/showthread.php?s=&threadid=85802)
common knowledge (http://forums.civfanatics.com/showthread.php?p=1825095)
privatized research (http://forums.civfanatics.com/showthread.php?t=88655)
multiple advances required before something can be built (http://forums.civfanatics.com/showthread.php?p=2068963)+
no modern age (http://forums.civfanatics.com/showthread.php?t=110668)
war research bonus (http://forums.civfanatics.com/showthread.php?t=115714)*

Economy(13):
more detailed sliders (http://forums.civfanatics.com/showthread.php?s=&threadid=84836)
Global Economy (http://forums.civfanatics.com/showthread.php?s=&threadid=84862)
privatization/private economy (http://forums.civfanatics.com/showthread.php?s=&threadid=84859)
Poll:new money system (http://forums.civfanatics.com/showthread.php?s=&threadid=84893)
onging GPT after war (http://forums.civfanatics.com/showthread.php?s=&threadid=85007)
Trade-Peror's Unified economic theory (http://forums.civfanatics.com/showthread.php?s=&threadid=85582)
Trade-Peror's Unified economic theory v. II (http://forums.civfanatics.com/showthread.php?p=2070431#post2070431)
new money (http://forums.civfanatics.com/showthread.php?s=&threadid=85711)
Aussie_Lurker’s economic plan (http://forums.civfanatics.com/showthread.php?s=&threadid=85846)
Aussie_Lurker’s new resource system (http://forums.civfanatics.com/showthread.php?s=&threadid=86172)
dept (http://forums.civfanatics.com/showthread.php?s=&threadid=86440)
economic depression/dark ages (http://forums.civfanatics.com/showthread.php?s=&threadid=87302)
Tourism (http://forums.civfanatics.com/showthread.php?t=91988)
Civ pressure and general dynamics (http://forums.civfanatics.com/showthread.php?t=92134)

Scoring/Endgame(4):
add year finsished to HOF screen (http://forums.civfanatics.com/showthread.php?s=&threadid=84899)
Different scoring syastem (http://forums.civfanatics.com/showthread.php?s=&threadid=84943)
more in-depth game replay (http://forums.civfanatics.com/showthread.php?s=&threadid=85033)
certain scenarios count for score (http://forums.civfanatics.com/showthread.php?s=&threadid=85892)
new victory conditions (http://forums.civfanatics.com/showthread.php?t=92201)

Diplomacy/trade(14):
Concessions (http://forums.civfanatics.com/showthread.php?s=&threadid=84847)
better diplomacy (http://forums.civfanatics.com/showthread.php?s=&threadid=84754)+
better trade (http://forums.civfanatics.com/showthread.php?s=&threadid=84795) +
better AI trade (http://forums.civfanatics.com/showthread.php?s=&threadid=85198)+
World market (http://forums.civfanatics.com/showthread.php?s=&threadid=85349)
MPP tile-sharing (http://forums.civfanatics.com/showthread.php?s=&threadid=85477)+
Rep hit warning (http://forums.civfanatics.com/showthread.php?s=&threadid=86691)
globaal negotiations (http://forums.civfanatics.com/showthread.php?t=88790)
easier gold trading (http://forums.civfanatics.com/showthread.php?t=89431)
peaceful treaty re-negoitaiantion (http://forums.civfanatics.com/showthread.php?p=1881479#post1881479)(sp?)
territorial diplomacy (http://forums.civfanatics.com/showthread.php?t=90869)+
new spy system (http://forums.civfanatics.com/showthread.php?t=97436)
barbarian diplomacy (http://forums.civfanatics.com/showthread.php?t=101731)
transnational actors (http://forums.civfanatics.com/showthread.php?t=108219)
decreased maual diplomacy (http://forums.civfanatics.com/showthread.php?t=114127)*



AI(6):
smarter AI (http://forums.civfanatics.com/showthread.php?s=&threadid=85064)
different AI system (http://forums.civfanatics.com/showthread.php?s=&threadid=85044)
rcoutme's AI improvement plan (http://forums.civfanatics.com/showthread.php?s=&threadid=86292)
AI rivalcy (http://forums.civfanatics.com/showthread.php?t=90106)
Different AI bonus scale (http://forums.civfanatics.com/showthread.php?t=93015)
DH Epic's 2 types of AI (http://forums.civfanatics.com/showthread.php?t=101196)

Golden age(2):
Poll: golden age powers (http://forums.civfanatics.com/showthread.php?s=&threadid=84785)
Different Golden age triggers (this is not under Civ4 ideas) (http://forums.civfanatics.com/showthread.php?s=&threadid=61118)

Editor(13):
better editor (http://forums.civfanatics.com/showthread.php?s=&threadid=84753)+
better editor (http://forums.civfanatics.com/showthread.php?s=&threadid=84752)
Poll: events (http://forums.civfanatics.com/showthread.php?s=&threadid=84767)+
no civ limit (http://forums.civfanatics.com/showthread.php?s=&threadid=84792)+
"memorizing" editor (http://forums.civfanatics.com/showthread.php?s=&threadid=85103)
editor converter (http://forums.civfanatics.com/showthread.php?s=&threadid=85353)
more editor power (http://forums.civfanatics.com/showthread.php?s=&threadid=85531)
different/bigger city view (http://forums.civfanatics.com/showthread.php?s=&threadid=85880)
scripting (http://forums.civfanatics.com/showthread.php?s=&threadid=86599)
forest% slider (http://forums.civfanatics.com/showthread.php?s=&threadid=87392)
retreat flag (http://forums.civfanatics.com/showthread.php?t=88157)
pre-placed city names (http://forums.civfanatics.com/showthread.php?t=89352)
cutscenes (http://forums.civfanatics.com/showthread.php?t=93227)

