C2C-Idea Inspiration and Organization

rightfuture

Emperor
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Mar 11, 2008
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Thread created on behalf of Strategyonly, Rightfuture is Thread Lead

Ongoing Priority List and Idea Library-

This thread is designed everyone to keep an updated list of priorities, ideas, future development.
It is a ongoing master list of all existing and discussed ideas for C2C, as they can be addresed. Let the good ones rise to the top! :)

Please share your thoughts with us. Ideas should still go in ideas/discussion thread, but please help me organize the best one here!


Currently 56 + Major ideas listed so far on 5 Lists.


Top Priority List of Ideas for Caveman2Cosmos (30+):
Currently updating 7-11-13

1. Multi-Maps and Viewports - to extend planetary and galactic eras ala Final Frontier. (integration of similar ideas and mods) - Everyone, Koshling
http://forums.civfanatics.com/showthread.php?t=468011&highlight=multi-maps
http://forums.civfanatics.com/showthread.php?t=460023&highlight=multi-maps
http://forums.civfanatics.com/showthread.php?t=487759&highlight=multi-maps
multimaps and other questions
http://forums.civfanatics.com/showthread.php?t=484905

2. Epic Nomadic Start to C2C - nomadic units, mini ice-age glacial retreat (from Fall from Heaven 2), weather, stone age events, epic start to Caveman2Cosmos and tutorial for new players (to taste the awesomeness to come).
Hunter/Gathering Nomadic start at Game Open project
http://forums.civfanatics.com/showthread.php?t=447755

3. Galactic and Transhuman Era expansion - Hyrdomancerx, Ls612, Vokarya, Thunderbrd, MrAzure, CivFurhrer, and community.
C2C - Galactic Era
http://forums.civfanatics.com/showthread.php?t=435974
C2C - Transhuman Era
http://forums.civfanatics.com/showthread.php?t=448582

4. Strategic (Navigable) Rivers mod rework and integration.
Integrating/Improving Navigable Rivers
http://forums.civfanatics.com/showthread.php?t=490158
Navigable Rivers
http://forums.civfanatics.com/showthread.php?t=455291

5. Graded Invisibility / Vision Improvements - primem0ver / thunderbrd, etc.
6. Combat Mod - Thunderbrd!!
7. Underwater Cities - primem0ver (creator of the Genetic Mod and The GeoRealism expansion for C2C)
8. New Civics Expansion - Ongoing new improvement. - ls612
9. Buildings overhall - Hyrdromancerx, Praetyre - organized and grouped.
10.. Stone Age Events - very soon - Dancing Hoskuld, Rightfuture.
11. Culture rework
Cultural Heritage
http://forums.civfanatics.com/showthread.php?t=454186
12. Ongoing Guilds and Corporation rework.
13. City Specialists re-work. Working in Great Farmer, and new specialists slots, Great Politician, !
14. Morale! - major strategy idea!
15. Natural Wonders - Wonder and Landmark integration from other mods/ Civ V.
16. "Mine Warfare" and/or "Pirates and Merchants" by OV,
http://forums.civfanatics.com/showthread.php?t=444916
17. Bridging other mods to pursue development of ideas.
18. the Unhealthiness mod (plagues, diseases, effect on cities and warfare)
19. Weather - improvement of events like tornadoes, retreating glaciers (see Fall From Heaven 2 mod FFH2), and other (SimCity) type effects to improve gameplay.
includes improvement to variations of storm events (vanilla Civ) and volcanoes (new event being reworked). Hope to eventually work in precipitation and drought effects on civilizations.
21. New stability update cycle, in addition to freeze cycle for v26 (hope to see it part of every version!)

22. Unhealthiness Mod: Plagues, SimCity Disasters, water transmission.
C2C _ Unhealthiness Mod
http://forums.civfanatics.com/showthread.php?t=427855

23. The Outcome System - AIANDY

24. The Expression System - AIANDY

25. Modular Alternate Timelines completion

Alternative Timelines
http://forums.civfanatics.com/showthread.php?t=439662

Steampunk
http://forums.civfanatics.com/showthread.php?t=443150&highlight=steampunk

Post -Apocalypse Alt History Brainstorming Thread
http://forums.civfanatics.com/showthread.php?t=455125

Biotech Alt History Brainstorming Thread
http://forums.civfanatics.com/showthread.php?t=443226

Dieselpunk Alt History Brainstorming Thread
http://forums.civfanatics.com/showthread.php?t=454544

Cybertech Alt History Brainstorming Thread
http://forums.civfanatics.com/showthread.php?t=443227

Sandalpunk
Atompunk

Science Fiction Era Thread
http://forums.civfanatics.com/showthread.php?t=486071

Spacepunk
http://forums.civfanatics.com/showthread.php?t=487107

Gothic, Noire, Gangster, other genres for ongoing development.

26. Religion - ongoing rework, Faces of God mod integration, etc.
27. Wonders - lot's of threads
28. Units - ls612 and groups's threads - Transhuman units being further fleshed out.
29. Terrains - Lot's of new terrains being integrated, also terrain improvements, housing mod, natural wonders mod, etc.

30. Call to Power like - Tactical Battles
31. Massive promotion overhaul - underway for a long time.
32.
33.

What I'm doing now lists -

Group progress:

Strategy Only:
BTS] StrategyOnly Productions
http://forums.civfanatics.com/showthread.php?t=485956
Heroes
http://forums.civfanatics.com/showthread.php?t=440577

Hydromancerx:
Hydro's TODO List
http://forums.civfanatics.com/showthread.php?t=496748

Dancing Hoskuld:
Dancing Hoskuld's tasks
http://forums.civfanatics.com/showthread.php?t=496743
Subdued Animals in C2C discussions
http://forums.civfanatics.com/showthread.php?t=439673

Koshling:
What Koshling has been doing lately
http://forums.civfanatics.com/showthread.php?t=496116
New C2C development blog
http://forums.civfanatics.com/showthread.php?t=497263

AIAndy:
The Outcome System
http://forums.civfanatics.com/showthread.php?t=451071
The Expression System
http://forums.civfanatics.com/showthread.php?t=460236

Ls612:
ls612's C2C Units
http://forums.civfanatics.com/showthread.php?t=452518
ls612's Traits
http://forums.civfanatics.com/showthread.php?t=489291

Thunderbrd:
What's Thunderbrd up to anyhow?
http://forums.civfanatics.com/showthread.php?t=495405
C2C Combat Mod Introduction - Step I (SubCombat Classes)
http://forums.civfanatics.com/showthread.php?t=475229
C2C Combat Mod Introduction - Step II (New Promotion Types)
http://forums.civfanatics.com/showthread.php?t=475327
C2C Combat Mod Introduction - Step III (The New Face of Combat)
http://forums.civfanatics.com/showthread.php?t=476047
C2C Combat Mod Introduction - Step IV (Stamina, Surround, and Stampede))
http://forums.civfanatics.com/showthread.php?t=476229

Praetyre

Vokarya - Master C2C historian
Wonder Ideas for C2C
http://forums.civfanatics.com/showthread.php?t=449343

Acularius (Official Director of the C2C Map Team!):
[MAP] Acularius' GEM for Caveman2Cosmos
http://forums.civfanatics.com/showthread.php?t=457501
RidetheSpiral23, GreatLordofPie, Lexotan_sedlex, Flint, etc.

