Creation XP Wishlist Poll

zulu9812

The Newbie Nightmare
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Here you can vote for the top 10 creation & customization wishlist you'd like to be submitted to Firaxis. Simply pick 10 from the list and post it in this thread. Probably the easiest way is if you quote this post and edit out all the option you're not voting for.

Note: please use this thread only to vote. There is already a discussion thread here

Thanks to Kal-El for sorting the list.

Will Be:

This is what we think is going to be in the new XP, as announced by Firaxis, however we don't the extent of that.

1. Forced diplomacy, with the option of at start of scenario only, or all way through game

2. AI triggers


Will Not Be:

Supposedly, this is stuff that will never be added to Civ3. Don't really care - I still want to add eras

3. The ability to add eras.

4. Be able to spilt your territory into regions. A good way would be to simply select one city, the city(/ies) closest to it and say they make up a new region. A box pops up asking for the region name. Simple.

5. The ability to add new culture groups.


Units:
6. AI properly using units with less than all the worker actions selected.

7. AI knowing when to Upgrade and Rejoin units

8. The AI should stop patrolling. The number of times I've seen AI units moving back and forwards to and from the same tiles...it's ridiculous and causes a huge drain on system resources.

9. The ability to set whether or not a transport unit can itself be loaded onto other transports (like helicopters onto carriers). I imagine you'd need 2 load flags, then.

10. A box, similar to the Ignore Move Cost box, which would give a combat bonus to the unit when fighting to or from that terrain.

11. Ground units should be able to use air missions w/o doing weird things like flak units flying through the air on intercept missions. Although, I think this probably involves a change to the format of the INI file, with dedicated lines for intercept, recon, etc.

12. Be able to set whether or not a specific fast unit will retreat on a percentage chance, or will always retreat.

13. Make the movement cost change unit to unit. 0 meaning : the unit cannot enter this kind of terrain (-> add a list of terrain in the unit tab, where you can select the cost). To allow us to mod faster, the terrain will have a default cost, and new unit will use it, except if specifically changed. Of course, some units must have the possibility to go in land and water (to make real helicopters).

14. Introduce the notion of "unit class" (for instance Infantry, Cavalry, Armor, Air, Naval, Sub). Each units belongs to one of this class, and has bonuses against other class. exemple : Pikes have a bonus against the Cavalry class (but not the armor class!), Aegis Cruiser have a bonus against Air class, Destroyer against the Sub class, AT gun against Armor and MG against Infantry, etc.... The bonus could be attack and/or defense.

15. Make the sentry function work if the fortify is disabled.

16. Variable unit upkeep costs, on a unit-by-unit basis

17. Allow Government specific units

18. An 'obsolete' flag for units

19. Allow Improvement prerequisites for units. You need a shipyard to build ships!

20. Make the efficiency at military police (to reduce rebellion, or prevent disorder) unit specific, so Special Forces may have a bonus for instance.

21. Add a new flag "affect units only" for unit, so we can make for instance chemical weapons that damage units / population, but not the building.

22. Add a Naval Task Force that would work as armies, but for fleet.

23. Add a flag "can bombard land" and "can bombard sea". So submarine can try to use their torpedo against naval transports, but cannot use it against troops on the shore. Even better, make two row : bombard strength, ROF and range against land unit / against sea unit. This way, we could have aircraft specifically designed to attack ships, other for ground attack. While they are at it, they could even make the bombard change with the class (bombard against infantry, cavalry, armor, naval, sub).

24. Add a flag to make aircraft loadable on carrier without the need to use to many tricks

25. Add a flag to tell if a unit can capture a city or not

26. Add a flag for unit, so it could appear "automatically" it the city is capture (good old guerilla resistors of CivIII)

27. Add a flag and field to limit and set the number of tiles a land unit can move from a friendly city -- and have an improvement flag which then eliminates the limit.

28. Make fast units able to retreat from slower fast units. For example, Cavalry with movement of 4 could retreat from Knights with movement of 3

29. A "Can retreat flag", because speed is not the only thing that should allow a unit to withdraw from combat, Think of submarines, if they could retreat, they might actualy be worth building. This would also be good for Reconisance units or special forces.

