Civ4Gandalf13
Warlord
- Joined
- Sep 8, 2015
- Messages
- 116
Please allow me to make a few suggestions for the 1.25 version to provide some more options and realism for the players.Many if not most of these are easy changes which should not be difficult to incorporate if accepted.
1) Allow players to sell buildings in their cities, say for half the cost and a quarter cost for obsolete buildings. Governments sell unused/old buildings all the time in the real world. Allows a player options to reduce pollution, obtain quick cash, and get something for obsolete buildings. Adds some realism. I think an older edition of CIV4 allowed this to happen.
2) Give workers/laborers a new ability: Plant a forest. This has been done since early times (and is automatically allowed in the game after a forest fire) but the game does not allow a player to do so intentionally. Allow the ability after Horticulture. Ability should be limited to Grassland and Plains tiles and should require some time (perhaps twenty turns) as Forests take time to grow.
3) Add a new ocean resource - Oysters with Pearls. It is an important real world industry. It is present in other CIV4 and should not be left out of this one.
4) Allow players to build a Fish Farm with a work boat - fish farming was done on the coasts since the time of the Romans. Represent it by a Fish symbol with an identifying part - such as a small red buoy. It must be built on a coast with at least two tile sides being coast.
5) Change the Barbarian Island Villages to provide a Ship instead of a land unit (which unrealistically appears on land masses often very far away and occasionally unrealistically appear in a neutral tile on a continent otherwise surrounded by a hostile Country) or allow the land units to stay on the atoll/island until they are picked up by a friendly ship.
6) Marketplaces were the center of life in urban environment until modern times, both socially and commercially. I suggest adding one Cultural Point to each Marketplace to reflect the importance of this aspect of Marketplaces. Another point relevant to Marketplaces is that it is the last sales oriented building in the game but they appear quite early. To fill the gap, I suggest another modern "sales" building be added: Department Store or Shopping Mall.
7) To address the discussed problem of too many cultural victories - a) allow modification of the Cultural Limit for Legendary Culture for cities and/or b) add some NEGATIVE culture for certain buildings. For example: -1 Culture for Constabulary (not popular with everyone), -1 Culture for Jails (same reason), -1 Culture for Intelligence Agency and -2 Culture for Security Bureau (both allegedly known for many civil rights violations), -1 Culture for Nuclear Plant (always a lightning rod for protestors). Maybe include a new building - Tax Collection Office - which would not only provide gold but could also be the basis of perhaps -3 Culture (LOL!) Also, what about a one time penalty of say 500 Culture Points for the Player who explodes the first atomic bomb and a 100 Culture Point penalty for each subsequent use of one?
8) Also, I suggest making the Intelligence Agency a Wonder instead of a building able to be constructed in every city - realistically each Country usually does not have a separate Intelligence agency in every city and all local offices are usually controlled by one main HQ in the capital.
9) Factories contribute a significant amount of commerce to societies with jobs, taxes, products, etc. I suggest adding say five Commerce Points for each Factory to represent this contribution to a Country's society (and each Player's efforts to advance his Country). Early buildings such as the Potter and Weaver should not be allowed to provide more Commerce than an a modern Factory.
10) Also, I suggest removing the two pollution icons for Solar and Hydro Plants and reducing the pollution for Gas Plants by half. These are usually considered clean energy (or cleaner for gas) compared to coal plants.
11) Add one Production to each of the Forge and the Kiln. Kilns and Forges contributed much to a society's production of goods, which should be recognized.
12) Add one Food to both Grocers and Granaries. Grocers made significant contributions to the delivery of food to the populace, preventing food loss due to spoilage, which should be recognized. Indeed, Supermarkets provide two Food, so it is quite reasonable that a Grocer should provide just one Food. The same form of argument applies to Granaries which store food for long periods thereby saving more food from spoilage for feeding the people. One Food should be added to Granaries. Not only would this addition be more realistic, it would not be unbalancing (one more Food in the later years has a statistically insignificant effect on growth but in the early years it does slightly reduces the time for Cities to grow and thus reduce the long "dead time" where Players have to tear through the turns where there is little to do but press the End Turn button until Cities gain a few population points - better playablity.