Civ Fuehrer: Space Game Designer extrordinaire and creator of the C2C Galactic Era (with Hydro)

CIVPlayer8 (Official Civic Designer for C2C):
C2C Advanced Civics 2.0
http://forums.civfanatics.com/showthread.php?t=462762
mostly included in C2C

Mr Azure: Future Visionary and Tech Guru

Jonny Smith: Master of the Prehistoric Era
[REFERENCE] johny smith's ideas/suggestions
http://forums.civfanatics.com/showthread.php?t=487909

SargontheGreat2

Faustmouse - Welcome to the Team! - Apprentice to Hydro
Buildings

God Emperor:
Rocks2Rockets - C2C light
http://forums.civfanatics.com/showthread.php?t=482580

Eldrin Fal: C2C Godfather

RightFuture: C2C PR & Marketing Director
Idea Organization and Discussion (This Thread)
C2C - Priorities List - with Ongoing Discussion
http://forums.civfanatics.com/showthread.php?t=488549
C2C - Weather Discussion
http://forums.civfanatics.com/showthread.php?t=439763
C2C - Useful News and Links - Discussion & Organization
http://forums.civfanatics.com/showthread.php?t=469517
Integrating Mods - Incorporating / Exploring Ideas from other mods (last update ~ 1 yr ago - hope to update soon)
http://forums.civfanatics.com/showthread.php?t=439576


(and of course many many more threads by everyone - to be updated.)

Here is my (rightfuture) list of idea lists!: (to be updated soon- yes 7/13)
1. Major ideas being currently worked or in near development by the C2C ModTeam!
2. List of the best waiting ideas - to be developed.
3. List of all ideas from the Ideas/discussions thread - http://forums.civfanatics.com/showthread.php?t=377892&page=319 (post ideas here)
in chronological order. They will be updated, voted for, and credited. Please continue to suggest ideas there.
a. more Recent ideas from the end of the list. Once I have completed the existing list, I only need to update it.
b. ideas from the beginning of the ideas thread. (once I bridge the lists, I will consolidate into one list.)
4. further lists will proceed to organizing ideas from the other C2C threads.
5. List from the idea discussion threads of ROM, AND, EXTRA, and REVDCM. and eventually their product forums.
6. List of C2C ideas from discussion of other mods, forums, and games. Please use the integrating mod thread for C2C, to post ideas from other mods.
C2C -Integrating Mods - Incorporating ideas from other mods
http://forums.civfanatics.com/showthread.php?t=439576 (post ideas you find from other mods here)
If you have any ideas on how to improve this list, please post them in this thread!

Other threads will open up for listing inspirational 4x games, other video games, roleplaying games, books, comics, movies, etc.
Use http://forums.civfanatics.com/showthread.php?t=377892&page=319
until they open up.
7. Etc.

I expect it will take a good amount of time to follow through with this. (as mentioned well before - I need help for this)


List 1: Major features and ideas being currently being discussed or worked on. Order of excitement.
I am hoping to get the ModTeam suggestions to improve this (7/2013).
Let them know what you think! Please post a simple list (in this thread!) to vote for the ones you like! Votes will be considered for new versions of C2C!
(to be updated)
1. MultiMaps. for the Galactic era and other possibilities, Galactic maps, planets, a close combat map, a weather overlay, an underwater map for ocean exploration (think Seaquest), even a potential underground map.
(more desc to come) and progress/status reports!
3. City specialists expansion, looking to add more types of citizens to the city screens,
(more desc to come)
4. Current Re-work, massive expansion, and addition of future ages - MrAzure, etc.
5. extended "War of the Worlds" event - alien plants and art for tripod now on SVN -DH
6. "Bad things happen" mod -To be made optional- DH
including
Diseases
the unhealthiness mod - unless people discover
extinction events, real meteor strikes, alien invasions, big diseases
and - Smallpox - get it early or you will suffer a big shock which will not be that bad since your neighbours will get it at about the same time as you anyway. (not excited to get one - just excited to see it in C2C :) - DH
This will include any idea that is realistic yet divides players. Real world consequences, realism, Consequences, towns being realistically destroyed, etc. Things that frequently draw complaints.

(I will go through all the threads and update this list immediately Dancing Hoskuld. Thanks for assigning me that task!)
7. Guilds and corporations Overhaul -HX
8. Dig into Rise of Mankind, A New Dawn, C2C and all the combines mods and make a list of all the features and post it to the Features page at Moddb and for StrategyOnly to use. Each feature will have one summarized sentence of what it does. - MrAzure - very excited about this!
9. Weather - I will link to recent discussions.
blizzards from FFH2 and possibly using multi-maps, or the expression system are being worked out first.
1o. Religion overhall


Don't forget to vote and update your list by posting new ones! It will be an ongoing update for everyone interested!

List 2. Items on hold or waiting to be prioritized. Feel free to add to their discussion maybe you will get them going!(I will link threads). You too can vote for these ideas, don't forget to post your current list of favorite ones to pursue, in this thread right now!
This is a big parking lot for the best stuff.

11. Progenitor Culture System or Cultural Heritage. - http://forums.civfanatics.com/showthread.php?t=454186
12. Dynamic Trait System & Era Achievements prototype
13. the unhealthiness mod
14. Expand diplomacy (barbarian, goody village and other WLBO and Thomas stuff)
15. Reworking the Prehistoric era: nomadic start, Ice Age glacial retreat, more techs, possibly splitting up early eras into the various 'olithic eras.
16. Redesigned Vassalage
17. Food Redistribution System
18. Advisor System
19. Election & Senate Revision
20. Unit Supply lines

Vote for the features you'd most like to see!


Ideas to be integrated here - (in process)
Hydromancerx - to be integrated from the ideas/discussions thread.

I think this can be solved by maybe 1/2 or 2/3 the cost of the prehistoric techs. Since my last update a lot has been filled in. The only ones I have to fill in now are techs like Sewing, Personal Adornment, etc. Which I do have plans for new buildings like a Seamstress's Hut, Dining Hall, Garland Wars [Wonder], etc. I will be posting more information about those soon. In addition I have been thinking about doing a dwelling themed mod based on an old post I once posted. I have to work out some balance issues but it would work out with a balance between new civics and buildings. In short I have a lot of cool stuff planned, so it may seem empty now but things should fill up when I am done.

Here is a preview of the projects I want to get to ...

- Prehistoric Buildings (Ex. Dance Hut, Chief's Hut, Mammoth Trainer, etc)
- Pseudo-Resources (Ex Papyrus Grove, Fur Seal Hunter, Date Palm Plantation, etc)
- Craft Mod (Ex Tablet Maker, Scroll Maker, Sawmill, etc)
- Residential Mod (Ex. Nomad Yurt, Huts, Hovels, Apartments, etc)
- Alternate Timeline Techs (Ex. Steampunk, Dieselpunk, Cyberpunk, Gearpunk, etc)
- Ordinance Mod (Ex. Tire Recycling, Legalized Gambling, Carpool, etc)
- Education Civics Mod (Ex. Oral Tradition, Apprenticeship, Compulsory Education, Mind Control, etc)
- Electricity Mod (Ex. Department of Energy, Tidal Farm, Wind Farm, etc)
- Space Mod (Ex. Argodome, Alpha Centari Imports, Astrology School, etc)
- Minor Civ Mod (Ex. Cherokee Embassy, Lakota Embassy, Manchurian Embassy, etc)
- Flammability Mod - Buildings Give +/- Flammability. Cities with more will have Fire events more often.
- Disease System (Not much planned yet)

But as you can see there is only one of me and I can only work on so much. So it will take awhile until they come to reality. However so far I have been happy with the mods I have designed/made like the Garbage, Water and Science Mods.
from old post, may be obsolete!

