Civ Add-on/Expansion Pack Ideas

Hi Folks,

I would like to see all submarines have the ability to torpedo and give ships destroyers and above a chance to torpedo/bombard a sub if it passes through the square that sub is located in but only if the sub attacks first.

Alo I aggree woth more civilisations ( Irish please) and group movement. I do not have a problem with all units being able to upgrade. traditional cavalry units historically evolved into tank units or light motorisied scout units.
 
-AI players will more likely upgrade their units

-AI players will more likely accept favorable trades(like furs for 1 gold/turn)


I don't need more nuclear submarines, though.
There are enough units in the game.
 
AI should more likely accept a fair trade, like furs for dyes.

I hate it when they want 2 Luxaries, World Map (A good one too), and a Lump Sum for one Luxary. Must be power or culture that is to strong of an issue in trading.
 
Will just add some things that came to mind today,forgot some in my last post,too bad I´ve forgotten some again,oh well :rolleyes:


Airbases

Navalbases,but this is just an idea,but would be nice having military bases without cities.

Fortresses should have one cuture square,meaning it´s owned, and shouldn´t be able to flip ofcourse.It would only lose it´s cuture if it´s ungarissoned,or within the radius of a city. Combining Fortresses with the Navalbase idea might be fun too.

Channel building,this should be a huge worker effort,harder than anything, maybe it should be limited to a certain length,five squares or so, gets bit unrealistic otherwise.

ICBM bases :cool: ~Underground silos,invisible to enemy

Military Casualty Charts again

On the Trade Advisor screen,it should show the demand other cutures have

One should be able to see the Techs of the other Civs on Foreign Advisor screen,the running around meeting everyone is a pain.

On the Demographics screen,there should be ranks,like it used to be,who is on 1,2,3 etc. It should also tell one the non secret data,like land size etc.Maybe add info after planting a spy.

Try to fix simulatanious play for MP maybe :)

Have I mentioned my idea on ASW Tech before? ;)
ANTI SUBMARINE WARFARE™


Am blank again...Should some of these things work already,am sorry,seldom read a manual :D
 
I'm currently playing a game on a large world and it is now the modern era. Since I dominate nearly 75% of that world and since I customarily raze cities in order to bring in my own settlers, I now have almost 250 workers!

The single most important improvement for me would be the ability to "stack" workers! Let me combine them into units of 7 (or more) so that I only have to move a "work party," and when they are put to a specific task, they work as if all 7 had been activated.

For those of us that play the large worlds, this is a must have.

As for corruption, I manage to get around that by adding 6 new forbidden palaces to the game (renamed Versailles, Winter Palace, etc.). But for people who are not able to modify their games the corruption level completely disallows the possibility to play dominating games on large or huge maps. We should at least have the option of dialing down corruption on larger maps.
 
and one other thing... MAKE THE "GO TO" FUNCTION EASIER TO USE!!!! It's a big ol' pain trying to find the right city when you use ctrl+shift+G! Make the "Go To" operate just like "Find city!" That way, if I want to send a unit to Babylon, I just press the "B" key until it comes up.
The current way is terrible!!!!
 
