Solutions to every ones suggestions by a programmer

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The homelessguy

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1)Actual population. It's easy, simply create a more
broadened idea of "Representaion".
Ok, early in the
game, the player starts off with a small ban of
tribesmen, say a cheif, two wariors and 5 laymen.
You simply move them all to a tile with live stock
points and hit the "Claim" tile.This activates the
ability to develope the land. You then use your
"laymen" to build a simple stone wall.The result is
that you are now domesticating livestock, and
then you build a town center.
This activates two triggers. The player is now a civ and can gather
resources.
TO be more distinct, The layout is a map
of tiles just like all past civ games. Yet in these,
you can zoom in, wether coming in contact with other
national units or to take up certain tasks, and it
becomes real time strategy for a certain amount
of time, given whatever scenario. This gives
the taste of more specific controle as a role playing
feature. And for the terrain itself, you can make
diversities. Like plains A type, B type C type and
such. Far more, all terrain types should hold the
capacity to have more than one trade good.
For instance
Grassland-A has: livestock points 20, Cash crops:15
vegetation:15 natural production:5 as basic tile info
and as for significant goods figure the ideal
cash crops:cotton,tobacco,wine,and sugar.
The live stock points could be cattle,
pig, chicken,sheep and horse for all grassland types.
The vegitation- rice, corn carrots, pottatoes and
tomatoes.
The vegetaion and cash crop types could change
with each class off terrain type.Figure at least
grapes, oats, barly, Wheat, hops, cocoa and alchohol.
These all can play factors in happiness, feeding the
players' civ, luxuries to tax in trade, both global
and domestic and create a new aspect I thought of.
Cultural balance, wich contributes to happiness,
growth and production.


All the players start off with
the advances of fire, hunting, simple stone working
And simple lumber working. With these advances, the
player can build simple "set structures" Like stone
stone walls(to domesticate animals)Town centers
(obviosly one per settlement to store resources),huts
(for people to reside in),Stone-tool shacks( For
making tools, and quicker production of all stone
related construction)
Lumber shacks( For quicker development of all
structures, weapons and tools requiring lumber)
and finaly, weapon shacks(For making stone aged
weapons) All these "set structures serve a point base
purpose. Huts= +growth,
stone and lumbershacks= +production
town centers= +control, +happiness, +growth, +production.
weapon shacks= supply the military.


Now, when you build these structures, the growth and
population is like so. You have a population per say,
my idea behind representation is that of what each
civilian is doing. Each civilian can only handle one
job, and as the pop grows, the player will asign
different workers to gather or build different things,
on different tiles. When in the "world zoom" mode, this
is only represented by one unit. For instance, you
have say 100 workers mining shalestone on a mountain
tile, 215 mining limestone and 40 mining silver.
This
will be represented by 3 different units with a small
simble of each good at the upper left corner, when
you click on whicever one. Whichever mining camp
these goods are going to will also have these simbles
without having to click on the mining camp.Also,
wichever mining camp these workers are sending the
goods to, is where they're currently stationed. This
means the cities need to supply the mining camps with
food, tools and clothing points.(If the player also
supplies mines with luxuries contentment and
production points will be raised.
Far more, dirt paths,
dirt roads, stone roads ect. are needed to connect
resource colonies to the cities. Wichever type of
path is chosen will determine the speed of shipping.
You can also garrison soldiers as guards or to
repress civil dissorder, riot, rebellion, revolt in
colonies. Need I say that, as when you gather
resources out side of city limits, the site becomes a
colony. These colonies, when under the right
circumstances can also spawn population. However,
this is only done when the colony is pampered beyond
rational measure wich is an unusual yet possible luxury.

