suggestions for expansion pack/changes u wish to make for civ IV

GrandEmperorX3

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In my computer, fool!
Here you can suggest things for expansion pack, or what u want to change for this game.

I don't own the game yet, but i have the strategy guide. I'm going to get it soon or later (im reading some parts of the strategy guide to get some basics).

If sid is releasing the expansion, here are some civilizations he should add:

1) Canadians
2) Australians
3) Tibetans
4) Zulus
5) Portugese
6) Dutch
7) Vikings
8) Babylonians
9) Khmers
10) Polynesians
11) Mayans
12) Iroquois
13) Sioux
14) Koreans
15) Celts
16) Ottomans

I know the civilzatioins in the game currently are American, Arabian, Aztec, Chinese, Egypt, Britain, France, German, Greek, Incan, India, Japan, Malinese (don't know who the carp they are), Mongols, Persian, Roman, Russia, and Spain.

And there are wonders (about 50% i never heard of before, and Mount Rushmore isn't in a city).

BTW, if any1 is a Canadian or aussie, tell me some great prime ministers there.

P.S. i was absent for a VERY long time.
 
Panama Canal

-Increase commerce
-Increase movement?

Workers can build canals to allow land locked cities to build ships and allow ships to move through land locked areas such as inland lakes and such.

v/r

Woe2thyenemy
 
why on earth are we already talking about an expansion pack? the game isnt even 2 months old yet! if they were to be included this soon, then they shoulda just waited.
 
Tibet, Canada, Australia:
Sid never included these civilizations in any of his Civilization games (Tibet is one of the homes of Buddhism other than India).
 
A highly debatable issue but it something I would like. Another thread got me thinking about this.

Having 1 religion oppose another. Or Arch rivalry between religions. Here is an example:

Alphaism rivals Omegaism (Generic religions to prevent irrelevant arguing)

You found Alphaism and get the holy city, also making it your state religion. Any city that Alphaism spreads to will never get Omegaism in it, as Alphaism can not leave it. (Once a religion is in a city you cant flush it out. These rules will still apply)
You neighbor establishes Omegaism as stae government. Now because they are under the rival religion, you get a -8 (Annoyed) with them automatically instead of the usual -4 (that -4 rule still applies to a non-rival-but different-religion as well but the -8 is only from people adopting Omegaism, your rival religion)

Gameplay effect: Since the first city to get either Alphaism or Omegaism blocks spread of the other, you will have to focus attention towards spreading your religion if you want to benefit from it. Utilizing the effects of 'No non-state religion spread' as a benefit over a penalty you will stop Omegaism from blocking the spread of your faith in your own cities. This makes religion a whole new catagory of strategy and IMO implements its effects on real world better too. If you are trying for cultural and diplomatic victory it is not a big problem if you go for free religion soon. That will take away the pesky -8 you may not want because you desire peace, but thats the way war is. You may want peace, but that guy you want peace with may want war.

I would very much love to see religion addressed in a more strategic sense. I am guessing they didn't want to 'scare off' anyone through offensive religion veiws. Now with the release out, they can address it more.

I love these threads. :goodjob:
 
Canada is in the game..its called the American Empire. Since thats all its really part of.:p
Judaism is one of the religions..Israel is not even a significant nation (or would not be without its highly convenient world position) never mind a "civilization".
England IS in Britain is not, there is a difference you know.
I personally would prefer more "cradle" civilizations..bring back Sumerians, Hittites and Babylonians.Possibly Carthage...though I would prefer Phoenicians.

Make the Epic game truly Epic...I have modded it..but its better for it to be official.
Divergent tech tree, its got a good start, but really make the player think about the "guns or butter" choices.

Lastly..fix and optimize the code;)
 
joethreeblah said:
Also for the expansion, maybe they should take out the United States, since it doesnt belong as a civilization!

:mischief:

Yeah they are just a major power in the world. :p
 
I would like the following:

1. A second leader for the current civs that have only one.
2. 6-8 new civs, all with two leaders.
3. A dozen new units.
4. A couple of new leader traits.
5. 3-5 new wonders.
6. 8-10 new & varied unit promotions.
7. Better, more varied Religion implementation.
8. 2-3 new resources.
9. More victory conditions.
10. Movies for all victory types and National wonders.
11. A "refuse to talk to the AI" option. :p
12. Better navies. I'm not going to get into it here.
13. Better random map generation.
14. Fix the nukes!

