A few assorted ideas / feature requests

george585

Warlord
Joined
Nov 25, 2005
Messages
100
Hello!

First of all, a big thank you for such an excellent and in-depth mod! At first I was skeptical, but now have come to really like the whole "paleolithic" period.

I have however some feature requests, ideas, some of which might have been brought up by others, but in case they have not, I will list them any way. Some will be pretty trivial, others will potentially be big.

So, in no particular order:

1. [RELIGION] If possible, and historically appropriate, differentiate ALL religions, so that each provide unique bonuses, at least as far as their holy city shrines go (like for example Statue of Zeus provides 100% war weariness for enemies). It does not need to be limited to holy shrines of course, some may provide temple/monastery level benefits. The game already has quite a lot of those, but some are lacking still: Baha'i, Canaanism, Islam (why for instance its monastery does not give free "Jihad" promotion or something like it), Janism, Mormon, Rodnovera (many thanks for this new addition btw), Sikhism.

2. [DIPLOMACY] Make it possible to end Vassal agreements, kind of similar to how one can end Open Border agreements. First of all, if you are the master, then you should be able to ALWAYS end vassal agreements (i.e. make Vassal free) at most after certain number of turns. That is it does not matter how you got the vassal (capitulation, or protection request), you should have the ability to always say "good bye". On the vassals' side maybe too, as a human player you should have the option to end protection (perhaps with some consequences). Right now, if you are master, it can be very annoying not to be able to do anything about vassal's city or unit that gets in the way...

3. Moderator Action: Incorporate Great Diplomat mod.

4. [OPTION] Make it possible as a game option for all civs to have all 7 base cultures as their Native cultures, or equivalently remove the European/NA/SA/African/Asian/ME/Oceanian prereqs from Culture Wonders, so that any civ can build them porovided they have right tech, resources, tiles.

5. [UI] Make it possible to hide certain items (buildings) from the queue, as if they were obsolete or unconstrictable. For example, it is annoying to always remember NOT to build dirty coal or oil power plants when your city already has power. Likewise for reclamation plants that provide ingots for example - they cost a fortune in maintenance and are not needed if I already have the resource (ingots) that they produce. Additionally have the button/keyboard shortcut to add all items in view to the queue as they appear. Adding items one at a time can be quite time consuming. For example: I filter and get only hammers producing buildings, then add all those that are available to the queue ion the same order as they are presented (usually construction cost).

6. [UI/BUG/WORLDBUILDER] In World Builder when you edit diplomacy and are in the "middle" of the game, when you try to select some of the civs from the drop down to edit their diplomatic stance with others, the whole diplomacy window shrinks and shows no UI. You then have to exit WB, enter WB again, eneter diplomacy editing mode, and select another civ from the menu (i.e. some civs, even though technically present in the game but maybe w/o cities) are unselectable de-facto. Also, you may sometimes select CivA from the menu by clicking on it, but what actually gets selected is CivC (i.e. as if some entires were skipped).

7. [BUG/QUESTION] Don't get what does Blitz promotion do for air units that have missions. It does not seem to function the way it's meant to be.

8. [FIX] Shouldn't the dunes terrain be able to fulfill desert requirement for buildings like cultures and units? After all, dunes AFAIK only appear in deserts.

9. [FEATURE] Ability to not research any tech (even though there are still techs to research). Setting research to 0% does not work, because effectively there may still be lots of beakers being produced. Sometimes this is needed if you do not want to have certain things get obsolete too soon.

10. [FIX] Adam Smith's Trading Company does not show any tooltip when you add it to the build queue. Strangely enough it seems to be the only wonder that does not show its effects in the tooltip.

11. [FIX] Automated workers when issued "Build Infrastructure" seem to always provide bonuses by building forts/bunkers instead of their respective improvements like mines, quarries, plantations, pastures, and farms.

12. [FIX] Build X number of Buildings events, where X is usually >30. That is build 40 colloseums and get this benefit. The number is too big. It should scale with the map size.

13. [CAPTURE] Maybe have the ability to capture great people?

14. [CIVICS] Certain more modern civs seem to be too weak, so more often than not one is usually better of with older civics. Why would I choose Republic or Democracy for example? They provide a slight great person birth rate and culture boost, but also have a lot of negatives like tax rate and war weariness. Considering that cultrue is hardly ever a problem in this mod, and to an extent gp birth rate too, I don's see these as powerfull enough choices. Maybe tweak these, add science boost? This is just one example, same goes for quite a few others... Like Trade is almost always MUCH better than Free Market.