Major C2C threads
Tech Tree Discussion
http://forums.civfanatics.com/showthread.php?t=459006



Ongoing content lists. Recommend some! :)
Version 31 Changlog
http://forums.civfanatics.com/showthread.php?t=496015


What needs fixing for V26
http://forums.civfanatics.com/showthread.php?t=474110

http://forums.civfanatics.com/showthread.php?t=459641
some of these were taken from AND
http://forums.civfanatics.com/showthread.php?t=359410
c2c lists for importing Civ V ideas to C2C.
http://forums.civfanatics.com/showthread.php?t=463582
civ iv - rise of mankind discussion list for Civ 5
http://forums.civfanatics.com/showthread.php?t=356780
4x game discussion
http://forums.somethingawful.com/showthread.php?threadid=3388756&userid=0&perpage=40&pagenumber=1
(I'm still going through these.)

and for the future of C2C!
Possible Future Direction (personal view)
http://forums.civfanatics.com/showthread.php?t=480285

C2C - Priorities List - with Ongoing Discussion
http://forums.civfanatics.com/showthread.php?t=488549

what inspired this thread...
Rightfuture said:
Create a new thread for simply listing of existing C2C ideas that have been discussed in the past. This is not a remake of the ideas/discussion thread, but a prioritized list to keep track of older ideas: Stuff that may have been forgotten or missed. Hopefully this will inspire discussion and organization of things that were already talked about.

I plan to update as much as I can with your help!
Everyone, please help me keep these lists and best C2C ideas updated as you can. (just post in this thread!) Thank you! :)
 
Do we just list ideas that other people have thought of in the forums here. Isnt that what those forums are for
 
(- too be put in chrono order - fragmented list) 16 ideas total in this list!

List 3a : Recent ideas from the Ideas/Discussion thread. I will try to separate the ideas out of the discussion.

It will end up a simple list, as the ideas are refined.

For the Time being I'm taking the last idea in the thread and posting it in it's entirety (temporarily).
I will work to distill the ideas, if you all start to evaluate them. If they get used I will try to note it. I will need help organizing things, so please feel free to suggest ideas. Please don't start helping me with the list yet, I've got a bit of work to do 1st.

This list will be in reverse chronological order until it is shortened to the point of being combined.

1.
With the new tribal defenders (they're great!) minor start lost one of the biggest appeals (early empire growth). Having stumbled upon a wikipedia article on egypt-hittite relations I was thinking that the early game (prehistoric,ancient) diplomacy could be spiced up and made a bit more interesting. I'm aware those are some rather big changes and probably won't be easily implemented via XML editing alone and maybe they aren't even possible at all but I just want to get the ideas out here. It's just a first idea and open to critique.

-1. Opt-in open borders, opt-in NAP aka loose Diplomacy.
The idea is that once you have first contact with another civ you recognize each other but don't sign on any initial (currently baseline) diplomatic agreements, meaning
- you can openly enter enemy territory
- you can openly attack enemy units
This obviously also means you have a rather bad relationship with those civilizations. Alternatively you could also just start AT WAR with everyone at first. But the key then is that your base relation with other civs should be as negative as it needs to be to not allow peace treaties.

-2. Region specific Languages
The negative base relation would be named "We don't speak the same language" - because your 'native culture' (american, european, african etc.) should provide you with a distinct language (obviously only once you researched language). This language gives you a boost to all other civs with the same language, allowing for early negotiations, but nothing more than "don't just kill our guys" treaties.
The twist on this is that after a certain amount of time (whatever is appropriate for the gamespeed you play at) you will be able to learn the language of the other civ, probably by building a specific building, increasing relation due to "same language". This would allow simple treaties with non-native civs (e.g. egypt-hittite).
Some ideas to interact with that design: reduce turns it takes to be able to learn the language when exposed by either:
- Militaric action (low % chance on victory "taking slaves/POW", not as actual units just as a explaination for the mechanic)
- Capturing civilians like Gatherers (should always reduce the time by a few turns)
- Mixed culture, when there is foreign culture of the civ you want to learn the language from that should reduce the time too - or just give a production bonus on the language building once you are able to build it.
- Also an Ancient Rosetta Stone, unlocked with Writing, requires Stone or Marble halves the time it takes to be able to learn a foreign language (obsoletes late ancient, before medieval) for you and any civ you have contact with.
- Diplomatic/Religious leaders should have a higher chance for "learning" (building) foreign languages once available while more war-mongering leaders will just do it when they feel like it.

-3. Further advanced foreign relations
I think religions already give a relation bonus and if nothing changed I think other leaders will automatically get their favorite religion in their capital once they are founded. This would simulate cultural proximity which usually expresses itself in similar religious choice (well 'choice' *cough*) and allow for further improvements in relation and more diplomacy once state religions are available (should be mid-late prehistoric, right?) Maybe the numbers need a tweak here.

The next step should be at Writing, School of Scribes should increase the relation with all leaders whose language you're capable of speaking. Either at that point or with research of alphabet (increasing the +relation of school of scribes) you should be able to do diplomacy with other civs as usual, obviously influenced by all the normal factors like different civics, military history, religion etc the normal stuff.

I think religious civics should also play into those relations, pagan/religionless or more free religious civs should care less about different religions (i.e. a Divine Cult Druidic civ would have +relation to another Druidic civ even when they have Free Church. but would have strong -relation to a civ who has Kemetism as state religion even when they have Divine Cult active too. The Free Church Druidic civ would still have a bit -relation with the Kemetism civ but not as much, but the Kemetism civ would hate the Druidic civ even though they have Free Religion - sorry if I'm rambling here)

Possibly have a further +relation with "known language civs" with Education/School(Building) but not to the point where +relation is abundant and too easy to come by.

Feel free to instantly shoot me down should this be impossible with the engine or add/improve on this idea

Congratulations Samin!, Your idea has been selected to be the first one, that is listed here. If someone makes a response. I will try to document it. Note: I will eventually need a lot of help keeping ideas updated)
Your region specific languages idea just got a vote by Anunknownman! I will tally these votes and link discussion here.
(note: I will be shrinking this down a lot.)


@ModTeam if you want to me to edit this in any way, please let me know. This idea will end up being a first draft and and example of what I will be doing. Please give me a little bit of time to get it right.
It will end up being a very simple list, with a list of expanded ideas, and discussion growing off the lists. Only the most voted or commented on ideas here, will have a full description of their comment listed for further discussion. Ideas of merit and enough discussion can be moved to appropriate threads or have their own one made.

I intend for each entry to be very short at some point. I will list the #post for each one so it can be found in the Ideas/Discussion thread, and other threads.

