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ybbor

Will not change his avata
Joined
Nov 16, 2003
Messages
5,773
Location
Chicago Suburbs
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+
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_Lurker’s economic plan
Aussie_Lurker’s 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
 
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
better/more hotkeys
better performance/faster
better language compatability
better PBEM
a bug-free game that does what is promised
more unique civs+
more like MOO2
customizable music
more manageable micro-management (try saying that 5 times fast ;) )+
game engine idea thread
space race victory improvements
better GOTM support
rally points/better automated worker management
faster load time
skins
different year calculation
short/long game selection
less realism+
city-to-city food/shield transportation++
better interface management
FPS in battle
more serious consequences
less of a snowball efect in power
multiple combat animations
in-game clock
nomadic age
different music for different civs
undo button
less random [P]RNG
game recorder
simeltaneous moves
unlockables
new civ traits
fortify and wake up button
multiplayer options
higher integers

Bring back (mainly from civ2)(8):
firepower
Poll: cheat mode
public works
senate
Poll:high council
wonder movies
old diplmacy
newspaper+

production/Wonders(16):
building required units
Different Wonder race procedures
carry over production
New wonders thread
alternate wonder types
resource based production
different naval shields system
greatwall requirement change
F1 advisor column on whether production has changed
goods
small wonders through failure
2 build ques
cheaper CI rebuilding
GPT cuilding burrying
new production/shield sytem
faster unit production over time*

Government/government chnage(5):
more governments
more customizable in-game governments++
government fine-tuning++
gradual anarchy recovering
expansive government sliders+

Movement/exploration(9):
ship unloading movement point penalty
canals+
ability to tell where unit going
land bridges
ocean currents
new sea exploration feature
use of roads on occupied squares
subways
stack limits
mass transit functions as movement center

Cities/city improvements/city goveners(12):
multiple improvements per city
cities to have different "charecter"
New tech w/ CI
overpopulation
more important capital city
states++
less, but bigger cities
scripted governers
supermarket used to trade food from city-->city
city improvement with effect radius
improvemnts outside city

colonies(2):
colonies that turn into cities+
colonies with borders and trade connections

Barbarians(3):
barbs become civilized
evolving barbs
new barbarian system



LouLong's general idea threads(5):
unit&unit combat
toad/RR/river system
Terrain
game events
Poll: which new civs

Lists of Ideas(28):
original thread (before this sub-forum was created)
lost
Zurai
soren
Ultraworld
Truckingpete
Zulu
King Aldous XI's complaints
micmc
North king
Manverulin
Nebuchadnezzar
nebuchadnezzar 2
Oda Nobunaga
civ_is_my_life
Jon-Mikko
redhulkz
what we (in theory) agree on
cornmaster
spolyton
dell19
dh_epic
Rhye
Khan Quest
jjkrogs
the homelessguy
eddie_verdde
lockesdonkey- economics
What we want to see in civ4*




Game release/production(6):
Simultanius PC/MAC release
special editon w/ old civs
don't rush it
internet release
CD not required to play
language to language compatibility



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

features
announcement
 
@ 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"?
 
reserved for future use
 
Hi Ybbor! FYI I add one thread - new tech with new CI, about geo-energy, don't know yet if will enlarge or not.
 
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
 
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
 
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:
 
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….
 
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?
 
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...)
 
fixed now
 
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!
 
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.
 
Flak said:
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
 
I have a suggestion on unemployment. It would be nice to have that suggestion under the Economy section on the sticky
 
: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.
 
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.
 
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.)
 
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