Military/combat/unit construction.unit support(44):
planet busters (http://forums.civfanatics.com/showthread.php?s=&threadid=84860)
naval aviation (http://forums.civfanatics.com/showthread.php?s=&threadid=84870)
combat modifiers (http://forums.civfanatics.com/showthread.php?s=&threadid=84949)
Medals (http://forums.civfanatics.com/showthread.php?s=&threadid=84996)
prisoners of War (http://forums.civfanatics.com/showthread.php?s=&threadid=85028)
Subs (http://forums.civfanatics.com/showthread.php?s=&threadid=85199)+
enhanced air transport system (http://forums.civfanatics.com/showthread.php?s=&threadid=85173)
fleets/air squadrons (http://forums.civfanatics.com/showthread.php?s=&threadid=85182)
seperate invisible units (http://forums.civfanatics.com/showthread.php?s=&threadid=85215)
battle groups/ improved stacks (http://forums.civfanatics.com/showthread.php?s=&threadid=85277)
suply lines (http://forums.civfanatics.com/showthread.php?s=&threadid=85496)++
suply lines (http://forums.civfanatics.com/showthread.php?s=&threadid=85408)++
loadable cruise missiles (http://forums.civfanatics.com/showthread.php?s=&threadid=85851)
post-war city possesion (http://forums.civfanatics.com/showthread.php?s=&threadid=85976)
frigates/ASW helos (http://forums.civfanatics.com/showthread.php?s=&threadid=86611)
city combat bonuses/penalties (http://forums.civfanatics.com/showthread.php?s=&threadid=86899)
guerilla warfare (http://forums.civfanatics.com/showthread.php?s=&threadid=86988)
new way of unit values/upgrading (http://forums.civfanatics.com/showthread.php?s=&threadid=87002)
cities retain old defensive bonuses when shrunk by bombardment (http://forums.civfanatics.com/showthread.php?s=&threadid=87175)
special ops (http://forums.civfanatics.com/showthread.php?postid=1817412#post1817412)
archers only used for bombardment (http://forums.civfanatics.com/showthread.php?s=&threadid=87360)
sieges/WW/national treasury seperation (http://forums.civfanatics.com/showthread.php?t=87684)
unit defeaction (http://forums.civfanatics.com/showthread.php?t=87752)
retreat tile space (http://forums.civfanatics.com/showthread.php?t=88035)
hideable units (http://forums.civfanatics.com/showthread.php?t=88191)
new/more nukes (http://forums.civfanatics.com/showthread.php?t=88792)+
traps (http://forums.civfanatics.com/showthread.php?t=88838)
subs (http://forums.civfanatics.com/showthread.php?t=85199)+
military mobilization (http://forums.civfanatics.com/showthread.php?t=90563)
more uses for fighters (http://forums.civfanatics.com/showthread.php?t=92679)
use for dead AI troops (http://forums.civfanatics.com/showthread.php?t=92863)
new army system (http://forums.civfanatics.com/showthread.php?t=93452)
simple siege system (http://forums.civfanatics.com/showthread.php?t=93625)
3 a/d values (http://forums.civfanatics.com/showthread.php?t=94054)
variable unit support (http://forums.civfanatics.com/showthread.php?t=94111)
unit workshop (http://forums.civfanatics.com/showthread.php?t=96193)
surrendering cities (http://forums.civfanatics.com/showthread.php?t=98476)
morale (http://forums.civfanatics.com/showthread.php?t=100331)
nuclear leverage (http://forums.civfanatics.com/showthread.php?t=100652)
military sub-techs (http://forums.civfanatics.com/showthread.php?t=104271)
divirsified upgrades (http://forums.civfanatics.com/showthread.php?t=105282)
new fortress use (http://forums.civfanatics.com/showthread.php?t=106280)
ZOC modifications (http://forums.civfanatics.com/showthread.php?t=112237)
early war border requirement (http://forums.civfanatics.com/showthread.php?t=113365)

Everything Else(44):
civil war (http://forums.civfanatics.com/showthread.php?s=&threadid=84798)+++
more unique unique units (http://forums.civfanatics.com/showthread.php?s=&threadid=84810)
more region/culture grouop specifics (http://forums.civfanatics.com/showthread.php?s=&threadid=84938)++
religion (http://forums.civfanatics.com/showthread.php?s=&threadid=84950)+++
evacuation/refugees (http://forums.civfanatics.com/showthread.php?s=&threadid=85008)
Federalism (http://forums.civfanatics.com/showthread.php?s=&threadid=85072)
in-game evolving civ traits (http://forums.civfanatics.com/showthread.php?s=&threadid=85329)
chnaging AI leadership (http://forums.civfanatics.com/showthread.php?s=&threadid=85360)
more civs (disscussion mainly on Serbia) (http://forums.civfanatics.com/showthread.php?s=&threadid=85315)
animals (http://forums.civfanatics.com/showthread.php?s=&threadid=85332)
in-game nation renaming (http://forums.civfanatics.com/showthread.php?s=&threadid=85501)
political leaders (http://forums.civfanatics.com/showthread.php?s=&threadid=85507)
independence at certain level of unrest (http://forums.civfanatics.com/showthread.php?s=&threadid=85535)++
more unique leaders (http://forums.civfanatics.com/showthread.php?s=&threadid=85538)
chnaging leaderheads (http://forums.civfanatics.com/showthread.php?s=&threadid=85482)
random events/disasters (http://forums.civfanatics.com/showthread.php?s=&threadid=85677)
more distinct ages (http://forums.civfanatics.com/showthread.php?s=&threadid=85700)+
first culture building of its kind gets a bonus (http://forums.civfanatics.com/showthread.php?s=&threadid=85718)
slower expansion (http://forums.civfanatics.com/showthread.php?s=&threadid=85769)
disasters (http://forums.civfanatics.com/showthread.php?s=&threadid=85793)+
more great leaders (http://forums.civfanatics.com/showthread.php?s=&threadid=85874)
martial arts (http://forums.civfanatics.com/showthread.php?s=&threadid=86262)
public works/workers compromise (http://forums.civfanatics.com/showthread.php?s=&threadid=86173)
advisor improvement (http://forums.civfanatics.com/showthread.php?s=&threadid=86297)
3 traits (http://forums.civfanatics.com/showthread.php?s=&threadid=86289)
empires (http://forums.civfanatics.com/showthread.php?s=&threadid=86407)
minor civs (http://forums.civfanatics.com/showthread.php?s=&threadid=86674)+
energy (http://forums.civfanatics.com/showthread.php?s=&threadid=86650)
New special abilities (http://forums.civfanatics.com/showthread.php?s=&threadid=86728)
hidden nationality identification (http://forums.civfanatics.com/showthread.php?s=&threadid=86682)
neighboring civ polution (http://forums.civfanatics.com/showthread.php?s=&threadid=86774)
new corruption calculation (http://forums.civfanatics.com/showthread.php?s=&threadid=86944)++
new slave system (http://forums.civfanatics.com/showthread.php?s=&threadid=87157)
integrated storyline (http://forums.civfanatics.com/showthread.php?s=&threadid=87394)
UN ideas (http://forums.civfanatics.com/showthread.php?s=&threadid=87469)+
New espinioage system (http://forums.civfanatics.com/showthread.php?t=87537)
regional palaces (http://forums.civfanatics.com/showthread.php?t=88251)
harder for units to pass through other antions territory (http://forums.civfanatics.com/showthread.php?t=88761)
more dynamic (civ) personalities (http://forums.civfanatics.com/showthread.php?t=89187)
translators required to talk (http://forums.civfanatics.com/showthread.php?p=1904378#post1904378)
religous power bases (http://forums.civfanatics.com/showthread.php?t=94583)
escort feature (http://forums.civfanatics.com/showthread.php?t=96835)
king unit ablities (http://forums.civfanatics.com/showthread.php?t=98737)
new culture system (http://forums.civfanatics.com/showthread.php?t=102134)
expansion impairment (http://forums.civfanatics.com/showthread.php?t=104225)
new specialists (http://forums.civfanatics.com/showthread.php?t=109645)
culture battles (http://forums.civfanatics.com/showthread.php?t=111085)

continued below

ybbor
Apr 12, 2004, 05:32 PM
the old list got too long, aparently, there's a charecter limit that i almost exceeded, so we need 2 pages