2.
-Noticeable Health. It could be made an option so that people don't alter their gameplay based on avoiding negative realities. Unhealthiness could be hidden or viable be unrevealed until a certain tech is discovered.
This philosophy could be applied to other avoidance behaviors like gold. It could be shifted into commerce or productivity hammers.
(pg 314 , post #6279)

3.
Here's an idea. -Grouping buildings as toggle-able options.
- Buildings could be grouped into paths or themes so they could be checkable options (like Advanced Economy) so gameplay speed could be adjusted for those who want it. Might end complaints about too many building choices or speed issues. For example - if I felt one day like not playing with crime, I could turn off crime buildings or features on them, or not playing with fire , flammability - less necessary fire buildings and mechanics. Buildings could also be grouped by resource like iron/steel across eras. This could make smaller games possible and new features selectable.
(pg 314, post #6278)

4.
...... (Did you fix <bNukeImmune> as well?) I think all Wonders should have that set to 1, so they don't die to nuclear weapons. I know this is not completely plausible, but I think it's proper for game purposes.
(pg 313, #6250)

idea responded to - will insert quick responses, and eventually shorten.

5.
I find it absurd that, throughout the entire game, when a city gets conquered, 95% of its buildings get pillaged, making the city useless for 30 or so turns. I think there should be a way to not completely pillage another player's city upon conquering. Far into the late game, entire cities are gutted for their worth when conquered, which is in no way realistic! It's ridiculous to find warfare in regards to cities never evolving from the stone age! When the british captured shanghai, for example, they didn't gut the city, they simply occupied (and had all the problems that went along with occupation).

Surely something, like a pop-up upon conquering, could be added to the game to regulate how much control you have of the pillage. When you conquer a city, do you leave the people unharmed, like Alexander at Jerusalem, or do you squeeze it for all of its worth, like Pizzaro at Machu Pichu? The control could start at the warfare tech, saying pillaging only 75% of the buildings, and allow complete lack of pillaging at democracy. There would still be the option to raze and take all, as well as a period of revolt (perhaps longer revolt if you decide not to pillage at all) upon conquering, as well as population loss to simulate political exodus, riots, etc.

Would it be simple to add? Would it be possible to add?
(pg 313, # 6242)

6.
Also how about setting up a game option to very rarely discover a technology early, or be delayed an era or 2.
Jumps in technology for 1 civ can unbalance the game, but also make it very interesting.

Fire, gunpowder, computers, clockwork, electricity, space travel etc. all could be potentially discovered or implemented early (or late) in history. What if the automobile was built early? or late? what if steam or mechanical technology that was actually around in the classical age, was developed? What do people think of this idea?
(pg 312, #6239)

7.
Oh i play AND a lot, the thing with AND is, it is somewhat unfinished, it needs some final touch but there is no one around to do it.
What promted to share my opinion here in the first place was some people advertising C2C in the AND forums as its successor, right in the middle of a discussions about how to get AND finaly finished before it dies out.
I read something like "guys AND is dead go play C2C instead its better anyways" between the lines there and acctualy had to restrain myself not to pick a fight over there, so i posted my thoughs here instead.
(pg 312, #6223)

Here's a great idea for PR, I will respond, and re-post in the PR and Marketing thread!
Great job!

8.
.....
Don´t get me wrong it is well programmed with many maaaaaaaany good ideas and thats my problem with the mod, there are to many good ideas.

There is just so much stuff, so many buildings so many resources, i found it to be nearly unplayable at some point.
In my last game i ragequited after i could not get a trireme, i was missing rope.
Now i know i have to build some building to get it but i couldn't build it, i have no idea why, maybe i was lacking some other resources(think its either cloth or leather but i should have had them at this point :S), i kinda lost track of it somewhere in the civopedia and using the city screen to see what i am lacking to build the rope building was not an option as i could not find the building in the list due to the dozens of other buildings i could have build instead.
Not only is this kinda frustrating but it also kills the "feel" of civ for me, i am the king/queen/goodemperor/commerad chairman ect. i tell my people to build a ship and they do it, it really shouldn't be the one who runs errands fetching rope.

Speaking of buildings, do we really need that many?
We have a cat and dog breeder(maybe even more i don't know atm), wouldn't an animal breeder work just as well?
We have about a bazillion early game hut related buildings made of a lot of different materials, wouldn't one type of hut, buildable with any resource, be able to fill the same role?

Getting to the point, i would suggest this:
-Get rid of some buildings that fulfill the same or very similar roles as others and/or combine them into one building.
-Cut down the resource chains and the number resources used per building/unit.
-Try to cut down the micro management part, the emperor does not need to take care of building candy shops.
-Keep the Civopedia absolutely up to date, make sure all links work the way they should.( unfortunately i did not keep track of it but some links would bring me to wrong pages)
-Get a new layout for the Civopedia, its hell to find anything plus some things like culture are found in the wonder category.
-Get a new layout for the city screens building GUI, something like MoM did with theirs.
-Maybe a "light" version that is closer to vanilla Civ.(might not be worth the work)
MY 2 cents, enjoy!
(pg 312, #6221)

There are a lot of responses to this. A lot has been addressed. I will put them here.
9.
its because of the front paged "the guy whos been playing the same Civ 2 game for 10 years" Reddit post..im sure at least 100,000 people stopped by at CivFanatics in the last 12 hours.

http://www.reddit.com/r/gaming/comments/uxpil/ive_been_playing_the_same_game_of_civilization_ii/

Maybe we all should say something on reddit/facebook/digg/all the game forums.
Here's an idea - I recommend we all time ourselves for the same day of the next release, and coordinate our efforts talking about it everywhere.

I was pretty popular on digg at one time, a few months ago I was #4 in space exploration only, recently did my stats get messed up, and at one time last year #2 in science for 6 months.. (I have screenshots)
www.digg.com/rightfuture (- for those who care.)
Not a whole lot of people have 20,000 diggs like I do, it just shows what is possible with a little care. I could care less about some pointless ego goal reached, just promoting stories that could make a difference.

Imagine if we all promoted at once or spoke up more in the modpack forum. I bet we would see a lot of new people in C2C.

Since the C2C thread was moved to the project forum, the replacement thread in the modpack forum only comparatively shows only 15,222 views now. Not like the 300,000 it did before. Looks a lot less popular than it did. Bet few people know it is the biggest or most developed mod. Many players just play C2C, would be nice if more spoke up, and told others in the right places.

I'll make sure to add C2C as a link in my profile, and on facebook, I'm not on either as much anymore since C2C is worth more of my limited time. But I'll make sure that civfanatics is able to handle it.

On the next release let's drive 100,000 people to C2C!!
(pg 311, #6219)

This is my idea for PR - I will leave it up for a limited time then repost in in PR!
Perfect opportunity for anyone to google those articles and leave a link to the C2C project forums!
http://forums.civfanatics.com/forumdisplay.php?f=449
C2C, the Civ IV mod worth playing for more than 10 Years!