This is just the first batch. I will add other ideas soon when I re-remember them :)

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
15. [RELIGION] Shrines built by great prophets in holy cities do not give visibility into other civs' cities where this religion is present. Why was this removed?

16. [MAPGEN] Ability to reassign starting positions on turn 0 using the SAME map. Similar to regenerate map but instead of regenerating it will simply redistribute players.

17. [FIX/QUESTION] Why does it take 2 base slave specialists to allow for an extra 1 "specialist" slave specialist? Why is there no 1-to-1 correspondence?

18. [DIPLOMACY/AI] Why, if AI civs have only 1 of a particular resource, that resource is not even shown on the diplomacy trade screen? Maybe have even those "rare" resources also tradable, but adjust the value? And in general, have the AI more willing to trade perhaps, i.e. surely it would make sense for AI to give up only a single resource for say 10 techs?

19. [DIPLOAMCY/CULTURES] Ability to trade Base cultures (i.e. European, Asian, etc.)?

20. [UNITS] Stealth units should prevent pillaging of improvements by having a special order/stance making them effectively visible. For example, late in the game, when you have stealth destroyers for example, or fusion destroyers, that are normally invisible, you may want to use them to guard certain water tiles with resources and improvements on them or passages. Right now this is impossible, so perhaps introduce a new unit order/stance that will make it possible.
 
1. [RELIGION] If possible, and historically appropriate, differentiate ALL religions, so that each provide unique bonuses, at least as far as their holy city shrines go (like for example Statue of Zeus provides 100% war weariness for enemies). It does not need to be limited to holy shrines of course, some may provide temple/monastery level benefits. The game already has quite a lot of those, but some are lacking still: Baha'i, Canaanism, Islam (why for instance its monastery does not give free "Jihad" promotion or something like it), Janism, Mormon, Rodnovera (many thanks for this new addition btw), Sikhism.

Each religion is supposed to be different but sometimes people want the religion in before there is chance to figure out the differences. Also we have added new things that would make more sense for existing religions to effect but not gone back and adjusted the religions.

Examples:-
All religions should have an anti-crime element with multiple religions having a conflict in laws.

Egypt Myth is about order so it should be more anti-crime than anything else. Currently it is a little on many things.

Zoroastrianism already has a minor slavery malus.
Mormonism is currently being reworked, with major assistance from a Mormon;).

3. Moderator Action: Incorporate Great Diplomat mod.
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
Moderator Action:

Was included in an earlier version but was removed due to some problems. It is still planned to reincorporate it but with many ideas from the WLBO mod (White Lies, Black Ops)

4. [OPTION] Make it possible as a game option for all civs to have all 7 base cultures as their Native cultures, or equivalently remove the European/NA/SA/African/Asian/ME/Oceanian prereqs from Culture Wonders, so that any civ can build them porovided they have right tech, resources, tiles.

Defeats the purpose of the mod. If you want the other base cultures you need to conquer and keep a city with the other base cultures. Two wonders are supposed to give you other base cultures only one works at this time.

5. [UI] Make it possible to hide certain items (buildings) from the queue, as if they were obsolete or unconstrictable. For example, it is annoying to always remember NOT to build dirty coal or oil power plants when your city already has power. Likewise for reclamation plants that provide ingots for example - they cost a fortune in maintenance and are not needed if I already have the resource (ingots) that they produce. Additionally have the button/keyboard shortcut to add all items in view to the queue as they appear. Adding items one at a time can be quite time consuming. For example: I filter and get only hammers producing buildings, then add all those that are available to the queue ion the same order as they are presented (usually construction cost).

This has been asked for and there is the possibility of making it. It requires Python coding to achieve.

8. [FIX] Shouldn't the dunes terrain be able to fulfill desert requirement for buildings like cultures and units? After all, dunes AFAIK only appear in deserts.

In the game dunes are basically deserts so perhaps they should. Dunes don't only occur in deserts in real life, they can also occur on coasts but are probably too small in area to consider for Civ;)

There is the problem that promotions can only refer to one terrain at this time.

11. [FIX] Automated workers when issued "Build Infrastructure" seem to always provide bonuses by building forts/bunkers instead of their respective improvements like mines, quarries, plantations, pastures, and farms.

Known problem that has so far defeated the programmers. It is caused by the number of improvements we have and the way some of them upgrade. Original improvements that upgrade could not have their upgrades built by workers but C2C now lets the upgrade be built. This seems to have caused confusion in the AI program logic.