I haven't read all the suggestions given here, if any of them are repeated please be kind.Here are my suggestions for the game after playing for 2-3 weeks. The best I could do till now is a win in regent level (tried playing on Monarch level, but couldn't survive for even 5 min). So I still am a newbie. Anyway here are my suggestions:
1.Ablity to group Units. Helpful when transporting a bunch of units. Also helpful if bombard units can be grouped and used to bombard as a unit. The effect of using a group of bombard units should be the same as using these units individually, but it bypasses the boring task of activating each unit and using it to bomabrd an enemy city. When units with different movement points are grouped together, the group should move with the movement points of the slowest unit. It makes sense to forgo the movement points of a mech infantry to protect the artillery.
2.Sub menu in the Construction box of the city display screen. If you can have sub-menus for Units, City improvements and wonders , it makes it easier to find the required unit .
3. Ablity to 'order by' different columns in Domestic advisor screen. If it is possibe to order by cities in accordance to shield production, it is easier to quickly find the largest shield producing cities - helpful while building wonders, space ship components. A new column to show whether a city is growing or has zero growth - indicated by an arrow
4.Option to wake all/fortify all units in a particular square when right clicked on that square
5.Customisable hotkeys
6.Ability to set shortcuts for more cities (just as 'H' is for capital city)
7. Show life of the active unit in the info box(on the bottom right of the screen) along with ADM
8.Wonders of the world screen in tabular form, in two columns 'with out pictures'. A left column showing the wonders finished, while a column on right showing those being constructed.
9. A TOGGLE 'Grid overlay' over the existing grid to show the workable areas of each city. Squares 2 sides on each side of a city square could be painted red showing the squares which are being worked on. This helps when you want to fit cities in between existing ones.
10. Shortcut for opening the Civilopedia
11. Ability to upgrade all units that can be, when there isn't enough money to upgrade all units. Also an option to 'Upgrade and Fortify' would help.
12. Statistics to show % of land under each civs' control. Helps when you want to go for a domination victory. Also Culture points of all Civs would be helpful.
13.Show turns left for a tech research in domestic advisor screen .
14.Expansionist attribute can be made more playable by giving them an option to build a second forbidden palace and/or increased effective range for castle and forbidden palace.
15.Finally, about the points system. It seems faulty to me. In a recent game I got a score of 3420 (year 1986) when I achieved a Spaceship victory. Later, I loaded the game and without going for Spaceship(I didn't build the last component) I achieved a Cultural victory for which I got a score of 3492 in the year 1999 (I still have the saved games before each type of victory for the same game). Earlier a victory is achieved, higher the points should be whatever the circumstances. I think there is a bonus for achieving a conquest victory. The same should be applied for any type of victory.
 
You can order cities by Shield Production/Waste, Commerce/Corruption, Happiness and so on, just click on the symbols...

There is a shortcut for opening the Civilopedia, CTRL-C or something...

And yea, I would also like to see City Grids, when I put on the grid, much easier to place cities then.

There is a bonus for every type of Win, but because you win later with e.g. Space Race, that bonus is not enough. (It's the same for every victory type.) It should be more for example S.race, because if you keep playing you will get more points per turn then thebonus will give...
 
Does anyone use the explorers?

At least, not me... 'cause besides "exploring", they do nothing more....

I would love to see them with some abilities like "taking posesion" of a newly discovered land (specialy islands, or new continets), so no other player we have contact with (maybe an embassy) can found a city in a something sqare radious. Obviously, our right over the land would axpire if we don't quicly build a city there.

Even more, explorers could build... dunno, "emplacements"? Places that act somehow like a city, but with just few city improvements, and no population growing.

oh! I would also love an option to name "topographic items", like naming an Island, an itsm, a mountain range, a valley, etc... that would make huge maps more playable.... "Mhhh, that's city it's on the Péntopa Islands".

And something else I would love is mountain ranges, for example, to be more infrankeable... just a few places were to build roads (mountain passes), and any unit that atempt to cross through other place will suffer damage or just can't do it.
 
"take possession" - that`s a good idea, especially since the AI always manages to bring wonder Galleys to your new-found islands.....
 
Does anyone use the explorers?

Yes,I do,change the Explorer to coming along with Map Making, enough to explore in that stage ingame.

Another idea came to mind,sending food to other cities is ok,but would rather introduce new building:

The "Supermarket",should be rather cheap since this buiding is usually a commercial building and not built by governments,it´s effect would be to fill the food storage.No more starvations if city is only producing one extra wheat p/t, not even in times of anarchy. :)
 
Maybe that "Super-Market" Building would give an 50% larger output of total food produced in the city?
 
A lot has already been said on naval warfare and I agree with most. Naval battles hardly have any effect on the overall way the game goes, apart from the transport-with-tanks that is sunk every now and then. And even then, in most cases the tanks were surplus.

Navies should be there to attack / defend what has real value and that is more than just an opposing navy! Seaways for trading are a good example, but navy facilities for building / maintaining ships can be that as well! Big ships need big and specialized facilities that are vulnerable to attacks.

Big could be represented by landsquares, i.e. you need to work land to build ships in this also determines the size of ship, for example you need 5 land tiles with access to water in a city radius to build battleships! So workers would get a "harbour" option! Bombers and ships can destroy these, as in real life.

Specialized could be represented by city improvements, i.e. you need a city improvement to build certain types. For example a wood mill to build frigates for example and big dock facility to build the big ships.

Combined with seaways for trading this will make a navy more neccesary, harder to build, more vulnerable and so IMHO have a bigger impact on the overall game!