10.
couple of ideas if they have not already been mentioned.
How about a Panama Canal wonder, allowing you to put a ship canal up to 5 tiles long that does not require a city in the middle of 4 forts?

can the promotions given free by buildings, be buyable for any unit the moves into that city? I find it hard to believe that a unit cannot just walk into a city and BUY bamboo armor for them. Same for the other promotions, they are paying for the training to learn the promotion.

along the same lines, can you pay to remove a promotion so as to reissue it? Shock is a bonus against melee units, but useless when you are facing all gunpowder units now. It seems logical that a unit would be retrained for pinch against gunpowder units.
(pg 311, # 6213)

(more ideas being mined and listed today!)

I will summarize the discussion that happened in the thread. And eventually shrink this down to the basics.
Most recent additions - to be put it chrono order.
1.
I think you need to add culture: Martian, Venusian, Moon etc. technology to colonize planets and stars. Such culture should theoretically occur.
2.
Don't know if this is idea or strategy.

-1. Tired of conquering a city only to have the best buildings destroyed? Try this. Besiege the city, beat the defenders down to 1 or 2 left, (careful not to accidentely take it), then use a spy to bribe the city. It becomes yours, intact, no buildings destroyed (except for national wonders), no anarchy, no angry citizens. Then you destroy the last of the enemy and march into your new city as a Liberator, not a Conquerer.

-2. Got pirates but all you find are Triremes? Try this. Turn one of your cities, nearest a border of someone you have open borders with, into producing galleys, send that galley to the other country, gift it to them, then immediatly sink that gift with your Dragon Pirate. Even better if you put a warlord or noble on the pirate so you can get Dedication and attack multiple times, sink several "gifts" at a time. You will soon be up around level 10 or 11 with your pirate, not to mention all the GG points you will rack up. Do the same to any prize vessel you really don't want, never delete them, use them for target practice.

3.
Suggestion for counting population (in the demographics tab). How about each food and commerce on a tile count basically for one population point. So for example, if an unworked tile had one commerce and one food, it would count as 2 population points, meaning 4000 people live on that tile. Let the total amount of people living on each tile inside your borders + the combined population of all cities equal the total population of your civ, as shown in demographics. This would make no changes to gameplay, just make what it says for population more accurate


4.
@DH, SO, Hydro, et al.,
I have done some more work on the religion founding tech placements for the C2C tech tree. See the attached file.

While it's not complete it does have some of the bottleneck religions as one Off techs from their original techs. Shinto has been moved to Martial Arts and one off from that tech.

Still more to do.

But can I get some Modding Team input? Would you all accept this as an improvement to Religion founding as the Only Prereq that each of these "one off" religion founding techs have is the original Tech. And Yes they are dead end techs.

I posted a shorter version earlier but it got lost in the flood of postings. Or ignored.

The file is a .rar of the .xls file That either MrAzure or vokayra posted. And may need updated. But the Main Idea is there and plain to see.

JosEPh

-update the idea of dead end techs is being implemented. I will include more conversation.

5.
....

Here's an idea: A pair of game options. "Cheap Buildings" and "Expensive Buildings". Cheap Buildings makes buildings cost 10% (or 15%, or 20% - pick a value) less production. Expensive Buildings makes buildings cost 10% (or whatever) more production. If you turn both on they cancel out and do nothing. You could do the same with units. They would affect both the human and the AIs. This would allow people to shift the balance in the direction they prefer for each game. Want a more war-like game? Pick expensive buildings and cheap units. Want a more builder-friendly game? Cheap buildings and expensive units. More of everything? Both cheap. Less of everything? Both expensive.

will attach follow up conversation -removed balance part.

6.
I'm not sure if this has been suggested before (I haven't played C2C since V21) but I saw that "Progenitor Cultures" idea that was floating around, and I had a thought.

What if some religions required the presence of other religions to be founded?
For example, to found Christianity you would need to have Judaism in your country or in a city. To found Buddhism, you'd need to have Hinduism. Those two are off the top of my head, I can think of several more.


Ultimately this list will be single individual lines with a basic desc and credit for the ideas, with an updated status. To be done later, Idea dismissed, etc. (list not up to date)
 
List 3b. List of ideas coming from the Beginning of the Ideas/Discussion Thread.

Most of these ideas have long since responded to. Please don't discuss these until I have updated their conversations. Will take a good while.

1. This was an idea from a long time ago. - I will keep it as an example. It was posted way back in
Triturador's Stone Age mod inserted a new Stone Age civic per category (one of which was -75% culture). He also gagged racial traits until the Neolithic era, as his mod had the Palaeolithic, Mesolithic and Neolithic eras, and had all sorts of interesting early units, buildings and mechanics.

Definitely check out his mod! (3.17 version.)

Since this is about an idea from a mod, I will repost it to the appropriate thread. I will not continue to list the ideas from other mods here, I will go ahead and re-post it in
the Integrating mods - Incorporating/Exploring Mods into C2C thread
http://forums.civfanatics.com/showthread.php?t=439576
Please do the same, once I've got this list trucking :)

Per the mod Team. This idea has been already incorporated into C2C!


2.
Do you think yuo could have some "mass extintion" episodes tha remove resources as horses from the map in a region, based on numbers of units here resident for too much turns?
And that resources could revamp if the numbers of units drops in the region?
So we could mimic the extintion of megafauna in North America.
A great attention would be (on my mind) to domestication, that links to evolution of some human disease.
Thank for your attention. Sorry if I ask for the moon.....
(pg 2, #36)

Thanks DH -idea moved to new list 1. 'bad things happen' mod above ^^^^^^^^^^^^^^^^^

3.
I am enjoying the latest version (I didn't play the ones before), though I have some queries/feedback -

My capital city is size 4. It's surrounded mostly by seed farms, and its growth is currently stagnant - it stopped growing once it reached size 4.

The moment I research agriculture, all seed camps lose their bonus, so I'm down 4 food. My stagnant, stable city is now starving, and is likely to shrink down to 3 before I can churn a worker out. In fact, all of my cities are shrinking. (see attached.)

This seems illogical for a tech that's supposed to help feed the people. Same with the commerce from my stone tool workshops at Sed. Lifestyles - I expanded to my limit based on my commerce and suddenly I'm down -1c per square, so I'm losing money.

Is there a reason for this? Currently a seed farm can be +1 food +1 gold, you then lose both the gold and food for a period of time, and then build a farm for +1 food only. (obviously farms upgrade with tech, but there's still an 'aaaargh' period when all your seed camps you were dependant on mean nothing)

My suggestion would be one of the following;
1. Automatically become a farm so there's no 'limbo' period between learning agriculture and getting farms built. But make it so a farm isn't worse than a seed farm (currently, it has less commerce until you research techs?)
2. Not become obsolete via -1 food, but stay as +1 food only and farms gain +2. This might unbalance the game so either base square yields would need to be adjusted (giving 1 less food than normal?) or pop. growth values might need to be balanced. Or perhaps seed camps are +1f only and farms +1f +1c.
3. Make seed farms -1 hammer as well so you've more incentive to build farms. And get rid of the sudden food vortex that happens to all seed camps when you discover Agriculture.


Otherwise I've some nitpicking here and there, nothing central to gameplay and probably not a priority fix;
According to Civilopedia for Improved Fishing I need Sedentary Lifestyle and Early Fishing - the Tech Tree says spearfishing. As Spearfishing gives nothing else, if the civpedia is true then it's a pointless tech, as I can already work water tiles through early fishing.