13) Add two Production Points to Recycle Centers. In reality, recycle centers provide more material for additional production (metal, plastic, paper, glass, etc) which should be recognized in the game. More realistic.
14) Add one Happy face for Stadiums. The Stadium does not currently provide allow any real benefit unless an investment in culture is made. As Stadiums did not usually sit empty, a small allowance should be made for positive help when culture is not selected in the allocation of resources.
15) Add a new building to the game: Jeweler, which would, of course, enhance the production of precious metals, gems, amber, and jade. Indeed, the game has De Beers Corporation so a lower level building of Jeweler seems appropriate (should not have just one shot to get a building/wonder that enhances these valuable resources. Also,other CIV4 games have it. In the same vein of logic, add a Textile Mill, with bonuses for cotton, wool, silk, dye, etc. Textiles were a huge industry across the world after the discovery of the Cotton Gin and Cotton Jenny. Also, the game has Bombay Dye (a major textile corporation) so having a lower level of building of a Textile Mill seems appropriate. Further, the Textile Mill would fill the gap between a mere early weaver and a huge corporation such as Bombay Dye.
16) Add a new building to the game: Bureaucracy. There is no building representing run of the mill government functions in the game, which are an essential part of any Country's operations in reality. It could provide a small Espionage bonus and reduce maintenance and add a Commerce Point (as a Bureaucracy tends to facilitate business). Other CIV4 games have it or similar buildings.
17) It seems rather odd that a Bunker would be the source of experience points for Armor units. I suggest adding a new building: Military Base. It would replace the Barracks (and assume the functions of a Barracks) and allow for four experience points for both Armor and Artillery units (which realistically needed much space for proper training). It would be much more realistic rather than using the Bunker and add to the playablity of the game.
18) The game recognizes Projects which were not really specific tangible buildings. I suggest adding two early Projects (which are recognized as Wonders in early versions of CIV4): Marco Polo's Expedition (yielding perhaps a Great Merchant in the City and some economic bonuses) and Darwin's Voyage (yielding two Techs, as in an early version of CIV4). They are more in the nature of a Project rather than a specific building. They would provide an excellent sense of historical development in the game. Another interesting project might be the Sputnik Project after Satellites is discovered. It is a big jump from mere aircraft to the Apollo Project and the Sputnik Project would fill the gap.
19) I would love to see the addition of seven new important Great Wonders: a) the Circus Maximus (allowing promotions to Chariots built in the city and some Happy faces - might need to introduce a new building as a prerequisite: the hippodrome); b) the Diocletion Baths a huge famous bath holding 3000 bathers (providing a small Culture bonus (baths were sources of social interaction in Rome) and significant Healthy bonus and perhaps a Great Doctor); c) the Shaolin Temple (giving significant espionage and cultural advantages); d) the University of Bologna (the first medieval university still active - a prerequisite for (built anywhere in world) for building universities providing research benefits and perhaps a Great Scientist); e) the Medici Bank of Florence (a prerequisite (built anywhere in the world) for building banks providing economic benefits and perhaps a Great Merchant); f) Pasteur Institute (giving significant health benefits and perhaps a Great Doctor); and g) a return of Copernicus' Observatory (a staple in other CIV4 games missing in History Rewritten). All of these proposed Wonders would provide excellent historical flavor to the game. I forgot to mention an early Wonder and a late Wonder: The Tower of Babel, providing two settlers, to reflect the great diaspora when God changed their languages. The Mount Palomar Observatory would be a great followup to Copernicus' Observatory - it had the largest reflecting mirror telescope in the world in the mid 20th Century. Also, the Mount Palomar Observatory could provide a special bonus (say -25% production cost) for the construction of the proposed Sputnick Project and the Apollo Program (both of these programs take a long time to construct and Great Persons cannot be used so there is a a long and unnecessary delay in the race towards completing the Space Ship) making this Great Wonder quite important.
20) A possibility might be requiring the the building of a National Spaceport (Cape Canaveral?) before being able to launch any Spaceship components.
21) I really like the Warehouse and the Story Teller Circle buildings in the Realism Invictus mod. Perhaps consider placing them in History Rewritten (maybe rename the Story Teller Circle the Bard's School)?
22) The game has jet fighters but not jet bombers. Perhaps they should be added to keep air forces more realistic and complete and consistent in abilities?