30. Give ships the potential for the retreat ability

31. Allow marines to attack other ships, and capture prizes - just like real maritime warfare!


Editor
32. The diplomacy text should be restructured so that it isn't reliant on knowing how many civs there are. That way you wouldn't need to mess about with that horrible string text when you add a new civ.

33. The units tab of the editor should have sections for inputting pedia text and pathnames for pedia icons, but being able to do so in plain English w/o worrying about stuff like PRTO, # or ^. In fact, that should probably go for all the tabs. If that takes up too much space, then a button with a pop-up asking you to type the stuff in.

34. Being able to move units, techs, buildings, etc. up and down the list would be handy since that affects it's position on the in-game build list.

35. Give modding control over movement bonus on railroads.

36. Add inside the editor the possibility to copy a unit or a building or a government, keeping all its attributes, so we can easily make improved version without to make everything by hand.

37. In the editor, sort the dropdown list , so we can easily find the prerequisite! (In my mod with 300 techs, it starts to be quite boring to do this).



Worker Jobs:
38. For terrain improvement, add a flag to state if they consume the worker or not.

39. Put back the second level of irrigation (and perhaps introduce a second level of mine as well), to give workers something to do in the end of the game.


Governments:
40. Add some efficiency rating for the government (science / happiness / Trade, etc) that could affect the speed at which buildings (that are commercial, religious) are created, or the production of science, gold and shields, etc.

Improvements:
41. Make building upgradable, for a cost that would be smaller to the regular cost. Still with my shipyard idea : Ancient shipyard can be used to create galleys. To make battleship you need a modern shipyard. In a new city, you can directly create the modern shipyard, or you can upgrade the ancient one for a lower cost. Also, ancient shipyard are removed from the build queue once modern shipyard are available.

42. Allow obsolete improvements and small wonders

43. Open up all possible features for improvements, wonders, and minor wonders -- so that, e.g., improvements might expire, and a minor wonder can place an improvement in every city.

44. Improvements/wonders flags and options:

- "Increases food in land" +1 food in all land tiles already producing food.
- "Increases corruption" Self-explainatory
- "Succeptible to propaganda" Self-explainatory
- "Increases war-weariness"
- "Replaces all improvements with this flag checked #2" A one or two more of this flag, please. There's more things than just power plants that could benefit from this flag.
- "Elite ground units" Self-explainatory
- Negative production. Ability to set improvement or wonder to reduce production.

Miscellaneous:
45. The ability to choose which tile improvements and city improvements have era-specific graphics.

46. Civ-specific advisors.

47. The game engine should automatically draw the lines between techs. Yep, you heard me correctly; that way we don't have to mess about with the pcx files and can just add techs with the editor.

48. A land Transport AI strategy flag would be nice (and obviously the AI be able to use it ).

49. Civ-specific tech-trees.

50. Increase the number of levels for city (more than 3 levels), so we could have more than 2 buildings which the flag

51. Introduce the notion of "Internal name" and "displayed name". This could be handy for flavour unit. For instance, we can have an US Infantry, FR Infantry, UK Infantry, GE Infantry for a WWII scenario, with different animations and stats, but they will all be displayed with one name : Infantry.

52. Make it possible to have civ specific animation and or icon for units, but sharing the same civilopedia entry and stats -> We had the unit once, but then we change the animation to make flavour units.

53. Make it possible to have AND and OR prerequisites for units and techs.

54. Improved the efficiency of blockade to reduce the production or prevent the passage of enemy troops and or goods.

55. Make it possible to have more than 2 different types of barbarian. I think we need at least one for each era (the best would be 3 per era : one slow moving but stronger, one fast moving but weaker, and one naval).

56. Era-specific barbarians.

57. Introduce religions into the game. They would work a bit like governments (so the combination of religion / government gives unique bonuses). It would also be nice if a capture city retains for a while its former religion, and if unhappiness is linked to religion difference between population and owner of the city. To go with it, add a flag for units "can convert". A unit with this flag as a % of change to convert each turn one of the citizen into the owner religion.

58. Get a gold bonus when a trade route goes through your territory, commercial network (the programming knows that already for such a trade would stop in case of war). Trade route would then be either the shortest one or you could (even better but for latter I guess) choose it.

59. The ability to build bridges across single grid costal waters would be great though it maybe vulnerable to attack but that life....but its some thing thats needed specially if they add canals & real river travel...