Engine/Game Structure(34):
better graphics (http://forums.civfanatics.com/showthread.php?s=&threadid=84901)
better/more hotkeys (http://forums.civfanatics.com/showthread.php?s=&threadid=84764)
better performance/faster (http://forums.civfanatics.com/showthread.php?s=&threadid=84863)
better language compatability (http://forums.civfanatics.com/showthread.php?s=&threadid=84871)
better PBEM (http://forums.civfanatics.com/showthread.php?s=&threadid=84918)
a bug-free game that does what is promised (http://forums.civfanatics.com/showthread.php?s=&threadid=85088)
more unique civs (http://forums.civfanatics.com/showthread.php?s=&threadid=85183)+
more like MOO2 (http://forums.civfanatics.com/showthread.php?s=&threadid=85185)
customizable music (http://forums.civfanatics.com/showthread.php?s=&threadid=85348)
more manageable micro-management (http://forums.civfanatics.com/showthread.php?s=&threadid=85462) (try saying that 5 times fast ;) )+
game engine idea thread (http://forums.civfanatics.com/showthread.php?s=&threadid=85598)
space race victory improvements (http://forums.civfanatics.com/showthread.php?s=&threadid=85658)
better GOTM support (http://forums.civfanatics.com/showthread.php?s=&threadid=85631)
rally points/better automated worker management (http://forums.civfanatics.com/showthread.php?s=&threadid=85628)
faster load time (http://forums.civfanatics.com/showthread.php?s=&threadid=85675)
skins (http://forums.civfanatics.com/showthread.php?s=&threadid=85736)
different year calculation (http://forums.civfanatics.com/showthread.php?s=&threadid=86008)
short/long game selection (http://forums.civfanatics.com/showthread.php?s=&threadid=86063)
less realism (http://forums.civfanatics.com/showthread.php?s=&threadid=86192)+
city-to-city food/shield transportation (http://forums.civfanatics.com/showthread.php?s=&threadid=86200)++
better interface management (http://forums.civfanatics.com/showthread.php?s=&threadid=86400)
FPS in battle (http://forums.civfanatics.com/showthread.php?s=&threadid=86723)
more serious consequences (http://forums.civfanatics.com/showthread.php?s=&threadid=86695)
less of a snowball efect in power (http://forums.civfanatics.com/showthread.php?s=&threadid=87417)
multiple combat animations (http://forums.civfanatics.com/showthread.php?t=88857)
in-game clock (http://forums.civfanatics.com/showthread.php?t=89161)
nomadic age (http://forums.civfanatics.com/showthread.php?p=1901389#post1901389)
different music for different civs (http://forums.civfanatics.com/showthread.php?t=90872)
undo button (http://forums.civfanatics.com/showthread.php?t=91795)
less random [P]RNG (http://forums.civfanatics.com/showthread.php?t=92186)
game recorder (http://forums.civfanatics.com/showthread.php?t=93081)
simeltaneous moves (http://forums.civfanatics.com/showthread.php?t=94974)
unlockables (http://forums.civfanatics.com/showthread.php?t=95236)
new civ traits (http://forums.civfanatics.com/showthread.php?t=97865)
fortify and wake up button (http://forums.civfanatics.com/showthread.php?t=106859)
multiplayer options (http://forums.civfanatics.com/showthread.php?t=109714)
higher integers (http://forums.civfanatics.com/showthread.php?t=116270)

Bring back (mainly from civ2)(8):
firepower (http://forums.civfanatics.com/showthread.php?s=&threadid=85187)
Poll: cheat mode (http://forums.civfanatics.com/showthread.php?s=&threadid=85022)
public works (http://forums.civfanatics.com/showthread.php?s=&threadid=85245)
senate (http://forums.civfanatics.com/showthread.php?s=&threadid=85558)
Poll:high council (http://forums.civfanatics.com/showthread.php?s=&threadid=85986)
wonder movies (http://forums.civfanatics.com/showthread.php?s=&threadid=85980)
old diplmacy (http://forums.civfanatics.com/showthread.php?t=89645)
newspaper (http://forums.civfanatics.com/showthread.php?t=109574)+

production/Wonders(16):
building required units (http://forums.civfanatics.com/showthread.php?s=&threadid=84763)
Different Wonder race procedures (http://forums.civfanatics.com/showthread.php?s=&threadid=84944)
carry over production (http://forums.civfanatics.com/showthread.php?s=&threadid=85358)
New wonders thread (http://forums.civfanatics.com/showthread.php?s=&threadid=85330)
alternate wonder types (http://forums.civfanatics.com/showthread.php?s=&threadid=85797)
resource based production (http://forums.civfanatics.com/showthread.php?s=&postid=1783692)
different naval shields system (http://forums.civfanatics.com/showthread.php?s=&threadid=86181)
greatwall requirement change (http://forums.civfanatics.com/showthread.php?s=&threadid=86215)
F1 advisor column on whether production has changed (http://forums.civfanatics.com/showthread.php?s=&threadid=87198)
goods (http://forums.civfanatics.com/showthread.php?t=89738)
small wonders through failure (http://forums.civfanatics.com/showthread.php?t=94889)
2 build ques (http://forums.civfanatics.com/showthread.php?t=96063)
cheaper CI rebuilding (http://forums.civfanatics.com/showthread.php?t=97536)
GPT cuilding burrying (http://forums.civfanatics.com/showthread.php?t=103374)
new production/shield sytem (http://forums.civfanatics.com/showthread.php?t=108382)
faster unit production over time (http://forums.civfanatics.com/showthread.php?t=116764)*

Government/government chnage(5):
more governments (http://forums.civfanatics.com/showthread.php?s=&threadid=85573)
more customizable in-game governments (http://forums.civfanatics.com/showthread.php?s=&threadid=85049)++
government fine-tuning (http://forums.civfanatics.com/showthread.php?s=&threadid=85542)++
gradual anarchy recovering (http://forums.civfanatics.com/showthread.php?p=2067529)
expansive government sliders (http://forums.civfanatics.com/showthread.php?t=105384)+