Thoughts anyone?
I edited a few grammar errors and made a few additions. Thanks for comments/suggestions.
1) Allow players to sell buildings in their cities, say for half the cost and a quarter cost for obsolete buildings. Governments sell unused/old buildings all the time in the real world. Allows a player options to reduce pollution, obtain quick cash, and get something for obsolete buildings. Adds some realism. I think an older edition of CIV4 allowed this to happen.
2) Give workers/laborers a new ability: Plant a forest. This has been done since early times (and is automatically allowed in the game after a forest fire) but the game does not allow a player to do so intentionally. Allow the ability after Horticulture. Ability should be limited to Grassland and Plains tiles and should require some time (perhaps twenty turns) as Forests take time to grow.
3) Add a new ocean resource - Oysters with Pearls. It is an important real world industry. It is present in other CIV4 and should not be left out of this one.
4) Allow players to build a Fish Farm with a work boat - fish farming was done on the coasts since the time of the Romans. Represent it by a Fish symbol with an identifying part - such as a small red buoy. It must be built on a coast with at least two tile sides being coast.
5) Change the Barbarian Island Villages to provide a Ship instead of a land unit (which unrealistically appears on land masses often very far away and occasionally unrealistically appear in a neutral tile on a continent otherwise surrounded by a hostile Country) or allow the land units to stay on the atoll/island until they are picked up by a friendly ship.
6) Marketplaces were the center of life in urban environment until modern times, both socially and commercially. I suggest adding one Cultural Point to each Marketplace to reflect the importance of this aspect of Marketplaces. Another point relevant to Marketplaces is that it is the last sales oriented building in the game but they appear quite early. To fill the gap, I suggest another modern "sales" building be added: Department Store or Shopping Mall.
7) To address the discussed problem of too many cultural victories - a) allow modification of the Cultural Limit for Legendary Culture for cities and/or b) add some NEGATIVE culture for certain buildings. For example: -1 Culture for Constabulary (not popular with everyone), -1 Culture for Jails (same reason), -1 Culture for Intelligence Agency and -2 Culture for Security Bureau (both allegedly known for many civil rights violations), -1 Culture for Nuclear Plant (always a lightning rod for protestors). Maybe include a new building - Tax Collection Office - which would not only provide gold but could also be the basis of perhaps -3 Culture (LOL!) Also, what about a one time penalty of say 500 Culture Points for the Player who explodes the first atomic bomb and a 100 Culture Point penalty for each subsequent use of one?
8) Also, I suggest making the Intelligence Agency a Wonder instead of a building able to be constructed in every city - realistically each Country usually does not have a separate Intelligence agency in every city and all local offices are usually controlled by one main HQ in the capital.
9) Factories contribute a significant amount of commerce to societies with jobs, taxes, products, etc. I suggest adding say five Commerce Points for each Factory to represent this contribution to a Country's society (and each Player's efforts to advance his Country). Early buildings such as the Potter and Weaver should not be allowed to provide more Commerce than an a modern Factory.
10) Also, I suggest removing the two pollution icons for Solar and Hydro Plants and reducing the pollution for Gas Plants by half. These are usually considered clean energy (or cleaner for gas) compared to coal plants.
11) Add one Production to each of the Forge and the Kiln. Kilns and Forges contributed much to a society's production of goods, which should be recognized.
12) Add one Food to both Grocers and Granaries. Grocers made significant contributions to the delivery of food to the populace, preventing food loss due to spoilage, which should be recognized. Indeed, Supermarkets provide two Food, so it is quite reasonable that a Grocer should provide just one Food. The same form of argument applies to Granaries which store food for long periods thereby saving more food from spoilage for feeding the people. One Food should be added to Granaries. Not only would this addition be more realistic, it would not be unbalancing (one more Food in the later years has a statistically insignificant effect on growth but in the early years it does slightly reduces the time for Cities to grow and thus reduce the long "dead time" where Players have to tear through the turns where there is little to do but press the End Turn button until Cities gain a few population points - better playablity.
13) Add two Production Points to Recycle Centers. In reality, recycle centers provide more material for additional production (metal, plastic, paper, glass, etc) which should be recognized in the game. More realistic.