60. Be able to edit civ aggressiveness for each era. A civ might be extremely violent and merciless in the middle ages, but very peaceful and loving in modern times.

61. The possibility to check a mod/scenario while in the editor (check if all links , pedia , etc.etc.etc are right , so that you dont need to start the game , and load the scenario just to get an error , and then do that again for every error you get).

62. Unit trading.

63. Add munits in the package, including PTW munits.

64. Remove upper limit of 31 civs.

65. Add a limit to the number of units of a given type you can have at the same time, to represent some unique elite force (for instance, only 1 immortal unit for Persia!)

66. Resources as prerequisites can be set so as they either have to be merely connected by road (the current system) OR they also have to be inside city radius, e.g. ethnic unit localized creation.

==============================================

Every so often, I'll update the list with a top ten league table.
 
I made a few comments, I hope they won't clutter up the thread, they are posted in the discussion thread as well. Ask and I'll delete them.

Here are my top 15 (I could barely cut it to 15, and I think there were plenty that I still wanted)

AI properly using units with less than all the worker actions selected.

Make the movement cost change unit to unit. 0 meaning : the unit cannot enter this kind of terrain (-> add a list of terrain in the unit tab, where you can select the cost). To allow us to mod faster, the terrain will have a default cost, and new unit will use it, except if specifically changed. Of course, some units must have the possibility to go in land and water (to make real helicopters).

Introduce the notion of "unit class" (for instance Infantry, Cavalry, Armor, Air, Naval, Sub). Each units belongs to one of this class, and has bonuses against other class. exemple : Pikes have a bonus against the Cavalry class (but not the armor class!), Aegis Cruiser have a bonus against Air class, Destroyer against the Sub class, AT gun against Armor and MG against Infantry, etc.... The bonus could be attack and/or defense

I want this, but I still want you to be able to select for each unit, not a designated "class"

Variable unit upkeep costs, on a unit-by-unit basis

Allow Government specific units

Allow Improvement prerequisites for units. You need a shipyard to build ships!

Add a new flag "affect units only" for unit, so we can make for instance chemical weapons that damage units / population, but not the building.

Open up all possible features for improvements, wonders, and minor wonders -- so that, e.g., improvements might expire, and a minor wonder can place an improvement in every city.

Introduce the notion of "Internal name" and "displayed name". This could be handy for flavour unit. For instance, we can have an US Infantry, FR Infantry, UK Infantry, GE Infantry for a WWII scenario, with different animations and stats, but they will all be displayed with one name : Infantry.

Era-specific barbarians

Make it possible to have civ specific animation and or icon for units, but sharing the same civilopedia entry and stats -> We had the unit once, but then we change the animation to make flavour units.
 
here is my 10-point vote. others please vote too :rolleyes:
edit: updated numbers to ease counting...



1. Forced diplomacy, with the option of at start of scenario only, or all way through game

2. AI triggers

5. The ability to add new culture groups.

6. AI properly using units with less than all the worker actions selected.

10. A box, similar to the Ignore Move Cost box, which would give a combat bonus to the unit when fighting to or from that terrain.

16. Variable unit upkeep costs, on a unit-by-unit basis

19. Allow Improvement prerequisites for units. You need a shipyard to build ships!

55. Make it possible to have more than 2 different types of barbarian. [...]

64. Remove upper limit of 31 civs

65. Add a limit to the number of units of a given type you can have at the same time [...]

 
10 painstakingly selected from the merry ol' land of Oz --

11. Ground units should be able to use air missions w/o doing weird things like flak units flying through the air on intercept missions. Although, I think this probably involves a change to the format of the INI file, with dedicated lines for intercept, recon, etc.

13. Make the movement cost change unit to unit. 0 meaning : the unit cannot enter this kind of terrain (-> add a list of terrain in the unit tab, where you can select the cost). To allow us to mod faster, the terrain will have a default cost, and new unit will use it, except if specifically changed. Of course, some units must have the possibility to go in land and water (to make real helicopters).