Civpedia again - when you hover over a tech and it gives you the required list, you get a couple of things twice. (see attached)

As said before, I am otherwise enjoying the mod, regardless of it being thus far a beta/incomplete. Nice one

edit: I've noticed the Arabic have 2 starting techs while the other civs don't - I presume this is a work-in-progress thing, but in the end are you planning on eliminating starting techs so they all start at the same point, or all civs start with 2 techs as per Civ Vanilla/BTS/ROM?
(pg 3, #57)

responded to - I will update later.

4.
... in my Sevopedia, it doesn't have the amount of food I can get
from hunting certain animals..
(pg 5, #86)

I need to add the responses.
5.
So here are my plans for what I will contribute first. Its basically everything from HAND plus some recovered stuff that Afforess took out of AND.

Spoiler :

Craft Mod
- Basketweaver's Hut
- Cannabis Plantation
- Carpenter's Workshop
- Clay Pit
- Cotton Plantation
- Crafts Hut
- High-Tech Crane
- Ice House
- Lumber Camp
- Modern Crane
- Papyrus Grove
- Rendering Plant
- Seal Hunter's Camp
- Silk Farm
- Steam Crane
- Storage Pit
- Timekeeper's Shop
- Woodcarver's Hut

Domestic Animal Mod
- Camel Farm
- Cat Breeder
- Cat Shrine
- Chicken Coop
- Cormorant Trainer
- Cow Farm
- Cow Shrine
- Donkey Farm
- Dog Breeder
- Duck and Goose Farm
- Elephant Trainer
- Elephant Shrine
- Falconer
- Goat Farm
- Guard Dog [Unit]
- Homing Pigeon Coop
- Horse Farm
- Llama and Alpaca Farm
- Monkey Breeder
- Oxen Farm
- Parrot Aviary
- Pig Farm
- Reindeer Farm
- Sheep Farm
- Trained Dog [Unit]
- Turkey Farm
- War Dog [Unit]
- Whale Shrine
- Yak Farm

Education Mod
- Barber Shop
- Brahman Library
- Drama School
- Gladiator School
- Music School

Entertainment Mod
- Art Patronage
- Dance Hall
- Dance Hut
- Local Radio Station
- Night Club
- Recording Studio
- Storyteller's Hut

Farm Mod
- Arboretum
- Botanical Gardens
- Bureau of Farm Management
- Chinampa
- Community Garden
- Fairgrounds
- Farmer's Market
- Farm Supply
- Florist
- Great Chinampa
- Greenhouse
- Hydroponics Lab
- Rice Paddy
- Rice Terrace
- Victory Garden
- Warehouse

Firestorm Mod
- Fire Brigade
- Fire Brigades [Tech]
- Fire Dock
- Firefighting [Tech]
- Fire Station
- Fire Suppression [Tech]

Garbage Mod
- Garbage Anywhere [Civic]
- Landfills [Civic]
- Off-Planet Dumping [Civic]
- Waste Exportation [Civic]
- Waste Importation [Civic]
- Waste to Energy [Civic]
- Waste to Sea [Civic]

Health Mod
- Acupuncturist's Shop
- Animal Shelter
- Dentist
- Field Hospital
- Insane Asylum
- Laser Eye Surgery Clinic
- Medic [Unit]
- Optometrist
- Plastic Surgery Clinic
- Rehabilitation Center
- Retirement Home

Military Mod
- Flamethrower [Unit]
- Fletcher's Hut
- Flint Knapper's Hut
- Mercenary Camp
- Police Squad [Unit]
- Riding School
- Warrior's Hut

NIMBY Mod
- Cigar Roller's Shop
- Cryogenic Prison
- Garbage Collection Agency
- Landfill
- Liquor Store
- Maximum Security Prison
- Poacher's Camp
- Saloon
- Tattoo Parlor
- Toxic Waste Dump

Palace Mod
- Ballroom
- Forbidden Palace Garden
- Guardhouse
- Palace Garden
- Palace Walls
- Servant's Quarters
- Throne Room

Science Mod
- Anthropology Lab
- Archaeology Lab
- Biology Lab
- Cartographer's Shop
- Chemistry Lab
- Engineering School
- Geology Lab
- Mathematics Academy
- National Science Foundation
- Paleontology Lab
- Physics Lab

Spiritual Mod
- Church of the State
- Church School
- Divine Monument
- Mystic's Hut

Sports Mod
- Airfield
- Battlebot Arena
- Combat Sports [Tech]
- Dueling [Tech]
- Extreeme Sports [Tech]
- Fencing Academy
- Fighting Pit
- Jousting Tournament
- Ice Rink
- Interstellar Speedway
- Lawn Sports [Tech]
- Major League Stadium
- Martial Arts [Tech]
- Masters Dojo
- Minor League Stadium
- Modern Sports [Tech]
- Motor Sports [Tech]
- Olympics
- Outdoor Recreation Center
- Public Pool
- Recreation Center
- Romanticism [Tech]
- Ski Resort
- Speedway
- Team Sports [Tech]
- Tournaments [Tech]
- Training Dojo
- Water Raceway
- Water Sports [Tech]
- Winter Chalet
- X-Games
- Zero G Sports Arena

Tower Mod
- Anti-Matter Battery
- Artillery Battery
- Auto-Cannon Battery
- Barricades
- Bombard Tower
- Cement Barrier
- Fortified Outpost
- Frontier Outpost
- Guard Tower
- Keep Tower
- Laser Battery
- Missile Battery
- Palisade
- Railgun Battery
- Watch Tower

Transportation Mod
- Automobile Factory
- Bus Station
- Caravan Post
- Carpool Ordinance
- Carriage Builder
- Department of Motor Vehicles
- Ethanol Station
- Gas Station
- Grand Central Station
- Humvee [Unit]
- Jeep [Unit]
- Monorail Station
- Motorcycle [Unit]
- Parking Meters
- Railroad Station
- Skyroad Station
- Steamboat Port

Vacation Mod
- Cruse Ship Port
- Ranger Station
- State Park
- Travel Agency
- UNESCO Site

Water Mod
- Cistern
- Department of Water
- Desalination Plant
- Fire Airport
- Fire Hydrants
- Hand Water Pump
- Reservoir
- Town Well
- Water Pipes
- Water Pumping Station
- Water Tower
- Wind Water Pump

Zoological Buildings Mod
- Aquarium
- Pet Shop
- Petting Zoo
- Re-Pet Shop
- Zoo


My overall progress is doing great where I have recovered units such as the Dog units and covered most of the Sports mod. My main challenges will be converting over the techs from the Firestorm and Sports mod to to this mod. I also still have to track down and re-activate the Medic, Humvee, Jeep, Motorcycle, Flamethrower and Police Squad.
.
(pg 8, #141)
This is more of a reminder to cross off, update features.

I won't usually include a core modder's ideas, unless they are stagnant, on hold, or they tell me too! :)
I'm sure this will go away quickly.
6.
Maybe it's obvious but I have just seen that you have included some of the units and features of Varietas Delectat and not sure if these is applied to other eras apart from the prehistoric one.

I have been playing Quot Capita which have these units from Varietas in essence and in my opinion one of the main points to consider was the units of the industrial and late era (and obviously the prehistoric era) which included a great variation of air and naval units as well as prototypes, etc.
Are these included too? or will you consider their inclusion?