14) Add one Happy face for Stadiums. The Stadium does not currently provide allow any real benefit unless an investment in culture is made. As Stadiums did not usually sit empty, a small allowance should be made for positive help when culture is not selected in the allocation of resources.
15) Add a new building to the game: Jeweler, which would, of course, enhance the production of precious metals, gems, amber, and jade. Indeed, the game has De Beers Corporation so a lower level building of Jeweler seems appropriate (should not have just one shot to get a building/wonder that enhances these valuable resources. Also,other CIV4 games have it. In the same vein of logic, add a Textile Mill, with bonuses for cotton, wool, silk, dye, etc. Textiles were a huge industry across the world after the discovery of the Cotton Gin and Cotton Jenny. Also, the game has Bombay Dye (a major textile corporation) so having a lower level of building of a Textile Mill seems appropriate. Further, the Textile Mill would fill the gap between a mere early weaver and a huge corporation such as Bombay Dye.
16) Add a new building to the game: Bureaucracy. There is no building representing run of the mill government functions in the game, which are an essential part of any Country's operations in reality. It could provide a small Espionage bonus and reduce maintenance and add a Commerce Point (as a Bureaucracy tends to facilitate business). Other CIV4 games have it or similar buildings.
17) It seems rather odd that a Bunker would be the source of experience points for Armor units. I suggest adding a new building: Military Base. It would replace the Barracks (and assume the functions of a Barracks) and allow for four experience points for both Armor and Artillery units (which realistically needed much space for proper training). It would be much more realistic rather than using the Bunker and add to the playablity of the game.
18) The game recognizes Projects which were not really specific tangible buildings. I suggest adding two early Projects (which are recognized as Wonders in early versions of CIV4): Marco Polo's Expedition (yielding perhaps a Great Merchant in the City and some economic bonuses) and Darwin's Voyage (yielding two Techs, as in an early version of CIV4). They are more in the nature of a Project rather than a specific building. They would provide an excellent sense of historical development in the game. Another interesting project might be the Sputnik Project after Satellites is discovered. It is a big jump from mere aircraft to the Apollo Project and the Sputnik Project would fill the gap.
19) I would love to see the addition of seven new important Great Wonders: a) the Circus Maximus (allowing promotions to Chariots built in the city and some Happy faces - might need to introduce a new building as a prerequisite: the hippodrome); b) the Diocletion Baths a huge famous bath holding 3000 bathers (providing a small Culture bonus (baths were sources of social interaction in Rome) and significant Healthy bonus and perhaps a Great Doctor); c) the Shaolin Temple (giving significant espionage and cultural advantages); d) the University of Bologna (the first medieval university still active - a prerequisite for (built anywhere in world) for building universities providing research benefits and perhaps a Great Scientist); e) the Medici Bank of Florence (a prerequisite (built anywhere in the world) for building banks providing economic benefits and perhaps a Great Merchant); f) Pasteur Institute (giving significant health benefits and perhaps a Great Doctor); and g) a return of Copernicus' Observatory (a staple in other CIV4 games missing in History Rewritten). All of these proposed Wonders would provide excellent historical flavor to the game. I forgot to mention an early Wonder and a late Wonder: The Tower of Babel, providing two settlers, to reflect the great diaspora when God changed their languages. The Mount Palomar Observatory would be a great followup to Copernicus' Observatory - it had the largest reflecting mirror telescope in the world in the mid 20th Century. Also, the Mount Palomar Observatory could provide a special bonus (say -25% production cost) for the construction of the proposed Sputnick Project and the Apollo Program (both of these programs take a long time to construct and Great Persons cannot be used so there is a a long and unnecessary delay in the race towards completing the Space Ship) making this Great Wonder quite important.
20) A possibility might be requiring the the building of a National Spaceport (Cape Canaveral?) before being able to launch any Spaceship components.
21) I really like the Warehouse and the Story Teller Circle buildings in the Realism Invictus mod. Perhaps consider placing them in History Rewritten (maybe rename the Story Teller Circle the Bard's School)?
22) The game has jet fighters but not jet bombers. Perhaps they should be added to keep air forces more realistic and complete and consistent in abilities?
Thoughts anyone?
I edited a few grammar errors and made a few additions. Thanks for comments/suggestions.
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