The next idea behind the whole population representitive
thing, is that, you can pull workers from whatever
job their doing, and make them do something else.
This will be most practice as you don't build people
persay. They just spur under the conditions of
whatever growth factors in any given situation.
This means recruiting soldiers. This is only acomplished
on a mass scale when the player can build barracks
which arrives with the composite lumber working
and military code advance early in the game. In
order to raise an army, you must first equip the people
then either make them fight in a battle, and if they
survive they become accomplished soldiers and gain
experience or battle points and become more effective at
whatever kind of soldier they are.
Or you can build
training academies and train in a variety of combat
types. Training academies arrive with warrior code.
The obvious first types in wich a player can train
during the stone age are spearmen, rock throwers, slingers
and clubmen. You can diversify however, for a more
in depth experience. When a player starts a game, yes
you start off with the basics, however, as a very civilization
method of science can be brought about in a very obvious
yet different face. You can't start off building academies
and universities, yet another option could be asigning
"sholars" to observe the way processes of growth are
brought forth.
A player can choose to asign Shcolars
to sites of building, gathering and fighting, to make
new discoveries. And the more shcolars you asign,
the more points to scientific advancement are gained.
Far more, whatever study a shcolar or group of
shcolars are studying, ofcourse thats what scientific
advance is becoming discovered over whatever
time in terms of the given situation. For example,
A player, in an early game sends 5 shcolars to study
workers making tools in a tool-shack, a possible
advancement could be halfted tools.
This advance
will be needed to get mining. When a player gets
halfted tools, the player can then advance to the
complexities of construction. Complex stone working
complex lumber working, and geometric design.
Also, the player can now make spears. In the begining,
a player starts off with simple lumber working, wich is
a decendant of bonded design needed to build slings
structures of lumber and stone walls. With bonded design,
the tree goes on to halfted tools(with tool making), clay molding,
and the complex forms of stone and lumber working.
After these are reached, the advancements become a bit more
specific. Complex stone working leads to masonry(with
calymolding).
Complex lumber working leads falconry(with
halfted tools), and so on.The main point is the free range
of multi-tasking in research, growth of building and resource
gathering and far more, the ability to trade and barter all
which can be gathered, including people. Now you may catch
my very pattern realated drift on where I'm going with
everything. Now as I was saying, with hafted tools, you can
asign tool workers to make hammers, studs, anvils, axes, shovels
saws, and knives. all made of pure lumber and stone ofcourse, wich gives off
the second lowest grade produtcion.
Another option of miro-
management is to click on a toolshack and either decide exactly
whats needs to be built and how many workers to asign building
whatever weaopons. Or, the player can pick from a list of whatever
can be built at the time given the terms of advancement, and just
let the makers craft as so.
Such as, Mining, lumberjacking, weaponry,
shipbuilding, seige craft, airplane design, and construction.
For example. A hut most likely requires say 500 production points,
50 wood and 100 studs. Workers can't build
at all armed with nothing, so you asign say 5 workers.
Arm each one with a hammer and 10 studs. If there are no lumber
points stored in the town center or any storage holds, then the player
could decide to send say 20 woodcutters armed with axes to gather
lumber. From there, they bring the loads to the town center,
the player clicks on the town center and clicks the "distribute lumber "
button and clicks on wichever lumber shack is closest to the building site.
Then click on the lumber shack and click the "meet demand" button and
click on the site to activate the feeding process.

As the construction becomes more complicated, the
requirments of more tools and more resources will be as grand.
The other idea of mine included types of weopons.
I myself beleive diversity and choice is a good thing,
so I have yet another good example, to enrich
the new experience. Say a player wants to produce
spears for military units. In the begining, the only spears
the player can make are all wooden. Yet when a player
gains halfted tools, that player can also make stone spears.
There are advantages and disadvantages to each kind.
Wooden spears are lighter weight and can be thrown,
and do more peirce damage.
Stone spears are sharper, broader and do more shock damage.
Before metal working has bin reached, a player can make
either type and that can create all kinds of tactical mixing.
I figure it's a good idea to at least be able to make at least
3 different types of whatever military unit given posible
differences.


Anyways, you can get away with much of these broadened
ideas, with using basic representaion. All any idea
could conceive, will be satisfied with the basic tools
of hammer, nail, saw, axe, shovel, knife, anvil, drill, screw,
pick, and chisel. These are all I beleive one could need
to satisfy the plausabilties of representaion, as I have
witnessed far lacking in knowledge in earlier civ games.
Any way, back to the military part. You can supply
civilians with armor and weopons, send them into
battle, and see if they can prove themselves worthy
enouph to stand as a military unit.
Or, when a player
sends shcolars to observe battles, the shcolar will gain
different points of knowledge of combat. For example,
each unit should be able to use a varied tactic.
3 attacking choices, and 3 defending choices.
Agian going back to the abc = 3 routes of execution.
First off, I'd like to tell what the hell I'm even talking about.