Thanks for the mod.

EDIT: Also in the case you have already included all the units, the panzer maus has a minor error:
(pg 8, #146)

Units are probably all in, will check all responses.

7.
Teleportation will actually be near the end of the galactic era, if you want I can draw up a layout of all the techs in AToM. I'll start at X44 and head to the right. Also Interstellar Travel has been removed.

EDIT: Here it is. If you don't have Microsoft Excel, then you can easily get the viewer for free.
(pg 9, #168)
This could be relevant, if only for refrence for the current work on Galactic Era Techs.
Will probably get moved soon.

8.
it occurred to me that the stone age "hunting" concept, specifically the "automate hunt" option for combat units, overlaps significantly with basic exploration. Basically my early hunters account for immediate exploration, and exploitation of village bonus early in the game. Therefore the scout unit becomes generally redundant, and/or a strategy you would have to use at the expense of early hunters. Here are some suggestions with no qualification for the actually amount of modding required.

- New/Modified Automate Hunt command that stays within a certain distance from
your borders

- Either an earlier form of scout (tracker?), or immediate access to scouts; honestly, this could be a generic initial unit with 1 strength 2 movement (hunting/war/tribal band/party?) that replaces the warrior (which would then become available either with scouts at hunting or maybe fire/stone tools)

Just some thoughts and sorry if this has already been discussed. Thanks again for everything!
(pg 9, #173)
need to update responses

9.
There was a mod suggestion for evil Great People. You would get one but not control it in any way. The GG might declare war on an friendly nation. Any of them may cause a period of anarchy or change your civics. Nothing became of it, but it is somewhere in the RoM forums.
(pg 9, # 178)
This will probably get rolled into the 'bad things happen' mod at some point, along with negative traits.
I will link discussions and responses here.

10.
I think this can be solved by maybe 1/2 or 2/3 the cost of the prehistoric techs. Since my last update a lot has been filled in. The only ones I have to fill in now are techs like Sewing, Personal Adornment, etc. Which I do have plans for new buildings like a Seamstress's Hut, Dining Hall, Garland Wars [Wonder], etc. I will be posting more information about those soon. In addition I have been thinking about doing a dwelling themed mod based on an old post I once posted. I have to work out some balance issues but it would work out with a balance between new civics and buildings. In short I have a lot of cool stuff planned, so it may seem empty now but things should fill up when I am done.

Here is a preview of the projects I want to get to ...

- Prehistoric Buildings (Ex. Dance Hut, Chief's Hut, Mammoth Trainer, etc)
- Pseudo-Resources (Ex Papyrus Grove, Fur Seal Hunter, Date Palm Plantation, etc)
- Craft Mod (Ex Tablet Maker, Scroll Maker, Sawmill, etc)
- Residential Mod (Ex. Nomad Yurt, Huts, Hovels, Apartments, etc)
- Alternate Timeline Techs (Ex. Steampunk, Dieselpunk, Cyberpunk, Gearpunk, etc)
- Ordinance Mod (Ex. Tire Recycling, Legalized Gambling, Carpool, etc)
- Education Civics Mod (Ex. Oral Tradition, Apprenticeship, Compulsory Education, Mind Control, etc)
- Electricity Mod (Ex. Department of Energy, Tidal Farm, Wind Farm, etc)
- Space Mod (Ex. Argodome, Alpha Centari Imports, Astrology School, etc)
- Minor Civ Mod (Ex. Cherokee Embassy, Lakota Embassy, Manchurian Embassy, etc)
- Flammability Mod - Buildings Give +/- Flammability. Cities with more will have Fire events more often.
- Disease System (Not much planned yet)

But as you can see there is only one of me and I can only work on so much. So it will take awhile until they come to reality. However so far I have been happy with the mods I have designed/made like the Garbage, Water and Science Mods.
(pg 12, # 233)

Moved this one to list 2 ^^^^^^^^^^^^^^^^^ in the 1st post.
11. I plan on adding 2x as many today!

PLEASE DON"T RESPOND OR VOTE ON THESE IDEAS YET. I have to follow up on them to make sure they are still valid! Thank you!

Ultimately this list will be individual lines, with the status of an idea. Not discussed, To be done later, Idea dismissed, etc.
I will make a list of the truly active ideas, and links to all discussions, as I find them or someone else does.
 
List of Ideas from other threads. Hopefully, each new thread will be assigned a moderator who will reserve the first part for a listing of ideas. I will try to contact each thread starter once we have gone through each list.
 
List of ideas from other mods to be considered for including in C2C.
(coming soon - repost from 1st post of the C2C - integrating mods thread)

1. the Extra Mod - Chiyu - MrAzure is currently breaking it down for integration. (Hopefully the project of integrating the Extra Mod into C2C will get it's own thread. -hint)
http://forums.civfanatics.com/showthread.php?t=234906
2.

Please add your favorite ideas that come from other mods in the integrating mods thread.

http://forums.civfanatics.com/showthread.php?t=439576

Please also go through that thread and make a list of your favorite other mod ideas and post them. (1-5) for example. This way the mod ideas you want to see integrated will have a better chance of getting seen and included in C2C.
You can vote for them in either thread - that one or this one. Remember that Everyone can help C2C by voting and suggesting ideas in the right places.

(more coming soon)
 
Lists of ideas from other games, roleplaying sources, books, movies, comics etc. Please list your ideas in the ideas/discussions thread until separate threads are established!
 
GiuseppeIII
This is more to go through and simply list ideas, especially ones deep in the idea/discussion thread.
 
I'm going to go through them, since I made time.

Ideas will be crossed off, as they are included in C2C or discarded.
 
Good question, GiuseppeIII,
We all repeat the best ideas here.

I will methodically go through the Ideas/Discussions thread and organize as many ideas as possible.
I will make 2 lists, One starting at the end of the thread for fresh ideas, and one from the beginning so that old ones are not forgotten.
I hope to meet up in the middle so that we have a full list.

I will then go through the other C2C threads and list included ideas.

I will only list the ones from other mods together afterwards.

Please feel free to go through any of these and champion ideas that you like.
I'm trying to cut down down on forgotten, double discussed, ideas discussed in multiple places (please link) and repeat ideas.
You are all free to help me. (edited: List is live!)
Please Let me get it started 1st, I will then have ideas for people to help.
 
So, how is this going?

Great! Thank you for asking. I have finally started on the list. I will let everyone know they can help, once I have the list moving in a manageable form. Feel free to re-recomment on any of the ideas here, you can always draw attention to them by reposting the better ones in the Idea/discussion mod (please give credit to who noticed it first.)

In the meantime, if you want to help, please go through any mod you know of and post their ideas in the Integrating Mods - Incorporating / Exploring Ideas for C2C thread.
http://forums.civfanatics.com/showthread.php?t=439576

You can always go to the Ideas/Discussion thread to post new ideas. I will continue to go through them and post the new ones here as well. Please put new ideas there 1st.
http://forums.civfanatics.com/showthread.php?p=9615403#post9615403
 
I'm just starting it myself, to get it right. I will let you know when I get it moving, very soon. I want to establish a pattern of refining the ideas so they don't take up as much space, and have links to discussions. If you have any ideas to pursue this better please let me know.
 
i actually like the language idea it's super cool!!!:goodjob: are you working on this by yourself???

