ybbor
Will not change his avata
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:
Map/resources (17):
round globe+
better eco-system
naming features/landmarks
cosatal flooding with global warming
Different resource prodcedure+
different resource system+
more resources
resource tastes
scaled map
seasons
center map in beginning
better water system
forest visibility modifification
resource stockpiles+
terrain adaptations
resource substitution
new island system
Tech(10):
seperate tech tree +
different tech trading procedure
tech trading more realistic
Multiple tech choices
useful future techs
common knowledge
privatized research
multiple advances required before something can be built+
no modern age
war research bonus*
Economy(13):
more detailed sliders
Global Economy
privatization/private economy
Poll:new money system
onging GPT after war
Trade-Peror's Unified economic theory
Trade-Peror's Unified economic theory v. II
new money
Aussie_Lurkers economic plan
Aussie_Lurkers new resource system
dept
economic depression/dark ages
Tourism
Civ pressure and general dynamics
Scoring/Endgame(4):
add year finsished to HOF screen
Different scoring syastem
more in-depth game replay
certain scenarios count for score
new victory conditions
Diplomacy/trade(14):
Concessions
better diplomacy+
better trade +
better AI trade+
World market
MPP tile-sharing+
Rep hit warning
globaal negotiations
easier gold trading
peaceful treaty re-negoitaiantion(sp?)
territorial diplomacy+
new spy system
barbarian diplomacy
transnational actors
decreased maual diplomacy*
AI(6):
smarter AI
different AI system
rcoutme's AI improvement plan
AI rivalcy
Different AI bonus scale
DH Epic's 2 types of AI
Golden age(2):
Poll: golden age powers
Different Golden age triggers (this is not under Civ4 ideas)
Editor(13):
better editor+
better editor
Poll: events+
no civ limit+
"memorizing" editor
editor converter
more editor power
different/bigger city view
scripting
forest% slider
retreat flag
pre-placed city names
cutscenes
Military/combat/unit construction.unit support(44):
planet busters
naval aviation
combat modifiers
Medals
prisoners of War
Subs+
enhanced air transport system
fleets/air squadrons
seperate invisible units
battle groups/ improved stacks
suply lines++
suply lines ++
loadable cruise missiles
post-war city possesion
frigates/ASW helos
city combat bonuses/penalties
guerilla warfare
new way of unit values/upgrading
cities retain old defensive bonuses when shrunk by bombardment
special ops
archers only used for bombardment
sieges/WW/national treasury seperation
unit defeaction
retreat tile space
hideable units
new/more nukes+
traps
subs+
military mobilization
more uses for fighters
use for dead AI troops
new army system
simple siege system
3 a/d values
variable unit support
unit workshop
surrendering cities
morale
nuclear leverage
military sub-techs
divirsified upgrades
new fortress use
ZOC modifications
early war border requirement
Everything Else(44):
civil war+++
more unique unique units
more region/culture grouop specifics++
religion+++
evacuation/refugees
Federalism
in-game evolving civ traits
chnaging AI leadership
more civs (disscussion mainly on Serbia)
animals
in-game nation renaming
political leaders
independence at certain level of unrest++
more unique leaders
chnaging leaderheads
random events/disasters
more distinct ages+
first culture building of its kind gets a bonus
slower expansion
disasters+
more great leaders
martial arts
public works/workers compromise
advisor improvement
3 traits
empires
minor civs+
energy
New special abilities
hidden nationality identification
neighboring civ polution
new corruption calculation++
new slave system
integrated storyline
UN ideas+
New espinioage system
regional palaces
harder for units to pass through other antions territory
more dynamic (civ) personalities
translators required to talk
religous power bases
escort feature
king unit ablities
new culture system
expansion impairment
new specialists
culture battles
continued below

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+
better eco-system
naming features/landmarks
cosatal flooding with global warming
Different resource prodcedure+
different resource system+
more resources
resource tastes
scaled map
seasons
center map in beginning
better water system
forest visibility modifification
resource stockpiles+
terrain adaptations
resource substitution
new island system
Tech(10):
seperate tech tree +
different tech trading procedure
tech trading more realistic
Multiple tech choices
useful future techs
common knowledge
privatized research
multiple advances required before something can be built+
no modern age
war research bonus*
Economy(13):
more detailed sliders
Global Economy
privatization/private economy
Poll:new money system
onging GPT after war
Trade-Peror's Unified economic theory
Trade-Peror's Unified economic theory v. II
new money
Aussie_Lurkers economic plan
Aussie_Lurkers new resource system
dept
economic depression/dark ages
Tourism
Civ pressure and general dynamics
Scoring/Endgame(4):
add year finsished to HOF screen
Different scoring syastem
more in-depth game replay
certain scenarios count for score
new victory conditions
Diplomacy/trade(14):
Concessions
better diplomacy+
better trade +
better AI trade+
World market
MPP tile-sharing+
Rep hit warning
globaal negotiations
easier gold trading
peaceful treaty re-negoitaiantion(sp?)
territorial diplomacy+
new spy system
barbarian diplomacy
transnational actors
decreased maual diplomacy*
AI(6):
smarter AI
different AI system
rcoutme's AI improvement plan
AI rivalcy
Different AI bonus scale
DH Epic's 2 types of AI
Golden age(2):
Poll: golden age powers
Different Golden age triggers (this is not under Civ4 ideas)
Editor(13):
better editor+
better editor
Poll: events+
no civ limit+
"memorizing" editor
editor converter
more editor power
different/bigger city view
scripting
forest% slider
retreat flag
pre-placed city names
cutscenes
Military/combat/unit construction.unit support(44):
planet busters
naval aviation
combat modifiers
Medals
prisoners of War
Subs+
enhanced air transport system
fleets/air squadrons
seperate invisible units
battle groups/ improved stacks
suply lines++
suply lines ++
loadable cruise missiles
post-war city possesion
frigates/ASW helos
city combat bonuses/penalties
guerilla warfare
new way of unit values/upgrading
cities retain old defensive bonuses when shrunk by bombardment
special ops
archers only used for bombardment
sieges/WW/national treasury seperation
unit defeaction
retreat tile space
hideable units
new/more nukes+
traps
subs+
military mobilization
more uses for fighters
use for dead AI troops
new army system
simple siege system
3 a/d values
variable unit support
unit workshop
surrendering cities
morale
nuclear leverage
military sub-techs
divirsified upgrades
new fortress use
ZOC modifications
early war border requirement
Everything Else(44):
civil war+++
more unique unique units
more region/culture grouop specifics++
religion+++
evacuation/refugees
Federalism
in-game evolving civ traits
chnaging AI leadership
more civs (disscussion mainly on Serbia)
animals
in-game nation renaming
political leaders
independence at certain level of unrest++
more unique leaders
chnaging leaderheads
random events/disasters
more distinct ages+
first culture building of its kind gets a bonus
slower expansion
disasters+
more great leaders
martial arts
public works/workers compromise
advisor improvement
3 traits
empires
minor civs+
energy
New special abilities
hidden nationality identification
neighboring civ polution
new corruption calculation++
new slave system
integrated storyline
UN ideas+
New espinioage system
regional palaces
harder for units to pass through other antions territory
more dynamic (civ) personalities
translators required to talk
religous power bases
escort feature
king unit ablities
new culture system
expansion impairment
new specialists
culture battles
continued below