Say a player finaly gets halfted tools. Now with the
ability to use axes as opposed to hand axes,
the player can send tree cutters to gather lumber.
As they do so, the tree cutters gain in axe weilding
points. This can be used as a way to make them
axemen soldiers when they reach higher skill
levels. This theme of skill does not have to go
to deep into scope or measure, just a basic
meter to show that players can develope a
diversified military and workforce. This is also
where the use of scholars and educational
structures, play part in, as using them turns
out skilled workers or soldiers quicker.

There are a few side contributers that play part into
the idea of military and warfare. You can create a meter
indicating where the "warrior skill" is at. This indicates
the expeirence level of every soldier and how effective
they are either in the feild or stationed as guards at home
turf. Other elements are rank(soldier, officer, elite, commander)
and armor.
Tapping the idea of construction as what
material points are needed for what structure to what
materials make up the structure confing to strength(hit points)
and propety value, can also be used in military standerds.
What armor is a soldier wearing, like a swordsmen
(helm, chest plate, cuirass, pauldrons, greeves, boots
guantlets, bracers, mail ect.), to what these armors are
made of contribute to additive hit points, moral and influence.
So say a clubmen of a cp enguages a players' spearmen.
And lets say that spearmen is a wooden spearmen.
The player could comand the spearmen to throw the
spear at the oncoming clubmen and draw an axe or a knife,
as multi supplying is a must, to a limit obviously. If the spearmen
is well trained in speartossing as an A-type attack, the damge
undoubtedly will be greater, and even more so, if the clubmens'
warrior skill is not that high.

This is where memory and
diskspace room will be used the most. Still I think small
detailed factors like these will indeffinately cause people
to want to play the game all the more. These kind of "extras"
make people want to work to get computers to operate
good enough to run the game as smoothly as possible just
to be able to experience the the fukken aw inspiring
feeling of realy commanding a virtual nation and army with
such detail in choice.
I guarentee that one as a fact,
as I myself know the pains of having a mediocre computer
that is barely capable of running a good game, and then
upgrading and feeling for the first time, the complete
satisfaction of comanding a virtual world with new
and neverending desire for more. Thats just what I
beleive anyway. With that said, getting back to the
battle scenario, if the clubmens total skill is lesser,
the greater the damage from the toss may be.
And just now as I was writing that, I just realized
another great idea, for each attack class ranging
from one unit type to another, mixed or the same,
there also can be different defensive maneuvers
for each class of attack.
This can add real
mindnumbing visual aspects to the game,
at yet all the more cost of more developement work
and disk space. However, the spearmen, can draw
an axe, meet the clubmen. If the spearmen
is also skilled with an axe, then obviously
the better he will turn out.
So let's say, just for
example, that the now axemen takes a chop
at the clubmen. If the clubmens warrior skil is
high enough, he might block or dodge it.
If not, he might either take more damge,
or plain fall down as the axemen finishes him.
If the clubmen still fights, he is at an attack
advantage, yet a defensive disadvantage.
The clubmen is the most powerful unit until
metal working is discovered, as no weapon
kix as much ass as the club. Any way, all
battling matters are determined by the basic
and obvious pricibles of skill, weapon,
armor, influence and morale.
 
Ok, strait off the bat,
Time to lay down the connections that are highly posible, obvious in the aparent sights of profitable and I, myself think will please the main majority who have conjured thoughts and ideas of how to improve their ongoing civ experiences. People have bin talking about the little "abstracts" that made each game unique from one another.