14. Introduce the notion of "unit class" (for instance Infantry, Cavalry, Armor, Air, Naval, Sub). Each units belongs to one of this class, and has bonuses against other class. exemple : Pikes have a bonus against the Cavalry class (but not the armor class!), Aegis Cruiser have a bonus against Air class, Destroyer against the Sub class, AT gun against Armor and MG against Infantry, etc.... The bonus could be attack and/or defense

17. Allow Government specific units

19. Allow Improvement prerequisites for units. You need a shipyard to build ships!

27. Add a flag and field to limit and set the number of tiles a land unit can move from a friendly city -- and have an improvement flag which then eliminates the limit.

33. The units tab of the editor should have sections for inputting pedia text and pathnames for pedia icons, but being able to do so in plain English w/o worrying about stuff like PRTO, # or ^. In fact, that should probably go for all the tabs. If that takes up too much space, then a button with a pop-up asking you to type the stuff in.

43. Open up all possible features for improvements, wonders, and minor wonders -- so that, e.g., improvements might expire, and a minor wonder can place an improvement in every city.

47. The game engine should automatically draw the lines between techs. Yep, you heard me correctly; that way we don't have to mess about with the pcx files and can just add techs with the editor.

50. Increase the number of levels for city (more than 3 levels), so we could have more than 2 buildings which the flag
 
16.Variable unit upkeep costs, on a unit-by-unit basis

17. Allow Government specific units

19. Allow Improvement prerequisites for units. You need a shipyard to build ships!

29. A "Can retreat flag"

42. Allow obsolete improvements and small wonders

62. Unit trading

8. The AI should stop patrolling. The number of times I've seen AI units moving back and forwards to and from the same tiles...it's ridiculous and causes a huge drain on system resources.

5. The ability to add new culture groups

44. More city improvement & wonder flags
- "Increases food in land" +1 food in all land tiles already producing food.
- "Increases corruption" Self-explainatory
- "Succeptible to propaganda" Self-explainatory
- "Increases war-weariness"
- "Replaces all improvements with this flag checked #2, #3, #4"
- "Elite ground units" Self-explainatory
- Negative production. Ability to set improvement or wonder to reduce production.

40. Add some efficiency rating for the government (science / happiness / Trade, etc) that could affect the speed at which buildings (that are commercial, religious) are created, or the production of science, gold and shields, etc.
 
I've sorted the list. Number 1 the more important to me, then number 2, etc.

1) Introduce the notion of "unit class" (for instance Infantry, Cavalry, Armor, Air, Naval, Sub). Each units belongs to one of this class, and has bonuses against other class. exemple : Pikes have a bonus against the Cavalry class (but not the armor class!), Aegis Cruiser have a bonus against Air class, Destroyer against the Sub class, AT gun against Armor and MG against Infantry, etc.... The bonus could be attack and/or defense

2) A box, similar to the Ignore Move Cost box, which would give a combat bonus to the unit when fighting to or from that terrain.

3) Make the movement cost change unit to unit. 0 meaning : the unit cannot enter this kind of terrain (-> add a list of terrain in the unit tab, where you can select the cost). To allow us to mod faster, the terrain will have a default cost, and new unit will use it, except if specifically changed. Of course, some units must have the possibility to go in land and water (to make real helicopters).

4) Add a flag "can bombard land" and "can bombard sea". So submarine can try to use their torpedo against naval transports, but cannot use it against troops on the shore. Even better, make two row : bombard strength, ROF and range against land unit / against sea unit. This way, we could have aircraft specifically designed to attack ships, other for ground attack. While they are at it, they could even make the bombard change with the class (bombard against infantry, cavalry, armor, naval, sub).

4) Variable unit upkeep costs, on a unit-by-unit basis

5) Allow Improvement prerequisites for units. You need a shipyard to build ships!

6) For terrain improvement, add a flag to state if they consume the worker or not.

7) Add some efficiency rating for the government (science / happiness / Trade, etc) that could affect the speed at which buildings (that are commercial, religious) are created, or the production of science, gold and shields, etc.

8)Add a Naval Task Force that would work as armies, but for fleet.

9) Make it possible to have more than 2 different types of barbarian. I think we need at least one for each era (the best would be 3 per era : one slow moving but stronger, one fast moving but weaker, and one naval).

10) Add a limit to the number of units of a given type you can have at the same time, to represent some unique elite force (for instance, only 1 immortal unit for Persia!)