12. [FIX] Build X number of Buildings events, where X is usually >30. That is build 40 colloseums and get this benefit. The number is too big. It should scale with the map size.

Already scales by map size and game difficulty. On huge noble I only need 11.

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
15. [RELIGION] Shrines built by great prophets in holy cities do not give visibility into other civs' cities where this religion is present. Why was this removed?

As far as I know nothing has been done to actively change the default behaviour. I always thought that the visibility was only given to the nation with the shrine.

17. [FIX/QUESTION] Why does it take 2 base slave specialists to allow for an extra 1 "specialist" slave specialist? Why is there no 1-to-1 correspondence?

Because there are too many slaves and the AI is not good with happiness/health changes on specialists. They only see the benefit and kill their own cities. Many people have complained about the number.

18. [DIPLOMACY/AI] Why, if AI civs have only 1 of a particular resource, that resource is not even shown on the diplomacy trade screen? Maybe have even those "rare" resources also tradable, but adjust the value? And in general, have the AI more willing to trade perhaps, i.e. surely it would make sense for AI to give up only a single resource for say 10 techs?

Default BtS behaviour as far as I know.

19. [DIPLOAMCY/CULTURES] Ability to trade Base cultures (i.e. European, Asian, etc.)?

Been tried - breaks game.
 
21. [UI/CULTURES] It would be helpful to be able to see somewhere at a glance which cultures have already been built by other civs, so that you do not needlessly try to build them yourself by placing appropriate resources.

22. [RESOURCES] It would be nice if there was a unit or worker's ability to remove/purge certain resources (map bonuses) from the map. Of course, it does not make sense for all resources, but for basically non-ore and non-quarry type resources it should be allowed (i.e. all crops, animals). It can be done viua addition of bRemovable xml tag to map bonus schema.

23. [RESOURCES] Shouldn't gold, oil, and perhaps some other resources be MUCH more valuable, i.e. give at least several times more "coins" or "hammers" with appropriate improvements? Consider that gold+mine = 7c while silver+mine=5c, yet gold is supposed to be way more valuable than silver.

24. Moderator Action: Make all the "Punk" tech like Steampunk optional via a game-option.

25. [CULTURE] Add another level or maybe even 2 levels of culture, i.e. the one after Phenomenal. I often get cities whose culture levels exceeds that by mid game already.

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
Wow! Thanks for such a quick reply!

4. I do agree with you, but then make it less strict. For example, right now it is only possible for you to get another base culture if you conquer a city from a civ with another culture that HAS founded the city ITSELF. This prevents getting a base culture via 2 following reasonable and somewhat common scenarios:

1) Your City is gifted to another CIV with a different base culture -> It stays with another civ for some number of turns -> you take the city back either by conquering it or via diplomacy.

2) CivA City is conquered by CivB. Stays with CivB for some number of turns. CivA and CivB have DIFFERENT base cultures. When you conquer that city (or get it via diplomacy) you only get CivA base culture (i.e. the culture of the civ that has founded the city), and you do not get the culture of CivB that has conquered that city from CivA. Why?

Still maybe in the future make it an option of the game?
 
8. So maybe merge deserts and dunes together and have that as a deserts terrain, and instead make dunes a feature?
 
26. [MAP/IMPROVEMENTS] Right now fort/bunker has the ability to let water units pass through, as if it was water. Not sure if it is intentional. Perhaps this functionality should be split into two improvements: fort and canal, with the later serving the purpose as water gateway?

27. [MAP/IMPROVEMENTS] Not sure if it is possible by the engine. But can a tile host more than one improvement at a time? For example, certainly a fort does not take up the whole "tile" in real world, and thus can coexist with most other tile improvements?

28. [MAP/RIVERS] Let rivers play a bigger role: 1) Allow double movements along them (this perhaps can be done "crudely" by testing if the two adjacent tiles have rivers on them and those are the same rivers. 2) Similarly to the canal improvement, allow naval units pass on land via the rivers? 3) This is really big potentially and difficult to code, but maybe not: have rivers work the CTP and CTP2 way, i.e. being not on the edges of the tiles but in the middle. This would make it easier to implements the 2 items above.
 
As far as I know nothing has been done to actively change the default behaviour. I always thought that the visibility was only given to the nation with the shrine.

Hmmm. Well I usually found most religions, and do build quite a few holy shrines with great prophets, yet I never get any kind of visibility into other civs' cities where the religion that I founded and for which built the holy shrine is present. And there does not seem to be an option for this nor a feature in any of the religion civics, so apparently it does not work atm (using latest SVN build).
 