So let's think for a minute, you all want the basics, the little extras that seemed to make sence at a certain time rushing in the whole aura of "Yeah, now this is a game." It's obvious. The whole thing must be taken' back to formula. For example. The civ name followed the obvious and forseeable path of dominance and glory. Others spawned off from these ideas and created competition.
This competition pushed others, developer and player alike to rethink all the posiblities on how to mimc life as a virtual world. Wich in essence and reality thats what the origin of the whole matter and game is. Well then shut up and read these ideas. It's time for this title and the workers who create it to take back the leading posseion, the invention, yes the very product as I have come to hate the word still, this is definatle a highly intelligent exeption. The whole idea of representation is what lead the rise to the first game, debuing the franchise. These paths of representation have indeed become obsolete as technology has risen to higher capablilities open to the public for exploit. Well no <deleted>, now it is time to relive the re-construction all over again. There are numerous new paths open to the idea of representing the aspects of life.


For starters, Population. I have an idea, that i beleive can staisfy the broadened demands and expectations of most of the players. In the begining, you start of as a tribal band of say one cheifton(the leader),2 warriors, and 2 people units(representing say 5 pop. each). I beleive a great improvement, will be that citizens not cities will represent the population force. As I promote the idea of actual population, this will create a wider range of actions and outcomes that can unfold in the game. So say you have one citizen unit representing 50 pop building a tool shack, another 20 pop gathering lumber in the til the city was built, and 40 others building a stone shack. 3 settler units will be shown on the world zoom showing the catagories of current occupation, and far more, say you have another 20 irrigating a portion of the land to build farming area, again within the tile radius.




With all these people, armed with an array of different tools say, pitchforks, axes and hammers. Anemy nations will not stand a chance sending in a mere 1or 2 soldiers. This very aspect is what can greatly decifer realistic role play and military ability. Unless of course these units happen to be machine gunners or tanks. Which encompases a new idea of the military aspect of the game. Instead of just basic points for set units, when the right technologies are researched, that means more and varied war goods you can make. And there can be a profile classing of A,B, and C types of bombers, tanks, swords, spears, machine guns, small arms, and you can multiequip and provision ur army. This narrows the realistic mean that, an army is as effective as A) the warrior levels of whatever type of unit they are(can be multiskilled in weapons use), B)THERE WEAPONS ARMOR AND EQUPIMENT(adding to attack strength, hit points and movement costs, and C)Entrenching, fort construction and foxholes, rabbit nests, and such.


To start the game off is a varied path of execution based on the players desire. You can either, move your tribe to a grassland tile with livestock points, click on the cheifton, hit the "claim tile" button and pouf, thats ur new territory. However, that does not mean you started being a civ. No, now you have to build stone walls to begin domestication, and build a town center to do so. LET ME EXPLAIN THIS SCENARIO FURTHER. Each tile should definately have multiple exploits to represent the duh no terrain usage by humans. It's actually quite simple. The programmers just have to create tile info as done in all past games. Say you can have 3 different types of each terrain. TYPE A, B, AND C.

Say type-A grassland has, livestock: 20, vegetation:15, cash crops:35 and natural production:10.This means, that per turn, you can generate these amount of points. Far more, the vegetaion and and cash crops per each class of terrain type could be different as well, there can be multiples of each value trade. For instance, the goods on plains tile can be livestock of Type-A grassland: cattle, sheep, chicken, pig, and horse. Type-B grassland: Buffulo, mule and goat. Type-C tiger, fox, dog and deer. The cash crops could be, Type-A: Tobacco, wine and cocoa. Type-B: Cotton, Saltpeter, and coffee. Type-C: Hops and fertile soil. The vegetation, Type-A: Corn, Tommatoes and potatoes. Type-B: Carrots, Turnips and lettuce. Type-C: Green beans, cranberries and grapes. On plains, the livestock could be, Type-A: Mule, buffulo and deer. Type-B: Horse, rabbit and cat. Type-C: cattle, fox and goat. The vegetation, Type-A: Wheat, barly and oats. Type-B: Hops, molasas, and rice. Type-B: Sugar, oats, barly and mushrooms. Type-C: Cinnimin, garlic, and onions. The trades, Type-A: Rare spices, elephant, and lion. Type-B: Warthog, leopard and girraff. Type-C: Honeydew, antolope, and parrot.