11)Add a flag and field to limit and set the number of tiles a land unit can move from a friendly city -- and have an improvement flag which then eliminates the limit.



The following are "bugs correction", not new features, so they should be in a patch, not an expansion.

AI properly using units with less than all the worker actions selected.
AI knowing when to Upgrade and Rejoin units
Make the sentry function work if the fortify is disabled.

Some comments on other
Allow Government specific units -> not necessary is building can be prerequesite for units, and governments prerequesite for buildings.
 
Originally posted by Drift

Number #8 is off-list, but it's something I reallyreally want. Don't think it's going to get enough support to go in though. Of course if Zulu feels like it, he could add it to post number #1...
It's in, #7 in my list
 
1.) A box, similar to the Ignore Move Cost box, which would give a combat bonus to the unit when fighting to or from that terrain.

2.) Introduce the notion of "unit class" (for instance Infantry, Cavalry, Armor, Air, Naval, Sub). Each units belongs to one of this class, and has bonuses against other class. exemple : Pikes have a bonus against the Cavalry class (but not the armor class!), Aegis Cruiser have a bonus against Air class, Destroyer against the Sub class, AT gun against Armor and MG against Infantry, etc.... The bonus could be attack and/or defense

Allthough I want this more of a unit-wise type thing, not class...

3.) Variable unit upkeep costs, on a unit-by-unit basis

4.) Allow Government specific units

5.) Allow Improvement prerequisites for units. You need a shipyard to build ships!

6.) Add a new flag "affect units only" for unit, so we can make for instance chemical weapons that damage units / population, but not the building.

7.) Make fast units able to retreat from slower fast units. For example, Cavalry with movement of 4 could retreat from Knights with movement of 3

8.) The diplomacy text should be restructured so that it isn't reliant on knowing how many civs there are. That way you wouldn't need to mess about with that horrible string text when you add a new civ.

9.) Allow obsolete improvements and small wonders

10.) The ability to build bridges across single grid costal waters would be great though it maybe vulnerable to attack but that life....but its some thing thats needed specially if they add canals & real river travel...

----------------------------

Let me just say, it was very hard to pick just ten out of these fantastic ideas...

Hope some at least are implemented... If Firaxis listen to their fans, the game would be better, and fans would love Firaxis even more, be more loyal...
 
1) Introduce the notion of "unit class" (for instance Infantry, Cavalry, Armor, Air, Naval, Sub). Each units belongs to one of this class, and has bonuses against other class. exemple : Pikes have a bonus against the Cavalry class (but not the armor class!), Aegis Cruiser have a bonus against Air class, Destroyer against the Sub class, AT gun against Armor and MG against Infantry, etc.... The bonus could be attack and/or defense

2) Variable unit upkeep costs, on a unit-by-unit basis

3) Allow Government specific units

4) Allow Improvement prerequisites for units. You need a shipyard to build ships!

5) Add a limit to the number of units of a given type you can have at the same time, to represent some unique elite force (for instance, only 1 immortal unit for Persia!)

6) Allow obsolete improvements and small wonders ++ luxuries++

7) Resources as prerequisites can be set so as they either have to be merely connected by road (the current system) OR they also have to be inside city radius, ethnic unit localized creation.

8) Get a gold bonus when a trade route goes through your territory, commercial network (the programming knows that already for such a trade would stop in case of war). Trade route would then be either the shortest one or you could (even better but for latter I guess) choose it.

9) Add a flag and field to limit and set the number of tiles a land unit can move from a friendly city -- and have an improvement flag which then eliminates the limit.

10 ) A "Can retreat flag"


Of course I also like most of the other ideas like AA behavior, NavalTaskForce, different movement rate and defense bonus on a unit per unit basis...
 
Here are my top 10 (assuming that forced diplomacy and AI triggers will definitely be in):




9. The ability to set whether or not a transport unit can itself be loaded onto other transports (like helicopters onto carriers). I imagine you'd need 2 load flags, then.

11. Ground units should be able to use air missions w/o doing weird things like flak units flying through the air on intercept missions. Although, I think this probably involves a change to the format of the INI file, with dedicated lines for intercept, recon, etc.