:D
 
I don't think that we should add any new civs, but rather try to fill in the second leader for civs that don't have one.

Suggested are:

Meiji for Japan
Ismail for Persia
Nasser for Egypt
Harun al-Rashid for Arabia
Pericles for Greece
Octavian for Rome
Franco for Spain
Pachacuti for Inca

Also we should add four more religions:

Zoroastrianism, Legalism, Sikhism, Shinto.
 
More independent revolts and/or rioting within individual cities. The possibility of your Texan province to declare their independence, gain independent control of units produced from their city, and hole up waiting for you to put them down. This could be so problematic that you could be defeated by your own empire because of your mismanagement. Such events could be religious or fueled by other factors.

The above would also tie in with a stronger espionage system. A form of future war would be attempting to fractionalize your opponents' empires. Spies are total weaklings in civ 4.

Stronger, more intelligent use of the diplomatic +/- points with computer civilizations. I need better reasons than "we just don't like you" for a civ's entire roster of techs/resources to be restricted. For example, Tokugawa might as well just be listed as "the prick who won't trade" in the civilopedia.

Less restrictive red highlight diplomacy (tie-in with above added depth).

Chemical weapons.

Diseases, both natural and artificial. Some that spread from animals, some from environments (jungle), etc. Each continent could posess seperate sicknesses. Corresponding anti-disease buildings/units.

Modern age barbarians (terrorists, fundamentalists, etc. whatever) that erupt from disfunctional cities and spread their beliefs like a negative religion, subverting the production of affected cities (they change what is being built, not just impede your projects), tiles, taking stands against specific resources. If such groups spread from your cities to other civilizations, it may have a negative diplomatic effect upon your civilization.

Bring back the advisors because they added personality and humor to the game, as well as something to be modded.

Early civs as mentioned by an above poster.

Zone of Control capability for units, ranged bombard ability ala civ3, ARMIES, ARMIES, ARMIES.

More military control over your nation's rivers. Someone selects amphibious as a promotion for their units and automatically surpasses all your rivers as if they're creeks. We used those ironclads in rivers here in america, and used PT boats heavily during the vietnam war. They are meaningful objects, and greater manipulation of our rivers is desires.

The ability to erect defensives along the borders of our lands. Barbarians just waltz into our territory and don't run into a wall until they get to the city, able to just wander past troops in forts, etc. I suppose this goes back to Zone of Control, but I don't think our borders should remain so soft if we want to build defenses.

Such defenses to be directional if possible. Walls would be soft from the "inside", hard from the "outside". Forts would be strong on all sides, exert ZOC in all directions, sea walls would be defenses only against ships attacking from water squares which may have to be depleted before they can begin destroying our defensive bonus against land units.

The ability for cities to attack enemy ships in their territory. Having Destroyers/Battleships just come along and plug away at my city's defenses without any recourse is pretty weak.

Privateers, Mercenaries, Assassins, etc. Deniable military units to be used against other civs in "peace-time". Ties in with the need for stronger espionage.

Priority control for armies, allowing you to decide on the formation of your march to improve the army's speed, right flank, left flank, rear defense, vanguard, etc. Forming an army unit wth an included set of scouts, spearman, horsemen for the flanks, artillery carried in the center, etc. would have an effect on its performance against different threats from different directions.

Being able to heal your military in foreign territory via supply trains.

Great Generals, a military leader to contrast the engineers, merchants, scientists, prophets, etc. Such leaders might have specific military formations for armies, or might be expended to freely give promotions or upgrades to your nation's troops, perhaps for specific units.

Helicopter cargo units for use in military actions, such as entering and exiting enemy terrain efficiently, lowering your vulnerability to attrition damage from the opponent.

Being able to sap the strength (attrition) of invading units in your territories with buildings/improvements. Weakening them before they ever get to the prize. They might lose 1.0 health per turn in City 14's territory, and 1.3 in City 17's because City 17 has stronger or more specifically useful such buildings against the enemy units.

I don't think the posession of 500 military units should be the only form of prevention to stop invasions. That includes how the AI reacts as well. They should be wary of strong defenses against their possible invasion, and not go to the trouble of declaring war if they consider them too strong.

The ability for rivers to convey pollution downstream, into neighboring tiles. Unclean mining of copper might affect the health of everything downstream of that copper, if it is along a river to begin with.

