qslack
Chieftain
The other thread regarding the Civ3 Add-on pack evolved into a flamewar. There were several good ideas but it'd be much better if we consolidated them so we can send them off to Firaxis.
So...post your ideas for the MP Add-on!
Here are the ones we have so far:
Ideas
So...post your ideas for the MP Add-on!
Here are the ones we have so far:
Ideas
- Set civ starting points in editor for each civ (so that you could put down an American starting point and the Americans would start there)
- Editor option to add and remove eras, as well as force an era to start at a certain date, independent of how technologically advanced a civ is
- Easy way to see how many cities you have, in one of the advisor screens
- Nuclear submarine bombardment (from a few spaces away, it could fire a torpedo)
- Two types of nuclear subs:
- Allow building of the Explorer unit earlier in the tech tree
- Lower espionage costs
- Change tone of diplomatic messages, i.e. "Gimme 50 gold or else" and "Gimme 50 gold and I'll be your best friend"
- Penalty if republics or democracies capture workers (killing innocent civilians)
- "Please build IMPROVEMENT in CITY" diplomatic option (useful for harbors, etc.)
- Add more effects to the Apollo and Manhattan projects so they are useful even in non-space race or non-diplomatic victory games
- Make Manhattan and Apollo Projects small wonders
- Allow allied units to stay on the same square
- Allow workers to build airbases/airstrips
- Steel strategic resource, allows Steel Mill (one per each iron + coal in the city strategic box) which increases production
- Give colonies a small cultural influence (maybe just one square)
- Naming of map regions on multi-player games (i.e. Northern Peninsula)
- Non-military great leaders (Einstein, Edison, etc.)
- More flexible map generator (so you can tell it "I want 3 continents with 2 people each, with plenty of resources for everyone")
- Let units fortified in cities at least attempt to quell the uprising in a city that will be culture flipped
- "Neutral", "Normal", and "Wartime" mobilization options; Neutral would give culture benefits (etc.), but would prevent any military units from being made
- Editor option to make bombardment lethal in some cases
- Every Civ2 scenario editor option and more
- Get rid of the dropdown menu on the "Sir, CITY has produced IMPROVEMENT. Shall we begin work on ______?"; offer an optional choice to show all possible building projects with radio buttons beside them
- By default, select the most recently-opened scenario in the Load Scenario filebox
- Commerce victory (+5,000 gold per turn, for example, might win you the game)
- Ability to view the trades, treaties, and agreements of a civ through the embassy or espionage
- More civs! (or, the ability to add more civs, with some generic leader heads)
- Creation of canals between bodies of water
- "Force peace treaty" diplomatic agreement, to force one civ into a peace treaty with another civ
- Ability to offer money/techs/luxuries/etc. to another civ even if they refuse to acknowledge your envoy
- Included scenarios
- Finer control of the barbarians; for example, they could have horsemen in ancient times, swordsmen in the middle ages, knights in the industrial age, and they could be cavalry in the modern age
- More modern age offensive units
- More bonus resources and luxuries
- More buildings and houses in the aerial city views
- Editor option to set whether or not the world is round
- Extra unit animations and sounds, natural resource images, etc. for mod makers to use
- More government types
- Choice of who to support if you have a mutual protection pact with two civs at war
- Scenario editor with scripting ("macro") language
- Ability to trade units
- Anti-nuclear treaties (and the ability to see what nuclear weapons a civ has via espionage)
- Nuke planting ability (through the espionage menu)
- More AI-initiated trading with the human player
- Ability to send food surplus between cities (like in Colonization)
- Gain deforestation shield bonus more than once, but without making the time for the forest to grow proportional to the number of workers (so you can't build a forest in 1 turn with 10 workers, for example)
- Numerical option for corruption in each gov type (so we can set it at, say, 0% if we hate corruption) in editor, but purely optional
- More precise science/luxury percentage sliders (not 10% intervals)
- Increase ship movement rates
- Additional zoom levels in both the game and the editor
- Units upgradable to a civ's SU (fighter -> F-15, for example) for that civ
- Foreign advisor should be able to have all 16 civs shown at once
- Enviromental penalties for chopping down forest and jungle
- Don't allow someone to start on a gov-specific city project then change govs and still be building it
- Less chance of huge battle upsets (i.e. spearman wins vs modern armor)
- Group movement
- Choice to unload units from army and/or upgrade units in army
- Ability to set treaties' length in turns (i.e. settable to 40 instead of the normal 20 turns)
- Ability to call off diplomatic deals before they expire if both sides agree
- Changeable time scale in the editor (to make the game from 6000 B.C. to 2300 A.D., or from September 30, 1996 to January 1, 2005)
- Colored world map; instead of just white, cities would reflect their status, i.e. blue for civil disorder, red for starving, white for growing, and yellow for not growing nor starving
- Terraformation of terrain, like plains -> grassland, late in the game