Movement/exploration(9):
ship unloading movement point penalty (http://forums.civfanatics.com/showthread.php?s=&threadid=86098)
canals (http://forums.civfanatics.com/showthread.php?postid=1783629#post1783629)+
ability to tell where unit going (http://forums.civfanatics.com/showthread.php?t=88750)
land bridges (http://forums.civfanatics.com/showthread.php?p=1858065#post1858065)
ocean currents (http://forums.civfanatics.com/showthread.php?t=89181)
new sea exploration feature (http://forums.civfanatics.com/showthread.php?t=89343)
use of roads on occupied squares (http://forums.civfanatics.com/showthread.php?t=91792)
subways (http://forums.civfanatics.com/showthread.php?t=92970)
stack limits (http://forums.civfanatics.com/showthread.php?t=93690)
mass transit functions as movement center (http://forums.civfanatics.com/showthread.php?t=104916)

Cities/city improvements/city goveners(12):
multiple improvements per city (http://forums.civfanatics.com/showthread.php?s=&threadid=86653)
cities to have different "charecter" (http://forums.civfanatics.com/showthread.php?s=&threadid=84921)
New tech w/ CI (http://forums.civfanatics.com/showthread.php?s=&threadid=85291)
overpopulation (http://forums.civfanatics.com/showthread.php?s=&threadid=85858)
more important capital city (http://forums.civfanatics.com/showthread.php?s=&threadid=86713)
states (http://forums.civfanatics.com/showthread.php?s=&threadid=87258)++
less, but bigger cities (http://forums.civfanatics.com/showthread.php?t=87545)
scripted governers (http://forums.civfanatics.com/showthread.php?t=89274)
supermarket used to trade food from city-->city (http://forums.civfanatics.com/showthread.php?t=90100)
city improvement with effect radius (http://forums.civfanatics.com/showthread.php?t=94893)
improvemnts outside city (http://forums.civfanatics.com/showthread.php?t=104470)

colonies(2):
colonies that turn into cities (http://forums.civfanatics.com/showthread.php?t=90870)+
colonies with borders and trade connections (http://forums.civfanatics.com/showthread.php?t=92536)

Barbarians(3):
barbs become civilized (http://forums.civfanatics.com/showthread.php?p=1842287)
evolving barbs (http://forums.civfanatics.com/showthread.php?s=&threadid=85847)
new barbarian system (http://forums.civfanatics.com/showthread.php?p=1831895)



LouLong's general idea threads(5):
unit&unit combat (http://forums.civfanatics.com/showthread.php?s=&threadid=85662)
toad/RR/river system (http://forums.civfanatics.com/showthread.php?s=&threadid=85659)
Terrain (http://forums.civfanatics.com/showthread.php?s=&threadid=85660)
game events (http://forums.civfanatics.com/showthread.php?s=&threadid=85663)
Poll: which new civs (http://forums.civfanatics.com/showthread.php?s=&threadid=85656)

Lists of Ideas(28):
original thread (before this sub-forum was created) (http://forums.civfanatics.com/showthread.php?s=&threadid=69291)
lost (http://forums.civfanatics.com/showthread.php?s=&threadid=84803)
Zurai (http://forums.civfanatics.com/showthread.php?s=&threadid=84762)
soren (http://forums.civfanatics.com/showthread.php?s=&threadid=84835)
Ultraworld (http://forums.civfanatics.com/showthread.php?s=&threadid=84804)
Truckingpete (http://forums.civfanatics.com/showthread.php?s=&threadid=84984)
Zulu (http://forums.civfanatics.com/showthread.php?s=&threadid=85135)
King Aldous XI's complaints (http://forums.civfanatics.com/showthread.php?s=&threadid=85216)
micmc (http://forums.civfanatics.com/showthread.php?s=&threadid=85455)
North king (http://forums.civfanatics.com/showthread.php?s=&threadid=85442)
Manverulin (http://forums.civfanatics.com/showthread.php?s=&threadid=85594)
Nebuchadnezzar (http://forums.civfanatics.com/showthread.php?s=&threadid=85579)
nebuchadnezzar 2 (http://forums.civfanatics.com/showthread.php?s=&threadid=86706)
Oda Nobunaga (http://forums.civfanatics.com/showthread.php?s=&threadid=85750)
civ_is_my_life (http://forums.civfanatics.com/showthread.php?s=&threadid=85818)
Jon-Mikko (http://forums.civfanatics.com/showthread.php?s=&threadid=86143)
redhulkz (http://forums.civfanatics.com/showthread.php?s=&threadid=86949)
what we (in theory) agree on (http://forums.civfanatics.com/showthread.php?s=&threadid=87367)
cornmaster (http://forums.civfanatics.com/showthread.php?t=87765)
spolyton (http://apolyton.net/forums/forumdisplay.php?forumid=102)
dell19 (http://forums.civfanatics.com/showthread.php?t=88772)
dh_epic (http://forums.civfanatics.com/showthread.php?t=91505)
Rhye (http://forums.civfanatics.com/showthread.php?t=92273)
Khan Quest (http://forums.civfanatics.com/showthread.php?t=94670)
jjkrogs (http://forums.civfanatics.com/showthread.php?t=96207)
the homelessguy (http://forums.civfanatics.com/showthread.php?t=98386)
eddie_verdde (http://forums.civfanatics.com/showthread.php?t=109102)
lockesdonkey- economics (http://forums.civfanatics.com/showthread.php?t=112014)
What we want to see in civ4 (http://forums.civfanatics.com/showthread.php?t=116489)*




Game release/production(6):
Simultanius PC/MAC release (http://forums.civfanatics.com/showthread.php?s=&threadid=84840)
special editon w/ old civs (http://forums.civfanatics.com/showthread.php?s=&threadid=84783)
don't rush it (http://forums.civfanatics.com/showthread.php?s=&threadid=84861)
internet release (http://forums.civfanatics.com/showthread.php?s=&threadid=85652)
CD not required to play (http://forums.civfanatics.com/showthread.php?s=&threadid=85633)
language to language compatibility (http://forums.civfanatics.com/showthread.php?s=&threadid=86564)



Announcements of Civ4 (before sub-forum created)(2):

features (http://forums.civfanatics.com/showthread.php?s=&threadid=83471)
announcement (http://forums.civfanatics.com/showthread.php?s=&threadid=83035)

enigma2010
Apr 15, 2004, 04:16 PM
@ Ybbor:

This sticky is a great idea. When I suggested the changes to helicopters and air transports (listed as different transportaion scheme under military), I meant that they should complement the existing transport scheme we have (airports). Can you amend it to something like "enhanced air transport system"?

ybbor
Apr 15, 2004, 05:54 PM
reserved for future use

Zenon_pt
Apr 16, 2004, 04:12 AM
Hi Ybbor! FYI I add one thread - new tech with new CI, about geo-energy, don't know yet if will enlarge or not.

ybbor
Apr 16, 2004, 04:26 PM
calm down! i'll get to them, i have to sleep, eat and be eductaed don't i? it'll all eventually get up. feel free to ask me to post something if you can see that my last update was at least 10 minutes after you posted yours. if it's still not there, check to make sure yours isn't a repeat w/ nothing to add to the discussion, or i renamed it. this thread will usually get updated 2-3 times a day

Perfection
Apr 16, 2004, 08:41 PM
Originally posted by ybbor
no, i will not disgrace my threads by adding giant death robots *one looks me in the face*

i mean, i don't think my thread could do them justice ;) Hey, My Giant Death Robot idea is the best idea out there, it's well reasoned and packed with information about gameplay and graphics and special effects, perhaps it's a bit away from your traditional idea thread, but it's darn good!