There are various trade good, livestock and vegetation "types" that can be placed on different tiles, like lumber, rubber and medicinal herbs from rain forrests, bear, sinew, oak, maple, beaver, plastic, dies, and paper from forrests, to alligator, frog, tulip tree, and sulfer in the swamps and bamboo, panda, jabe and ivory in the jungles. Just to create a wide taste of cultural value and the ability to broadened prosperity, influence and diverse discovery and controle. Another great example is mountains. Say, Type-A: Produce: Formica, shale, flint, and limestone. Type-B: Granit, marble, mica, and quartz. Type-C: Sulfer, coal. malachite and obsidian. The precious trades, Type-A: Gold, silver, ebony and tin. Type-B: Ruby, diamond, saphire and emerald. Type-B: Iron, copper, zinc and phospherus. Type-C: lead, mercury and uranium. And ofcourse, all that can be gatherd, can be traded or barterd, including humans, plain or as slaves.

So any way getting back to the start off scenario. You claim a tile, build a town center, and stone walls to domesticate fresh livestock. Once these processes are fulfilled, you are now considerd a civ. Everyone starts off with the basic knowledge of fire, hunting, bonded materials, domestication, and tool making.

To explain, this means, in order, Fire(the use of heating or burning exploits), hunting(to be able to capture livestock, as you can either store them for food and simple labor purposes [click on a town center or storage facility holding mules, and click distribute to mine for increased production]) This represents mans' use of animals power to gain better fulfillment of a variety of jobs(mules and horses for farms, horses, elepahants and camels for cavalry and horsemen, lions, bears and girraffs for theatrical amusement). Bonded materials(this is the simple form of using whatever early means to combine materials as one object using different forces[gravity, cintrithical force ect.]). Domestication(the harvesting of livestock as a budgeted and reliable food source). Tool making(the prehistoric form of carving simple hand tools to use). In logic, these advances graduate as so, bonded materials leads to hafted tools.

This leads to simple stone, and lumber working, these in turn go to complex stone, and lumber working. Then, complex lumber working goes to falcorny. Simple stone working goes to sone sewing, mudblock(with claymolding), masonry, and concrete. Bonded materials also leads to claymolding which leads to researching both mudblock and pottery. When you get claymolding, you can make claymolding shacks. These are a way to make different trade goods and products(= +commerce), and can be used to supply construction sites as you can build your structures from a variety of materials contributing to strength(hit points), culture(= effects happiness and production), and value(= effects commerce). After complex stone working is reached, this leads to construction and metal working.

Domestication leads to agriculture and simple stone and woodworking also leads to mining. And for those of u who don't like the broadened science aspect for some stupid ass reason, then maybe the developers can create a taloring effect at the begining set up before you begin playing. This can filrter the Owner base value of advances into a lump sum of their generic routes to satisfy a much larger customer ratio. It all makes plenty sense if you think it through and c how the thing, meshes into one. Oh, and now you may want to know the depths of gains and acheivments of advaning. Well, like I said, the whole thing goes back to formula for a different face. When you build the town center and stone walls, Your citezens will begin to multiply in represented strength, and where structures are icons of plush growth(the town center early in the game) new citezens units will appear.

To be more discrete, I insist that the new civ tap the ideas from games like rc tycoon, the sims, sim city, age of empires, empire earth, rise of nations and empires dawn of the modern world. The last two I did not play, yet studied upon web sites articles and reading the game boxes off store shelves. The whole idea of turn based and real time strategy combined is a very possible strategy that gives emmence control over basic situations. Well in one of those, you play a turn based model, then when you come in contact with another civ, it becomes real time strategy. Exactly how do they execute this, I do not know, but the idea I have, I beleive goes well beyond those boarders and is much more refined to the state.