Regional resource use. Your city might be able to build a pasture and a route to the sheep in its territory, but until certain technological points you wouldn't be able to trade the sheep to distant regions. Likewise the ability to propogate agricultural and livestock resources as needed to be able to trade it in quantities to distant cities, within your own or another civilization's territory.

Having cities develop affinity with resources, being able to develop certain twists. Different breeds of horses or pigs or apples would develop from this, giving you another resource which provides the same function, seperately. And certain units might be meant to be rare, only being able to be developed with a specific twist of a strategetic resource. You might need to have excellently trained horses to develop parade troops, that perform intelligently and obediently for their masters. These would be something like being the first civ to research music getting an artist. If your civilization has been breeding horses for millenia, it ought to have a leg up on their use over the other guy who just got some. India might get their own supply of horses from invading their neighbor, but still request yours because they allow them to build other units or provide additional benefits, such as an extra +1 happiness over the generic horse.

More terrains: swamps, volcanoes, geysers.

The ability to benefit from mountains. Being able to work them in the city view and improve some of them with future workers.

important elevation differences. You might have a cliff seperating plains from a basin. Without certain improvements, it might be impossible to move up the cliff from the basin, you would have to climb a more steady grade to get to that level and be able to walk back to the cliff. even when you are able to move units up the cliff, they might face a river-like movement and attack penalty until further improvements/promotions.

That is all for now.
 
I also think that the strength of a golden age needs to be improved
That enables more uniqu units for a civilisation.

I sugested is in the next forum:
http://forums.civfanatics.com/showthread.php?t=144616

further i also support most of all propositions, exept more religions.
If we get more religions there has to be a possibillity that a religion becomes obsolete it isnot practiced alot (it is no state religion of any country and has only a small amount of temples.
 
I would like to be able to access the citys and building qeues directly from the F1 advisor. It should be nice to order your city by hammers, then right-click on its name (or double-click) and open that city window.

It would save a lot of time.
 
Agraza said:
The above would also tie in with a stronger espionage system. A form of future war would be attempting to fractionalize your opponents' empires. Spies are total weaklings in civ 4.

Chemical weapons.

Ranged bombard ability ala civ3

Being able to heal your military in foreign territory via supply trains.

Great Generals, a military leader to contrast the engineers, merchants, scientists, prophets, etc. Such leaders might have specific military formations for armies, or might be expended to freely give promotions or upgrades to your nation's troops, perhaps for specific units.

More terrains: swamps, volcanoes, geysers.

I agree with those, but alot of the others were IMO either unnecessary due to the abiltiy to counteract the issue ingame as is. Or the idea was something more for a civ 5 rather than a civ 4 expansion.

important elevation differences. You might have a cliff seperating plains from a basin. Without certain improvements, it might be impossible to move up the cliff from the basin, you would have to climb a more steady grade to get to that level and be able to walk back to the cliff. even when you are able to move units up the cliff, they might face a river-like movement and attack penalty until further improvements/promotions.
I like this one too. I was hoping this game would have cool fetures like this being as they went all whoopty doo about making it 3-d. But we are on the same old grid, and cant even do a full rotation of the map. What kind of 2-D 3-D is this? :crazyeye:

Anyways, I also want to add:

1. When leaders ask you to quit trading with so-and-so I would like to talk with my foreign advisor here. - In my last game the Incans asked me to stop trading with Montezuma. I hadn't talked to Montezuma in a while as he was "an undesired ally" as far as I knew. Low and behold I agree, go look at foreign advisors to learn, he had became a more potential ally than the Incans were! :p So needless to say I had to go kiss ass to Montezuma for fouling it up and I am still not sure I fully recovered my reputation with him. Why did they put advisors on here if you cant use them?

2. Can my Gunships please go over Coastal tiles? PLEASE! I dont know how many times I have had to 'walk' my helicopter around a 3 tile lake. I aint asking to cross the ocean but, going over coastal waters sounds reasonable considering IT FLIES. :mad:

3. Flying Transport Unit. Just give us back our paratroopers. :p
 
joethreeblah said:
Also for the expansion, maybe they should take out the United States, since it doesnt belong as a civilization!

:mischief:

The U.S. has nost definitely carved out it's own identity in the world. By creating the constitution and the bill of rights, a new civilization was born. The United States of America is the most influential civilization on the planet today.
 
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