Here's the link for your convenience

http://forums.civfanatics.com/showthread.php?s=&threadid=84982

Shyrramar
Apr 16, 2004, 08:56 PM
Hey! Where's my thread of the new resource system? :mad: I clicked that "different resource procedure" and it jumped into a thread complaining about missing coastal flooding :crazyeye: (which is nice, but my resource system is nicer :D ). It is one of the more viewed and replied threads out there, so I think it should be there. It may not be able to square it out evenly with Giant Death Robots, but it's as good a try as I can manage! :lol:

EDIT: It seems that coastal flooding has two links. It's a good idea, I grant you that, but is this really necessary? :rolleyes:

slc193
Apr 17, 2004, 04:13 PM
This is a post I put on the editor-wish-list thread. I thought it was appropriate to re-post it here but I wasnt sure where. I didnt see any threads directly related to this. This is more a conglomeration of Ideas that I had one night while playing...

Occupation and more...

I think that there should be another option when taking over a city of “Occupation.” In this mode the occupying power controls the city until it decides to end the occupation. And have 2 options/possibilities for ending an occupation: 1) deposing the regime you were invading, and 2) creating a second government (like East/West Germany, North/South Korea).

Upon completion of option 1, the original leader of that civilization is gone and the occupying power is given an a choice:

A) Withdraw their forces. If the occupying power does this, then all of their units are withdrawn to their nearest city(ies). The new leader of that civilization is whomever is next on the list of Great Leaders. The civilization’s attributes may even then change w/ the change in leader. During the occupation each city occupied gets a freeze put on its cultural value but it doesn’t go down. When the occupation ends, they start gaining culture again.
B) Conquer: If the occupying power takes this route, then a third of the citizens of each city go into resistance, all cities loose their culture value, and citizens are unhappy for a set period of time (similar to the draft or forced labor penalties).

If the occupying power does not take all of the invaded civilization, the occupying power has the option at any point in the war to set up a second government. This would in effect be creating another civilization on the map. The new civilization would be of the same cultural group as the one it was taken from. (If you took Roman cities, then the new civilization would be another Mediterranean one, such as Greece or Carthage.) This new civilization would automatically have a mutual protection pact and right of passage with the occupying power. All units of the occupying power would immediately be removed from the occupied cities into squares immediately adjacent to those cities. Or maybe have the option of granting units to the new civilization. (Granting units would be nice to have back in the diplomatic screen anyway.)

Speaking of Rights of Passage, it would be nice if those could be one way. Say if you need to get through Civilization A to invade Civ B but don’t want Civ A’s units in your territory, then allow purchase a Right of passage through Civ A’s land for gold or a technology or something.

On a completely separate note, it would be nice to be able to build bridges over costal squares. It gets very annoying when you have use ships to transport units 1 or two squares when you know that in the real world you could have just built a bridge there. Maybe this ability doesn’t come until the discovery of steel. Have it so that you place your worker/laborer/engineer and the bridge command brings up something similar to the “Go to” command (a line showing the quickest route) to say where you want the bridge built to. This would in effect make two continents into one as far as wonders working for continents goes. But bridges would be susceptible to naval bombardments. It would also probably have be an automatic update to a railroad movement cost upon the discovery of High explosives since steel can come before that.

Natural disasters would also be something to add to the game, especially droughts. The civilization that created the huge land drawings in South America (I cant remember the name of them) dissolved/died out because of droughts in the area.

Also, would it be possible to somehow reflect international trade in items other than resources? Like a Civ that is exporting goods/services of some sort. I don’t know if it would be possible to export shields in some way to reflect this.

Something that I miss from Civ2 is the ability to trade food. First of all, what is one to do if they spot a city and it happens to be able to produce only an odd # of food when it is at maximum production? It doesnt quite make sense that you have to destroy the railroad in an irrigated square just to get to an even #. Then you lose the transportation bonus of having the railroad. Second of all, if you stop and think about modern day metropoli(?), does their food REALLY come from their suburbs? Even if you say that the city w/n the game includes the suburbs and the land around each city is farms, you still cant support a city the size of NYC or Mexico city in the game w/o cheating and putting lots of wheat on a bunch of grassland on the map. Food should be able to be transfered from one city to another, in varying quantities, and maybe even traded w/ other civs. Just like the real world.

Of course, this all might require that another advisor or sub-advisor be created (Dpt of Agriculture/Food advisor). Maybe a screen that has two scroll windows: one w/ a list of all of your cities. When you click on a city name (City A), a list appears in the second scroll window of all cities that City A is exporting or importing food to/from, w/ a # adjacent to each name specifying the quantity in positive or negative #s, relative to what it is doing to City A's food. Then some buttons below window 2 to add, terminate, or edit the quantity of whatever shipment is highlighted in window 2.

Perhaps to control this historically, you can only ship food a certain range in each era, until electricity (or as in DyP, refigeration) is discovered. Also, perhaps the discovery of genetic engineering should increase the food output of each tile by 1 ( or allow a city improvement that does that. Then as Future techs progress, food production increases (by 1 every 10 or 20 techs or so) to reflect advances.

I guess that I am just a little disappointed that I have to control and have thoroughly developed 60% of a huge map just to reach 1billion people. (And the real world has over 6billion!!!) Then again, maybe just a quick alteration to the population counter is all that is needed.

Come to think of it, why cant we ship sheilds either? Name me anything that is produced in this country that part of it isnt produced elsewhere first. If you have a large city sitting on a bunch of grassland, eventually, it is going to have production capabilities just because of its size. Maybe once Railroads or Motorized Transportation is discovered, this could be allowed, to a limited extent. Again, think about NYC. How many industrial parks are there in the lower NY, CT, NJ area? Yet what natural resources are there really around it? Not much, they are all shipped in and it is one of the most productive regions in the world. True they now have specialized citizens in C3C, but that is very limited and has had no sizeable impact on my games.