Feedback more than welcome!
 
Originally posted by Grey Fox
Maybe that "Super-Market" Building would give an 50% larger output of total food produced in the city?

Maybe... :)

Don´t need 40+ cities,but would be ok,what annoys me most (concerning food) is the starvations in anarchy and that one surplus wheat that will keep starving the peeps,one can´t even stop the city from growing.Another posssibility that would combine your idea and mine;the Supermarket would even out the food surplus AND would give an extra two food FOR every tile in city radius,even to those who aren´t producing any,so we´d have all cities growing to size 20.(making use of all their tiles)Just imagine the use it would have building a town in tough country like hills and mountains. :D

As for navy,I agree,but doubt we will see an big change,a simple but totally stupid method of pretending to "harm" trade,would be that whenever a sub or other navy vessel sinks a transport, galleon etc. the player would get a certain amount of shields the load was worth in one of their cities EXTRA.

I don´t like this idea,even though it´s from me ;) ,wish they had included something similar to the trade system of Colonization.

I never liked caravans in Civ 1&2,nerve racking those thingies. Colonization wasn´t though,somehow one didn´t mind ferrying the goods around...maybe because they had some value.
 
Another posse...

The player would get valueable shiny GOLD for sinking opposing transports.Maybe this valueable shiny GOLD would come out of the AI taxpayers pocket,effectively harming the trade of the opposing players,it would steal money from the treasury and income.
 
Originally posted by Dirk Aurel
Another posse...

The player would get valueable shiny GOLD for sinking opposing transports.Maybe this valueable shiny GOLD would come out of the AI taxpayers pocket,effectively harming the trade of the opposing players,it would steal money from the treasury and income.

How about acquiring ship + cargo, Piratism!
 
Originally posted by Dirk Aurel


Don´t need 40+ cities

Why not? They are great Science and Commerce boosting Cities. If 10 Scientist would lower your research time by 1 turn, wouldn't you want many scientists? And 40 Size cities makes that possible, and you could draft a lot, and in Communism you might be able to use your whip a little more...
 
I want a foreign advisor screen with ALL 16 civ´s.

Even if it means the dissappearence of the leader-heads when playing with more than 8 civ´s.
The overview is more important to me. But a choice would be perfect.
 
Originally posted by Beammeuppy


How about acquiring ship + cargo, Piratism!

If we were playing Colonization Beammeuppy,I´d agree,but in Civ3 there is nothing like real cargo.As for captured weapons of war,hmm,sounds bit weird capturing enemy cavalry or infantry and those quite willing to fight for your empire...

Harming the economy makes sense,reflecting history. Esp since capturing war material was pretty seldom in reality.I like the idea of Piratism too,but would just make more sense if we would really be shipping goods,wish they had put a bit more Colonization in the game.Capturing war material,sounds good to me,but not with the basis we have...We would need more units, machines can be captured,as for ppl,well I know a lot of captured troops were forced to fight,but these units can´t be considered as motivated as they were figting for their homecountry.Another idea may be introducing the "Foreign Legion",like the French have e.g.Captured units would partly join these squads,chances should be similar to producing a GL,and they´d have an impressive offensive value using weapons of their time more effectively, should be upgradeable too.


Well what you say sounds reasonable,but...The Supermarket can´t be a "wonder like" building,so it should make the player gain something but we can´t have everything,and if I have the choice between 40+ cities just like everywhere or a 20 city in hills and mountains,thus producing loads of shields,I´d go for the latter.Also want the starvations to stop in anarchy.Think there are some problems with 40+ cities;it would give the player a too big advantage over other non 40+ civs;usually need about 4-9 turns for scientific research,so don´t really need more science at this point in the game;supermarkets are good,but can´t imagine it working in a game sense,we´d have over population and the supermarket isn´t a replicator after all,where would they get all the food;have never heard of a civ where all cities are this size.
My main problem is it unbalancing the game too much,Civ´s without this improvement would have no chance at all.
Let´s try to make a comprimise,cities should be able to use squares not within their city radius,but in a certain range of it, then transport the goods to the city,like in SMAC.
 
i would like...

- random whether-effects. Polution -> change climate -> floods/volcanic eruptions.

- make the world a donut. Or at least let me have this option.

and as i mentioned before:
- show all 16 civ´s in de foreign advisor screen, even if it means de disappearence of the leaderheads.
 
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