16. Variable unit upkeep costs, on a unit-by-unit basis

17. Allow Government specific units

18. An 'obsolete' flag for units

19. Allow Improvement prerequisites for units. You need a shipyard to build ships!

24. Add a flag to make aircraft loadable on carrier without the need to use to many tricks

29. A "Can retreat flag", becuase speed is not the only thing that should allow a unit to withdraw from combat, Think of submarines, if they could retreat, they might actualy be worth building. This would also be good for Reconisance units or special forces.

47. The game engine should automatically draw the lines between techs. Yep, you heard me correctly; that way we don't have to mess about with the pcx files and can just add techs with the editor.

48. A land Transport AI strategy flag would be nice (and obviously the AI be able to use it ).


Of course this by far not all-inclusive list - I would really want to have all of the others suggestions as well! This list includes the bare minimum!

EDIT: Added numbering.
 
Some of the items listed are repeats and/or expansions on the same idea. In these instances I condenced them. Shaving down to 15 was easy, down to 12 was hard, and down to 10 was almost impossible! But here it is, the ten most-wanted list . . .

There are a couple of my ideas that didn't make it into your list Zulu/Kal-el, so I added them. The edit worker jobs and an OR operator for resources prereqs for units.



Units:
The ability to set whether or not a transport unit can itself be loaded onto other transports (like helicopters onto carriers). I imagine you'd need 2 load flags, then.

Expanded Retreat Ability. Some ideas: Be able to set whether or not a specific fast unit will retreat on a percentage chance, or will always retreat. Make fast units able to retreat from slower fast units. For example, Cavalry with movement of 4 could retreat from Knights with movement of 3. A "Can retreat flag", becuase speed is not the only thing that should allow a unit to withdraw from combat, Think of submarines, if they could retreat, they might actualy be worth building. This would also be good for Reconisance units or special forces.

Variable unit upkeep costs, on a unit-by-unit basis

An 'obsolete' flag for units

Worker Jobs:
Put back the second level of irrigation (and perhaps introduce a second level of mine as well), to give workers something to do in the end of the game.

Add and/or Edit Worker Jobs. Open up flags for existing worker jobs, such as "Is Fortress"; "Is Road"; "Is Irrigation"; etc.
That is the "simple" solution and would be imperfect. Better would be to unlock all the terraform, terrain improvement, worker action flags and add worker jobs at will. No new flags would need to added (although such a thing would be awesome, the list would be exhaustive). We would then have items added to the "Worker Jobs" tab that allow for manipulation of how much food, commerce, shields, etc. are added and whatever else effects an improvement can have on a tile.

Governments:
Add some efficiency rating for the government (science / happiness / Trade, etc) that could affect the speed at which buildings (that are commercial, religious) are created, or the production of science, gold and shields, etc.

Improvements:
Open up all possible features for improvements, wonders, and minor wonders -- so that, e.g., improvements might expire, and a minor wonder can place an improvement in every city.

Miscellaneous:
An OR option for resource prereqs for units/improvements. (e.g. Swordsman can use Iron OR Tin/Copper to be built).

Unit trading

==============================================

 
Can't we please add them all? ;)

Maybe we can have a top 10, then have an "other things" category
 
Ok, here is my list of Ten*. I have not included any that I know we can expect, and I have not included any that I know not to expect until we see CivIV.

In order of Importance:
1) Open up all possible features for improvements, wonders, and minor wonders -- so that, e.g., improvements might expire, and a minor wonder can place an improvement in every city.

2) More Improvements/wonders flags and options:

- "Increases food in land" +1 food in all land tiles already producing food.
- "Increases corruption" Self-explainatory
- "Succeptible to propaganda" Self-explainatory
- "Increases war-weariness"
- "Replaces all improvements with this flag checked #2,#3,#4"
- "Elite ground units" Self-explainatory
- Negative production. Ability to set improvement or wonder to reduce production.

3) Put back the second level of irrigation (and perhaps introduce a second level of mine as well), to give workers something to do in the end of the game.

4) Make Improvements upgradable just like Units

5) Add a flag for unit, so it could appear "automatically" if the city is captured (good old Partisan resistors of CivII)

6) Add a flag to tell if a unit can capture a city or not

7) Allow Government specific units

An 'obsolete' flag for units

8) Allow Improvement prerequisites for units. You need a shipyard to build ships!