Just some thoughts….

ybbor
Apr 17, 2004, 09:51 PM
Originally posted by Shyrramar
Hey! Where's my thread of the new resource system? :mad: I clicked that "different resource procedure" and it jumped into a thread complaining about missing coastal flooding :crazyeye: (which is nice, but my resource system is nicer :D ). It is one of the more viewed and replied threads out there, so I think it should be there. It may not be able to square it out evenly with Giant Death Robots, but it's as good a try as I can manage! :lol:

EDIT: It seems that coastal flooding has two links. It's a good idea, I grant you that, but is this really necessary? :rolleyes:

oops. well, give me a break i'm working w/ around 90 threads, i'm allowed a mix up now and then aren't I? ;) (i find myself using tha smiley waaaay too much) if you would be so kind as to provide the link?

Shyrramar
Apr 19, 2004, 04:17 PM
Originally posted by ybbor
i'm allowed a mix up now and then aren't I? ;)

Yeah, just don't mix up My Threads! :lol:
Here's the link:
http://forums.civfanatics.com/showthread.php?s=&threadid=84914

It's the Greatest Idea Ever, so everybody check it out now and agree with me! The other dudes are just a bunch of stupid idiots that have no clue of what cIV should be like!
Vote for the Best, vote for Shyrramar! :D :goodjob: :D





(I'll pay you money...)

ybbor
Apr 19, 2004, 04:37 PM
fixed now

Trade-peror
Apr 23, 2004, 07:17 PM
Just for your information--

When I refer to my new economic system thread, I call it my Unified Economic Theory (read the thread, absorb the philosophical/intellectual/abstract/whatever implications, and that will become clear :) ).

Whether you want to update the entry for me is up to you, since I think either description is fine, but I thought this information might be useful in some way.

In any case, thank you! I am honored to have the opportunity to express my ideas!

Flak
May 12, 2004, 06:26 AM
ybbor, if you're seeing a lot of repeated topics, ask a Mod to merge the threads. This will cut down on your work a lot I think.

ybbor
May 12, 2004, 03:52 PM
ybbor, if you're seeing a lot of repeated topics, ask a Mod to merge the threads. This will cut down on your work a lot I think.

actually, i'm just not listing repeats, it gets to hard to organize, or find the one your looking for, besides this sytem was partly designed to prevent repeats, so reconizing them would be against the goal of this thread

Deathgoroth
May 22, 2004, 08:23 AM
I have a suggestion on unemployment. It would be nice to have that suggestion under the Economy section on the sticky

Beloyar
May 22, 2004, 05:47 PM
:wallbash:Civ 4 needs better animations!:hammer:

This is not to say that the current animations are bad. They are good. The new ones could be optional, depending on available system resources.


● Infantry fighting a tank should throw grenades, instead of firing rifles/machine guns.
● Tanks should turn the turret to attack bypassing enemy units when in zone of control mode.
● When a plane is shot down, it should leave a trail of black smoke and smash into the ground/water, leaving a small burning wreck with smoke going up to the sky.
● Destroyed tanks could also appear as burning wrecks for a while.

I'll come up with more later.

Beloyar
May 22, 2004, 06:11 PM
For all of us who love looking at maps, the current minimap needs more options:

● Currently, you can't see the countries because you are blinded by white city dots all over the map. There should be an option button to hide the cities and just see the civs in their colors on the minimap.

● There should be a scroll for the minimap so that you can position your civ in the middle of the map and not be on both edges of it.

Another option (maybe in the advisor screens) could be to see the whole map blown up to fit the monitor screen. Different options would allow you to see different things:

● Color the civs according to current alliances: your civ - red, allies - orange, enemies - blue, neutrals - gray, etc.

● Color the civs according to wealth or technological advancement: From the most down to the least.

● Color the civs according to current government and religious stance, especially if those things determine world politics and reactions from other civs.

ybbor
May 22, 2004, 09:48 PM
PUT THESE IN A THREAD!!! this is not the place to discuss new ideas, this is a place for me to stop you guys from repeating your selves (which doesn't seem to be working :wallbash: ) if you have a question about my list (i.e. my idea is not a repeat and its not up there, i would like my thread renamed, i would like my thread in a different catagory, etc.)

Milan's Warrior
Jun 02, 2004, 08:54 PM
I suggest you add my own thread (shamless self-promotion)
on women, minorities and diversity
http://forums.civfanatics.com/showthread.php?t=89590

Trade-peror
Jun 12, 2004, 06:44 PM
I am sorry to be making another request, but I believe my thread link should be named "Unified Economic Theory (UET)" or "Trade-peror's Unified Economic Theory (UET)" to be clear, since I refer to my thread as "the UET" in all of my posts at CFC. I hope making the change will consume only a small amount of your time.

THANKS!

:thanx:

ybbor
Jun 23, 2004, 03:05 PM
new features:

i am considering adding some features to the main list please comment on any you would like, or what you think of these:

an asterix (*) to denote new additions- I really see no downside to this

put links in bold to denote ideas that are particualrly good, or feasible- this is probably going to be contreversial, as people may say "why didn't you mark my thread" but at the same time, with all this information, there's got to be a way to look at important imfo without reading every post (and it will help the devolpers) if this idea has support, i may limit the number of posts i mark to a maximum of 1 bold print for every 2-5 ideas in a catagory

a plus sign (+) to denote frequently repated topics- dont see muc of a downside


comments requested, THIS MEANS YOUespecially about the bold type ideas

ybbor
Jun 24, 2004, 05:02 PM
PLEASE RESPOND. NOW. THIS MEANS YOU!!!

Trade-peror
Jun 24, 2004, 08:49 PM
Interesting. Would you consider the UET thread to be a "bold-type" idea, since it has been extensively discussed (through 9 pages :eek: )? Whether it has "support," is "particularly good," or is "feasible" is not really for me to say--as the author, my answer would be completely biased.

ybbor
Jun 25, 2004, 03:58 PM
well, any bold type would be based on my judgement (unless soemone can giv e a particuallarly good reasonfor otherwise). But right now, what i'd really like to know is wheter you support bold print in geeral

and in case your curious, yeah i would probably include yours as bold, assuming i actually do this

I STILL NEED MORE COMMENTS!!!!

Trade-peror
Jun 25, 2004, 06:35 PM
I support the bold-print idea, particularly if the conditions for becoming bold are objectively obtainable (for the most part, at least). Maybe a certain number of views or posts could be a condition. I simply hope that there isn't too much bias in determining bold-print status, because the bolding idea would lose support and become a waste of time.

ybbor
Jun 26, 2004, 08:44 AM
what be a good requirement for this, in your opinion? 2 pages? 100 views? 15 posts? at least x # of people in a thread have a greed to it?