29. [MAP/VISIBILITY] Make satellites tech more powerful (perhaps with the building of a wonder). Basically it should give you full visibility over the entire map, perhaps after you have built a special wonder like GlobeSat from CTP/CTP2.

30. [WONDER] Egalitarian Act like from CTP2, all cities in all civs holding slaves riot for x number of turns, and perhaps some fraction of the slave specialists in those cities get freed/removed.
 
Originally Posted by george585 View Post
19. [DIPLOAMCY/CULTURES] Ability to trade Base cultures (i.e. European, Asian, etc.)?
Been tried - breaks game.

Really? It is possible to trade normal cultures now. Perhaps you can add special base culture bonuses, and have those act as the enablers for auto-building appropriate base culture buildings? So that AI gives you the bonus, and then with that bonus the base culture is automatically built in your cities?
 
26. [MAP/IMPROVEMENTS] Right now fort/bunker has the ability to let water units pass through, as if it was water. Not sure if it is intentional. Perhaps this functionality should be split into two improvements: fort and canal, with the later serving the purpose as water gateway?

27. [MAP/IMPROVEMENTS] Not sure if it is possible by the engine. But can a tile host more than one improvement at a time? For example, certainly a fort does not take up the whole "tile" in real world, and thus can coexist with most other tile improvements?

28. [MAP/RIVERS] Let rivers play a bigger role: 1) Allow double movements along them (this perhaps can be done "crudely" by testing if the two adjacent tiles have rivers on them and those are the same rivers. 2) Similarly to the canal improvement, allow naval units pass on land via the rivers? 3) This is really big potentially and difficult to code, but maybe not: have rivers work the CTP and CTP2 way, i.e. being not on the edges of the tiles but in the middle. This would make it easier to implements the 2 items above.

Forts act as cities, it is a binary value. Cities allow ships in and so also act as canal. It is a basic of Civ IV. Many mods have attempted to add canals but none have succeeded so far.

Plots can only have one improvement. We tried having multiple terrain features on a plot but it does not work well.

Rivers are not actually there beyond a graphic on the screen, fresh water flag on plots and an boundary. There is one mod that moved rivers into plots but it is not straight forward to use or merge.

Some things are in the exe and we can't change because that code has not been released by its owners who are not the owners of Civ IV.

I can answer some questions but not all. Hopefully some other modders will answer the ones I have missed or expand on those I have partially answered.
 
Some things are in the exe and we can't change because that code has not been released by its owners who are not the owners of Civ IV.

Yeah, that is unfortunate. Though I always though that the exe was basically only a graphics/sound/rendering engine, and that all the game concepts like map, cities, civics, etc. - were all in the dll, the code of which has been made available. I guess some game aspects do reside in the exe itself then.
 
21. [UI/CULTURES] It would be helpful to be able to see somewhere at a glance which cultures have already been built by other civs, so that you do not needlessly try to build them yourself by placing appropriate resources.

In the Cities/Wonders tab under Demographics (the button with the graph symbol). Aren't they sortable?
 
Hmmm. Well I usually found most religions, and do build quite a few holy shrines with great prophets, yet I never get any kind of visibility into other civs' cities where the religion that I founded and for which built the holy shrine is present. And there does not seem to be an option for this nor a feature in any of the religion civics, so apparently it does not work atm (using latest SVN build).

Base BtS behavior changed this from standard CivIV and Warlords. When espionage was introduced they removed the auto-espionage effect from religious holy shrines. I don't see reason to go backwards on this either.
 
15. [RELIGION] Shrines built by great prophets in holy cities do not give visibility into other civs' cities where this religion is present. Why was this removed?

May be wrong, but I am sure that was removed in BTS, when they added the Espionage mechanism.
 
Base BtS behavior changed this from standard CivIV and Warlords. When espionage was introduced they removed the auto-espionage effect from religious holy shrines. I don't see reason to go backwards on this either.

I didn't know that. But still, perhaps there can be an additional benefit to controlling a holy city, especially if it has a holy shrine built. Perhaps espionage bonus (multiplier) for all the cities where holy city's religion is present, proportional to that religion's influence in those cities?
 
In C2C you already do get quite a bit more out of most shrines per city with the religion than you would've on base BtS. To do much more would, imo, cause a lot more programming that would further slow the game and tax the resources and we still have a lot we'd like to do that we may not even find we have room to accomplish as it is.
 
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