Say you just want to check up on a tile where you have units stationed, well given the scenario of many situations, it can become real time for a certain amount of time, using a "TILE ZOOM" button. Nearly no different then the emphasis of turn based execution, yet you could see how it can make a strategy game all the more potent. Anyways, you can build up your settlements with hut(houses for the population = +growth), Tool shacks(to supply workers = +production),there are two production type shacks you could build. Stone shacks to increase stone working oriented production, and lumber shacks for the same affect in accordance to lumber production. When you reach hafted tools, there are more available to you, yet even more so, the production caused by the use of new tools is increased. At first b4 hafted tools, you can make, hand hammers, hand axes, stone anvils, hand saws and hand shovels, When you get hafted tools, you can make studs, picks and knives. Weapon shacks(to supply soldiers = +influence),When you reach hafted tools, your tool makers could then produce studs and picks, and all the tools will become much more handy with the additive of a bonded handle.



As you advance further and get metal working and agriculture, you can build things like grainaries(= +food and growth), And barns(= +food), and your tool makers can produce things like syths, pitchforks and plows(+ food production). This ads a widescope depth of realty and taste to a strategy game as it also creates scenario and boundry. Now, about metal working and advancing. No, at first you can;t just build academies and universities, yet, I beleive to be a kool idea, if you coud rather start off asigning workers, soldiers, and scholars. Scholars can be sent to sites of construction, resource gathering and battle for advancement. Much like making more of your population scientist in ur cities in past civ games, this taps the same idea, just on a more broadened basis.

This alows the chance to multitask and realistically mimic mankinds path of scientifc study throughout life. And far more, when you can build academies and other educational institutions, the knowledge you already have can be taught to others to create a diversified workforce or to train scientists. So in short the idea is to be able to asign your citizens to fulfill an array of jobs wether being for science(shcolars),food, production, happiness, commerce, trade and resource gathering(laborers), and protection, exploration and conquest(soldiers). Then you can study advances wich allow new abilities for your people, then entrust or store these little point gainers into the right and logical feilds for growth.

This makes warfare and seige un imaginably more detailed, as if you can make so much, you can lose so much as if only the required amount of destruction can be summoned by another. This basically means, in order to wipe out other civs, total construction is an option, yet not a requisit. Another idea that I have about science, routed from my view of matal advancement. I think it to be a good idea, that when you send scholars to observe workers mining a certain metal, those points over a time build and then you reah wutever level of research in that specific metal. The same goes for asigning scholars to study metals being worked into products in forgeries. It is basically like past civ games. You just send scholars to the sites or forgeries, click on what in reach advancement u want to discover and a box will pop up not only how long it will take, yet how many more points are required to research it.
Then you can view the "feild meter" on all your schloars to c wich ones you could send in their to make the discovery quicker. All buildings, acording to size(wich can be customizable), will determine how many people can occupy that structure. Stressing the most important aspect of life, nothing is free, penelties make a more refining game, pushing players to think alittle more as it is a STRATEGY GAME. Yet when you've come so far, created such an ass whiping empire, all you have to do is take minute, a quick break and just look at what you've summoned.

And get that familiar feeling I know I familiar with and say, i'm kicken' serious ass. Anyways. It gets better. Ok well this is one long entry, and i'm sure everyone who even bothered to read this is thouroly board to. So n e one interested in n e more of my ideas, just mail to stoopedo@aol.com and leave a subject title indicating this entry.
 
First off, u start as a small band, a cheifton, some warriors and some settlers representing more than one pop. sooner or latter, ur cheifton can be caught or killed or whatever the <deleted>, and u can click on the capitol town center to vote in or force in (depending on government) whoevers
skill and influence serving the office from advisors to shcolars generals and people skilled in polotics to claim rulership.