Milan's Warrior
Jun 28, 2004, 02:12 PM
About your comment request:

I suggest you go ahead with all of them, if you get flamed about the bold, remember that this is your thread and you are doing a service, but it still remains yours and you do whatever you want with it.

I suggest you put (new) instead of (*) for new topics

V. Soma
Jun 29, 2004, 07:26 AM
Hi, I have a thread here called "Summary at the end? :)" if I remember well... :) Could it be mentioned in the list? It got some positive response (the idea in it), and I wish Firaxis saw it - maybe if listed here...

Trade-peror
Jun 29, 2004, 04:28 PM
Actually, if it is not too much work for you, ybbor, everything you mentioned should be considered--number of posts, views, and number of people agreeing. Rather than having a specification of the requirements, however, perhaps you could just bold a certain number of threads with the highest values in those categories (for example, the threads with the top 20% of posts, views, and/or agreements could be bold, in each category).

ybbor
Jun 29, 2004, 05:10 PM
hmm, interseting idea. i will use that model, taking those factors into consideration on what to make bold. now the only question is what the proportion should be. currently i'm thinking 1 bold post for every 6 ideas proposed

ybbor
Jul 15, 2004, 10:58 PM
well, bold has been implamented, i don't want to get any complaints as to why your idea was not boldened (for those curious, i had no real # of boldened posts for every idea proposed, i just went with whatever i felt like, no set ratio)

Trade-peror
Aug 05, 2004, 06:31 PM
Sorry to be bothering you again, ybbor, but I have now posted the 2nd edition of the UET as a separate thread. Could you please include this new thread as well or replace the old UET thread with this new one?

:thanx:

ybbor
Aug 05, 2004, 07:06 PM
done .

DFulcher
Aug 06, 2004, 11:45 AM
The one thing that all Civ games ahve been missing is bridges! I hate when I have 2 landmasses seperated by one square of coast and I have to use a transport or an airport to get units back and forth. There should be some kind of option attached to one of the naval units to make it able to build bridges connecting landmasses that are only 1 or 2 costal squares away from each other.

ybbor
Aug 06, 2004, 05:08 PM
this is not the place to discuss that, make a thread about that

or discuss it here (http://forums.civfanatics.com/showthread.php?p=1858065)

Yaotlatoani
Aug 10, 2004, 06:24 AM
-Military base

Military bases, once researched, train military units using shields and resources from nearby cities. This is sort of like having a slider for shields going to military units. That way the cities themselves concentrate on only on civilian upgrades. While the military bases concentrate on making veterans and military buildings.
With Military bases, a wider variety of military units can be created. Depending on the shields the cities may have and shield-roll-over, maybe 2 or 3 units will be built at a time instead.

Barbarian/tribe:

As for Barbarians, every civ starts out as a plain tribe or barbarian, in other words there are no civs to start with. Playing as a barbarian/tribe you must gain power through local conquest using free of charge barbarian units and making an early scientific advancement. Barbarians can either be allies or enemies. This is similar to Mojotronica idea, posted below, except there are many different types of barbarians or tribes using that 32nd civ spot which is broken down further.

In otherwards, only the stronger tribes and barbarians survive and the remaining either join you, stay as either a barbarian, or become an enemy civ themselves.

Mojotronica's post (http://forums.civfanatics.com/showthread.php?p=1842287)

ybbor
Aug 10, 2004, 08:00 AM
this is not the place to discuss that, make a thread about that

Yaotlatoani
Aug 19, 2004, 06:42 PM
add a 'military base' idea at http://forums.civfanatics.com/showthread.php?t=97275

and a 'barbarian/tribe' idea at http://forums.civfanatics.com/showthread.php?t=97278

EddyG17
Sep 21, 2004, 05:40 PM
Please would you to take a look at this therad[http://forums.civfanatics.com/showthread.php?t=97536 and see if you could added to your list.

ybbor
Sep 21, 2004, 08:13 PM
Please would you to take a look at this therad[http://forums.civfanatics.com/showthread.php?t=97536 and see if you could added to your list.

well, i woud added to my list, but that is gramitcaly impossible ;) but i did add it to my list, i thought i already added it to my list before though :hmm:


on a side note, you guys may have noticed a...decline...in the updates to the first 3 posts, this is because, quite frankly, just about every idea has been brought up, and those that haven't are generally, well stupid (let's customize what kind of pants our infantry wear, the germans could have overalls and the british could have trousers :suicide: ).

menwia
Oct 21, 2004, 03:08 PM
Hi ya ybbor,

Don't know if you're still doing this, but I don't think any one could of missed the following thread:

Worldreligions or Generic-only-Religions

I think this a great source on the topic of Relgion within the Civ. We might even come up with a concensus - which would be amazing but I have a hunch not impossible.

regards,

menwia

Portuguese
Oct 30, 2004, 06:50 AM
Could you please add this thread?
http://forums.civfanatics.com/showthread.php?t=103614

Darth_Pugwash
Jan 31, 2005, 03:19 PM
You should add this: http://forums.civfanatics.com/showthread.php?t=109574

[/shameless plug]

Beorn-eL-Feared
Feb 01, 2005, 01:19 PM
Sorry for off-topicness, but man Shyrramar, I'm a mathematician myself (will get the official title in 8 months or so) and I for sure do think that way now ;) lol

wakiki
Feb 03, 2005, 07:24 AM
Okay, look.

It's a good thing to have one of these threads around, so that redundant topics don't get posted all the time. And you formatted / organized it well, too, with links. You did everything right, except that you overdid it.

When I was reading over this list, I though "Gee, this covers everything. Is there anything taht I am allowed to post about?"

The fact that you included like 70 things not to talk about means that 1) new people are less likely to read over a HUGE list, and 2) you are being way too picky :(

____________________
Here's my personal example:

Here you have linked to a thread about Victory Conditions, and implied that people shouldn't post new victory conditions, unless it's under that thread.

What happened to me was, I glanced over this, was daunted, and didn't see that link until now.

However, now that I've looked at the link, I've realized that my post wouldn't have fit in there any way. It's too long and detailed, and nothing at all related to the things that were talked about in the thread. If everyone posted long and detailed ideas for victory conditions in that thread, then it would get hideously long, and each post wouldhave nothing to do with the ones before it and after it. Which would make it completely unreadable. It would just be a random jumble of things :(

So, if there is a certain victory condition being over-talked about, then you should mention it, but not just link to a general victory conditions thread, saying "Post your victory conditions here, instead of making new threads." After all, contributing a completely new victory condition wouldn't be redundant at all, and deserves its own thread, no?