9) Make fast units able to retreat from slower fast units. For example, Cavalry with movement of 4 could retreat from Knights with movement of 3

10) Increase the number of levels for city (more than 3 levels), so we could have more than 2 buildings which the flag


>>>>>Two Extras that weren't in the list<<<<<

11) Fix the problem with the AI being able to “see” invisible units if they are also flagged with Hidden Nationality. The AI’s hatred of HN units is so great that it overrides its programmed inability to see invisible units. This should be a simple fix involving reprioritizing the two flags. So if “Invisible” then can not see unless have “See Invisible” takes precedence over “Kill Hidden Nationality Units”.

12) Allow a unit with zero for attack to be flagged as a defensive unit in AI strategy.

*I had to add these last two because they are just too darn annoying and should be easy to fix.
 
Ok, here's my top 10:

3. The ability to add eras.

7. AI knowing when to upgrade and join units.

10. A box, similar to the Ignore Move Cost box, which would give a combat bonus to the unit when fighting to or from that terrain.

14. Introduce the notion of "unit class" (for instance Infantry, Cavalry, Armor, Air, Naval, Sub). Each units belongs to one of this class, and has bonuses against other class. exemple : Pikes have a bonus against the Cavalry class (but not the armor class!), Aegis Cruiser have a bonus against Air class, Destroyer against the Sub class, AT gun against Armor and MG against Infantry, etc.... The bonus could be attack and/or defense.

19. Allow Improvement prerequisites for units. You need a shipyard to build ships!

34. Being able to move units, techs, buildings, etc. up and down the list would be handy since that affects it's position on the in-game build list.

49. Civ-specific tech-trees.

56. Era-specific barbarians.

58. Get a gold bonus when a trade route goes through your territory, commercial network (the programming knows that already for such a trade would stop in case of war). Trade route would then be either the shortest one or you could (even better but for latter I guess) choose it.

66. Resources as prerequisites can be set so as they either have to be merely connected by road (the current system) OR they also have to be inside city radius, e.g. ethnic unit localized creation.
 
6. AI properly using units with less than all the worker actions selected.

16. Variable unit upkeep costs, on a unit-by-unit basis

27. Add a flag and field to limit and set the number of tiles a land unit can move from a friendly city -- and have an improvement flag which then eliminates the limit.

32. The diplomacy text should be restructured so that it isn't reliant on knowing how many civs there are. That way you wouldn't need to mess about with that horrible string text when you add a new civ.

35. Give modding control over movement bonus on railroads.

44. Improvements/wonders flags and options:

- "Increases food in land" +1 food in all land tiles already producing food.
- "Increases corruption" Self-explainatory
- "Succeptible to propaganda" Self-explainatory
- "Increases war-weariness"
- "Replaces all improvements with this flag checked #2" A one or two more of this flag, please. There's more things than just power plants that could benefit from this flag.
- "Elite ground units" Self-explainatory
- Negative production. Ability to set improvement or wonder to reduce production.

45. The ability to choose which tile improvements and city improvements have era-specific graphics.

58. Get a gold bonus when a trade route goes through your territory, commercial network (the programming knows that already for such a trade would stop in case of war). Trade route would then be either the shortest one or you could (even better but for latter I guess) choose it.

65. Add a limit to the number of units of a given type you can have at the same time, to represent some unique elite force (for instance, only 1 immortal unit for Persia!) Most important!

66. Resources as prerequisites can be set so as they either have to be merely connected by road (the current system) OR they also have to be inside city radius, e.g. ethnic unit localized creation.

- Belgique, deux point.
- Belgium, two points. ;)
 
I don't suppose the first voters could edit their posts to put in the numbers that I've put next to the options? It'd make counting them a hell of a lot easier. Just requote my first post.

If someone posts more than 10 votes, I'll just count the first 10.

Anything new, that isn't in the first post, won't be counted.
 
Originally posted by zulu9812

Anything new, that isn't in the first post, won't be counted.

Maybe you should edit your first post, then, because not everyone's ideas were included from the other thread. Also, some of the things listed should be combined into one as they are of the same idea (e.g. look at my listing of the "retreat option").
 
Fine

I'll edit my post down to 10

I still think we should send all of it to them (maybe have a top 10, then everything else)
 
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