It's all up to ur desired affect. and you can either choose a nationally appealing name in whatever order(more than once with the roman numeral added to create a dynasty affect), from a list that the programmers could supply, or just not give a flyong <deleted> and enter ur own names to satsify a more broadened player ratio, to create a diversive, history of leadership. Governments inturn are like wonders and structures(they create an additional bonus value point basis) along with does and don'ts can and can't methods of execution pertaining to nationall and global affairs. All the governments can generate point values pertaining to, growth, production reliance, influence= effects all attributes, economic strength, economic freedom, science, loyalty and martial law focus.
Yet obviously under say tyranny, the people are pretty free ranged in persuit of whatever, yet the organization for growth advancement, production and other such confining attributes is just fukken bloody awful. Under monarchy, the influencial strength and military is much greater, as the loyalty can be shifted(more depending on actual play then govenment points, though they do have a significant effect ratio, under theocracy, the influence over people including visitors from other nations plays a strong role in powerful leadership through spindoctering and <deleted> propaganda, under communism, the ecconomic freeddom is unreal, nonexistant, where loyalty and production are high based on influence not freedom from rulers consent. under democracy, crime is extreme do to the daily <deleted> covers and scams by both <deleted> up crime factions and syndicates connected and befoed. Under fundamentalism, again a government of influence.
To make it short and to the point. I will chart out a rational and logical veiw for n e 1 willing and interested to survey my suggestions.
LISTED AS MAJOR REPRESENTATIONS!
Upon veiwing the chart below, u will notice that I left a few famous civ gov. types. Corporate republic and ecotopia. These are all factionist and extremist type governments and you have the option to create them as u see fit under a few different government type.


First in order to enact these type, you need to discover specific advances, and build certain structures to enable the reality and influence neede to enact them. To explain, Corporate republic(need to discover trade, corporation and telecommunications. U can enact this modificated gov. type under republic or fundamentlism. Under republic, this will boost ur "G" +1, "ES"+3 and "EF"+3) Under fundamentlaism, it will increase ur "ES"+2, "EF"+2, "EC"-1, and ur influence will increase.
The idea is that, republics are subtle and methodical, this will increase ur commerce from trade and national gain from more freedom rather than impulsive herecy and acts of extreminism, like rallies, riots, demonstrations that get old after a while and even more intence means(suicide strikes, assination), from a fundamentalist gov. And no, u can't carry out these actions, although it would create a truely unmatchable game, but the diskspace and speed required to create and make the game would also be extreme. Any way other republic types could be, federal republics and union republics.
Federal republics are geared towards control, security and secrecy raising, "MLF", "NL" and "M". As Union republics are geared towards science and production, raising "P" and "S", and lowering "EC", from pollution tolerance and offspawning. Last, the basic idea of the difference between republics and extremist govs. are the approach of method and logic over impulse and dictation. Though it does create stronger control from loyalty and martial law from influence. Caution, read carefully, i'm sorry the layout is not more clear, the <deleted> up room provided by this page did not match that of the note pad in wich I had originally wrote this letter. When I pasted it, i nearly had to redo it. So just count from the first number u see to match up with what atrribute.

production=P, economic strength=ES, economic freedom=EF, Growth=G, influence=I, military=M, ecological care=EC, martial law focus=MLF, citizen rights freedoms and liberties=CR science=S, national loyalty=NL. 1(anarchy), 2(awful), 3(very bad), 4(bad), 5(average), 6(good), 7(very good), 8(exellent), 9(superior).
G ES EF P MLF NL M EC S CR

Tyranny:2 3 4 4 3 3 6 2 2 1
Despotism:3 3 4 4 3 4 5 2 2 2
Fuedalism:5 6 6 6 3 4 4 4 4 3
Monarchy:4 5 4 5 7 6 7 2 5 5
Theocracy:3 7 3 6 6 2 5 1 2 4
Republic:5 6 6 4 4 5 4 2 5 6
Fundamentalism:3,4,3 7 7 7 6 1 3 2
Socialism:7 4 3 5 4 5 6 3 4 5
Communism:7 2 2 6 8 8 8 2 3 3
Fascism: 4 3 2 6 9 7 9 1 6 3
Democracy:6 7 8 7 5 5 5 6 6 8
Technocracy:8,6 6 7 5 6 6 5 9 7
Virtual Democracy:8,7,7,8 7 5 2 3 4 9
 
No offense, but it is physically impossible for me to read that. Could you break it apart into paragraphs and sections and sort of outline it like they do in those online encyclopedias?
 
The homelessguy said:
I insist that the new civ tap the ideas from games like rc tycoon, the sims, sim city, age of empires, empire earth, rise of nations and empires dawn of the modern world.

Well, we've come full circle, haven't we? Wasn't Civilization I the game that gave birth to all the so called 'RTS' games? There's already a topic that addresses the idea of making Civ 4 Turnless and I think the overwhelming majority are against the notion.