You should try cutting it down to, say, 10 (15 max)over-discussed topics, with links to the threads like you have them. This would make it more usable and realistic.

ybbor
Feb 03, 2005, 05:22 PM
Okay, look.

It's a good thing to have one of these threads around, so that redundant topics don't get posted all the time. And you formatted / organized it well, too, with links. You did everything right, except that you overdid it.

When I was reading over this list, I though "Gee, this covers everything. Is there anything taht I am allowed to post about?"

The fact that you included like 70 things not to talk about means that 1) new people are less likely to read over a HUGE list, and 2) you are being way too picky :(

____________________
Here's my personal example:

Here you have linked to a thread about Victory Conditions, and implied that people shouldn't post new victory conditions, unless it's under that thread.

What happened to me was, I glanced over this, was daunted, and didn't see that link until now.

However, now that I've looked at the link, I've realized that my post wouldn't have fit in there any way. It's too long and detailed, and nothing at all related to the things that were talked about in the thread. If everyone posted long and detailed ideas for victory conditions in that thread, then it would get hideously long, and each post wouldhave nothing to do with the ones before it and after it. Which would make it completely unreadable. It would just be a random jumble of things :(

So, if there is a certain victory condition being over-talked about, then you should mention it, but not just link to a general victory conditions thread, saying "Post your victory conditions here, instead of making new threads." After all, contributing a completely new victory condition wouldn't be redundant at all, and deserves its own thread, no?

You should try cutting it down to, say, 10 (15 max)over-discussed topics, with links to the threads like you have them. This would make it more usable and realistic.


but if i want to learn about new victory conditions and contribute to the discussion, wouldn't it be easier to look in one place and find what everybody thinks about than have to go to a gazillion threads and go through every idea, having every other thread be a repeat of the prebious one, as opposed to just going to one thread and say i think out of all the ideas presented x y and z are the best?

wakiki
Feb 03, 2005, 09:04 PM
Well, here's (http://forums.civfanatics.com/showthread.php?t=111176) a link to the thread I made on Governmental Victory.here's (http://forums.civfanatics.com/showthread.php?t=92201&page=3&pp=20) the main victory types thread. Do you think what I said would fit there? I don't. If I copy-pasted my post into that thread, it would interrupt what they are talking about, and it seems way too long for a "reply." Now, if, say, 10 people did that, you would have a jumble of ideas, and people discussing some newer ones, while others are giving ideas for different conditions for earlier ones, and the topics that they are discussing aren't related. :crazyeye: Also, it would get 10 pages long, which would make me not want to read it. Especially if I have to determine which victory condition they are talking about.

Wouldn't it be better to seperate this into 10 clear, concise, focused threads about specific victory conditions?

I guess this boils down to a difference of opinion. I would prefer a cluttered forum with more, clearer, and smaller threads, and you would prefer to have a board with fewer, more cluttered, larger threads. And I prefer sifting through threads in a forum, rather than through posts in a thread. :(

I can definitively say that this list won't help new posters. (It didn't help me, and I'm fairly patient.)

Also, I don't see any other threads about victory types on page one of this forum, so I don't think it's over discussed. Back when I posted on the WorldofWar.net forums, Blizzard announced that the beta would be coming soon, and I would see five threads with titles like "When's the beta?" and "Is the beta out yet?" and "OMG I can't wait for beta!" on the first page of the forum! Which is why I think you're being too picky :) Perhaps I'm just used to worse.

It's not really that big of a deal whether you decide to shorten the list. Could you at least group the ++ ones together, at the top? That would be helpful.

yoshi
Feb 14, 2005, 07:13 PM
Some threads for your list.

Seasons in Civ4 (you already have alink on this but there's a bit of discussion here so might as well post it). Call it, 'Climate Changes/Alternate Terrain:'

http://forums.civfanatics.com/showthread.php?p=2557304#post2557304

RTS-Style Resources:

http://forums.civfanatics.com/showthread.php?p=2557241#post2557241

Resource Mechanism Poll:

http://forums.civfanatics.com/showthread.php?t=112109

(Not sure of this last one applies. I would add it only if there's any relevant discussion--you'll probably see it on the first page of the forum's thread list if there is.)

ybbor
Feb 14, 2005, 09:56 PM
http://forums.civfanatics.com/showthread.php?t=88219

Portuguese
Mar 22, 2005, 08:43 PM
Is my time idea in? In which category?

Trade-peror
Mar 25, 2005, 02:20 AM
ybbor, do you think my thread The Fundamental Cause of Civ Micromanagement (http://forums.civfanatics.com/showthread.php?t=108513) would fit into any of your categories? If so, could you please include it?

:thanx:

ybbor
Nov 12, 2005, 04:36 PM
and a big thank you to everyone who made this thread work!

:thanx:

webwiz
Dec 31, 2005, 03:06 AM
The developers expect Civ IV players to have a high spec computer. Why? Civ in all it's forms has appealed more to players who wanted a more cerebral game compared to shoot-em-ups and the like. That's why it has always been a turn based game isn't it? What about us poor Civ-Civ II-Civ III exponents? We always turn off/down as many non-essential features anyway eg battle animations and wonder videos and leader negotiations as they just get in the way of the game. Each successive Civ has seen more emphasis put on fancy graphics when the effort would have been better spent on improving the game engine. I hope that the developers will produce a stripped down version of Civ IV that will play on a low spec machine under Windows 9x. it doesn't need to look too fancy. Otherwise they will lose a lot of sales to long time Civ players who are not prepared to buy a new computer just to play a game. Remember that outside of the US (oh yes, there is such a place) computers are much more expensive, particularly when measured as a proportion of income.

Pitboss
Oct 21, 2006, 08:04 AM
Couldn't you ask a moderator to split of the messages from the 1st posts, so that would in fact strictly remain a list of suggestions sticky, with a separate thread for reactions to that thread ? Otherwhise you'll have your list continue on page x, instead of it being all grouped together.

spongeduckie
Nov 08, 2006, 05:12 PM
Sorry Im new at this and dont know if this is the place to post this but here it goes... I think that workers should have some type of defense whether it be punching, throwing dirt in their face or just run away. And another one that bugs me is did we really build build The Great Wall b4 bridges??

Jvlivs Parvvs
Jul 03, 2007, 12:19 PM
This seems inactive since Nov/06, but anyway, there's a thread on the unreality of artillery here:
http://forums.civfanatics.com/showthread.php?t=191467

raigainousa
Apr 07, 2008, 07:11 PM
http://forums.civfanatics.com/showthread.php?t=270555
I think my article is better for nukes.

raigainousa
Apr 07, 2008, 07:13 PM
http://forums.civfanatics.com/showthread.php?t=270555
For specific article on nukes.