You, my friend, have placed a vote for this idea. I will add the vote. Please also vote for ideas in the integrating mods thread for the mod ideas you like. This will help everyone find the better ideas and increase the chance they wil end up in C2C.
http://forums.civfanatics.com/showthread.php?t=439576

We will definitely have prioritizing and organizing discussions for this list,
1st I'm going to start the list and establish a way to organize and keep credit of the ideas.
I'm going to figure out how to distill the ideas so they fit in a list, for better reviewing.
I expect that I will be editing and looking to find more room to oraganize the ideas. I also plan on grouping them for similar content.

I want the list to be be in ordered by post, for every thread we persue, so that we can fill in overlooked ideas, and guarantee we don't miss any.

So the main list will be simple. Basic idea, org location, link credits, vote, and status, Ideas can be looked at together, and in order.

Each idea will get discussion, status updates, and refinement as people look at them and post here. I will create a second expanded list following rekindled discussions, up to the point where they are shifted to their own thread or an appropriate existing thread. Linking these correctly will let us bridge the various conversations; for example) sea colonies have been talked about a dozen times - great to get them linked in one place (the sea colony thread) and that link referenced in the 1st posts of the Transhuman thread at some point. Organizing, grouping, and refrencing ideas will make it easier to come up solutuions and increase the likelihood of seeing the best ones end up in C2C.

At first I would like to go through the 6,036+ posts in the Ideas/ discussion thread and piece them in some reasonable order so they are easy to find. I will rush through the list and catch the ones I can place in order . (this will take a lot of space) I will need a lot of help in probably a week or 2, to begin the heavy lifting to start with the distilling, referencing, prioritizing, and organizing.

Then we will go through the main threads of AND, ROM, and REVDCM. And do the same.

The plan will be to then go through all of the existing C2C threads, and methodically through the other project threads.

I am assuming that a lot of these ideas have been considered and many included already. I will try to cross off and list status of these ideas.
Then we will continue to vote to prioritize the list so that the goods ones will rise to the top.

Any completely new idea or idea from another mod, please put in the right thread.
 
List 2. List of ideas coming from the Beginning of the Ideas/Discussion Thread.

......

2.

Does anyone know if have included are doing mass extinction events in C2C yet? If so I will post it and edit this idea smaller.

This has been discussed as part of the "bad things happen" mod. As Afforess said, you can't have big bad things happening in a game because the player will complain that they are being picked on even if they aren't. The "bad things happen" mod was going to be optional so that players could choose to lay with them or not. Extinction events, real meteor strikes, alien invasions, big diseases (what I want not what Hydro and AIAndy want), and so on.

So this one and others should be combined into one mod.

edit there are a number of threads out there where we have discussed and done some work on ideas for C2C but they stalled for some reason. @rightfuture Please look at getting them in your lists. One of these is Cultural Heritage.
 
This has been discussed as part of the "bad things happen" mod. As Afforess said, you can't have big bad things happening in a game because the player will complain that they are being picked on even if they aren't. The "bad things happen" mod was going to be optional so that players could choose to lay with them or not. Extinction events, real meteor strikes, alien invasions, big diseases (what I want not what Hydro and AIAndy want), and so on.

So this one and others should be combined into one mod.

edit there are a number of threads out there where we have discussed and done some work on ideas for C2C but they stalled for some reason. @rightfuture Please look at getting them in your lists. One of these is Cultural Heritage.

Yes, as you have requested I will work on getting these in by this weekend. (I wish I didn't have to work tomorrow, and the next 2 days). I will group the ideas and look to place those in that group. I think I will have 4 lists, 1 for the most important /currently discussed ideas. 1 for all of them listed in order (short list). 1 for grouped ideas (combining them into similar themes), and one for the ones that have enough interest and need expanded discussion. What do you think?

Some people do know better than to think they are being picked on, however some people want to completely avoid it or can't handle it, (it may drive off some new players if default enabled.) See how people strongly react to unhealthiness in buildings! (stray thought -I say the solution is to hide unhealthiness on buildings until a certain tech is discovered in a much later era)

I think that grouping these ideas in a "bad things happen" or Realism modmod is a very good idea. I remember reading your previous conversations on it. Once I list all the ideas from the ideas/discussions thread (in order if possible) then we can pair them down and group them according to themes like that. (You might want to start it's own thread. I would support that.)

If you would be so kind, (as you have time), I would appreciate your occasional help to help me group and prioritize them once I have gone through them. Tonite I'm busy, but I plan to roll them out quickly and become hyper-productive for a while. I will make sure to read all the context for the ideas, once I've quickly listed them, so that I can see what you guys have already discarded or implemented. Feel free to give me any direction you'd like to give me, here. And pm me if I'm way off course.

"Extinction events, real meteor strikes, alien invasions, big diseases (what I want not what Hydro and AIAndy want), and so on." I completely support your view on this. I think that dodging and overcoming setbacks is what makes the game more involved, and realistic. It just needs to have a check and balance, so that a player's gameplay strategy is not completely nerfed, so frustration causes them to abandon the game. Challenges and obstacles can be good, even great things that result in growth. Maybe it needs to be a tired together mod-module that is always defaulted off for new players (and ones who don't want it). I think that the idea is so comprehensive and useful, that it should get a thread (with optional in it's thread name) for ongoing discussion.

Gold nerfing, bad things, 'Should we have the prehistoric / future eras optional?' options, resource quantification, can we fix sea colonies, and other controversial items (like choosing religion), need to probably have ongoing conversations, and made specifically optional, but probably included as official modules/options in C2C. A good example would be Revolutions, which some people play (I do) and others hate. I would love ongoing discussion on how to make it work/better so that everyone would want it.
Call them modules, build a thread, make them optional, allow those who love them to continue to work on them to become tolerable to more people. At some point some things are going to be wanted by a split part of the C2C population. For the major contentions, allow both options some kind of life. Who knows? Anyone might engineer or come up with an idea that make the concept tolerable/workable to more people or be fixed to be desired by most everyone. I'm slightly optimistic.
 
I have a couple of RL concerns that may take me away for a few days,
I was planning on getting a lot done today.

These lists will become extremely useful with the Idea tracker that MrAzure created.
It will help tremendously.

I hope to integrate them immediately so that ideas, can be freely discussed and suggested, without being forgotton.

This thread will still be open to listing and discussion on ideas / organizing them to get them into C2C. Feel free to tell me any ideas on organizing this that you have while i'm out. I will respond when I can and get this thread kicking into shape and high gear, so that everyone can use it right away. I will try to respond asap :)
 
I have a couple of RL concerns that may take me away for a few days,
I was planning on getting a lot done today.

These lists will become extremely useful with the Idea tracker that MrAzure created.
It will help tremendously.

I hope to integrate them immediately so that ideas, can be freely discussed and suggested, without being forgotton.

This thread will still be open to listing and discussion on ideas / organizing them to get them into C2C. Feel free to tell me any ideas on organizing this that you have while i'm out. I will respond when I can and get this thread kicking into shape and high gear, so that everyone can use it right away. I will try to respond asap :)

Is it possible to link directly to entires in the bug/idea tracker from discussions here? (i.e. - do entries there have unique and referencable URLs?)
 
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