It's obvious you put a great deal of thought into your suggestions and I do like the idea of a given square having varying ratings for different use. One generic 'plains' and two 'grasslands' just aren't enough, I'm with you on that. I also like using citizens for different tasks possibly, that reminds me a lot of Sid Meier's Colonization. But the rest seems like excessive micromanagement. I wish that Civ Were more epic, sometimes it feels way too streamlined, which is why I usually play with the DYP mod, but the sort of focus you're suggesting would probably make a game that took over a month to play.. just to get to the middle ages!:eek:


-Elgalad
 
well thank you, ur the first person to actually give me a real reply based on my ideas. However, the thing about turnless, u did not read carefully, I admit it may be straining. But, the game idea I had is not turnless at all. Turn makes the game go on, yet you can use real time strategy during turns to more effectively control more aspects of ur game. And as for the time consumtion, most of that can be tailored to desired affects. My ideas run on direction rather than set mangement. The advantage in having real population is that the people go to work for you. And fromthis u can progress very rapidly through the game. The game idea is based on triggers and paths that can be set by ur choosing. Accumulating things like population, food, goods and all that can be a detailed process yes, yet it can happen very fast depending on how u choose to play the game.
 
While I think that your ideas are innovative and very very well thought out, i doubt the makers of Civ will utilize the features your talking about, it would change the overall feel of the entire series, and as you can see a lot of fanatics around here are diehard about keeping the game as far away from RTS as possible.
 
This sounds great ( Yes, I read your posts)
But something should be done so we don't run out of wood by 1200 CE.
One of the probles of AGE of Emp. is that wood was spent away far to quickly, so maybe if you stoped cutting wood from an are for x time then the reasource (wood and game) would start to increase.
Ex.
If i send 50 lumberjacks to gather wood and always keep them in the same place, the forest could disapear, as well as the game in the area (they have to eat too). But if after x turns i swicth them from forest to forest the previously cut down forest could regrow and the game increase.
 
YEs, exactly and part of cultural advances gi way to use tile improvement methods of replenishing areas and refining consumption. Thats is wut I had in mind, yet b4 I disclose everything, I leave some things blank 4 a reason to c if the topic comes up from others observations and suggestions.
 
Moderator Action: The forum rules are quite explicit about language. I just spent half an hour trying to clean up two of your posts. If you insist on posting that kind of trash, you will find your privileges suspended.
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
ok thats great, i've gotten that kinda deleted commanding from so called masters of other site, so I know the whole jist. I don't spend my time worrying about stupid rules limiting ones path of speach. Y not instead invest time in actual looking past the deleted "TRASH" and see what lies beneeth. Theres a free tip. N e ways, it seems like every 1 likes to deleted and suggest yet do to other stupid rules everyone blindly limits the options to so called herital roots. Well when you all want a game that answers such a wide range of desires, and I beleive still keeps the qualities of it's roots, then maybe I will post for other games that will not confine themselves with boarders blocking such high qualities from practical and reasonable improvements. So EAT deleted
PS> After reading the history of this site, being as it moved several times from it's "RICH FOUNDING", it seems you were able to overlook change from improvement to that, yet not 4 a deleted game? R u as pathetic and deleted as u come off?

Moderator Action: Have a nice vacation from posting....
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
I 100% agree.
 
The homelessguy said:
Y not instead invest time in actual looking past the deleted "TRASH" and see what lies beneeth.

Wouldn't it be simpler for everyone (yourself included) if you just made posts that didn't have trash that needed to be looked beneath?
 
thought it was kinda of cool that padma kept those posts, even the ones with deleted spots. shows sound thought without getting bent outta shape while letting us others read these strange posts/comments. On a simpler note, the Hittites are good civ.
 
YARRRRRRRRRRRR! and a fairly hohoho yoho!
NOw this lad may be onto some gold says I. Though must've bin sinken for some yourself says I. And what is your plan about putten all this together says I.
 
If someone doesn't care enough about his own post to use proper English for clear communication, why should I care enough about it to slog through it?

- Sirian
 
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