Civ Add-on/Expansion Pack Ideas

Originally posted by qslack
Some people feel strongly that you should be able to reforest squares and receive the 10 shield bonus each time. I think that it's sort of an exploit. As someone else on these forums said, the amount of workers planting tree seeds is not proportional to the age of the trees. It's unrealistic that you could assign several workers to one square and just keep getting the bonus. What does everyone else think? We don't want to submit an idea to Firaxis that none of us like, in case they actually do implement it. :)

Personally, I agree that it's a bit of a cheat if you can forest and de-forest every single or every couple of turns and get the 10 shield bonus. But I also think there should be a compromise position between one-time only and as often as you want. I'd really like to see something in the middle. Perhaps they could make it so it's only possible to do it once in any 20 or 40 (or some given number of) turns.

It just seems unrealistic that in the 6000+ years that this game spans you couldn't forest and de-forest a square at least more than once, you know? ;)
 
The solution to this forestation-deforestation is simple: simply turn off the ability of creating forests faster with more workers. Supposing forestation takes 4 turns, then 4 turns it is: more workers won't speed it up.
This IS fair... having that 10 shield deforestation bonus only once is unfair and unrealistic.
 
Have free trade agreements with other civs to allow automatic trading of all available resources. Say, if Civ A has 2 silk and 1 gems and Civ B has 2 iron and 3 wines, Civ A would automatically trade 1 silk and 1 gems with Civ B, leaving itself with 1 silk and 1 gems, since the gems are in a way shared and merchants from Civ B would go to Civ A to get gems.
 
you can debate about this all day long but deforestation isn't a major issue .As it has little effect on strategies.
 
I doubt anyone else posted this but... I think there should be something like a Congress under the Democracy. Click on the link in my signature to go the thread where it's being discussed (there's a poll).
From what I've been reading, I agree with almost about everyone here... great ideas everyone :goodjob: . Specially that Unit vs Unit resistance ideas (a modern armor should be TOTALLY invunerable to an ancient era unit like spearmen).
 
Originally posted by Mr Adeoye
you can debate about this all day long but deforestation isn't a major issue .As it has little effect on strategies.

Evidently it's not important to you, but that doesn't mean it doesn't matter to anyone else. Apparently it matters to at least a couple people here who've talked about it. :splat:

And I think it's a valid point. If you de-forest a square in the first 1000 years of the game but then later in the 1600's need a quick 10 sheild bonus, there's no way to know (that I'm aware of anyway) whether you're about to forest and de-forest a square that's no longer able to get the bonus. And I'm not about to remember what I did two days ago which every single square in the game. So then it's a waste of valuable time that could have been directed elsewhere.
 
I just had a brilliant idea about the forest thing:
How about have different graphics for artificially planted and natural forests. When you re-plant a square, it shows the artificially forested graphic, and after about a hundred years the graphic changes to the natural forest. The difference between the graphics could be that the artificial forest will be these orderly lines of well-tended young trees, and the natural forest will stay the same...
That way you could know when a forested area is ready for deforestation or not...
Just a thought...
 
Hi everybody. :cool:
I apologize for the enormous length of this post. These are my views on what should be improved in Civilization III.

I emailed this list to Firaxis webmaster, because I don't know how else to reach the game makers.
I also added some new things.

  • · The game is missing a wonder to enhance a government type. For example, a wonder to make monarchies and despotisms more effective in dealing with corruption, and a wonder to allow democracies and republics to maintain more military units, etc.
    Another reason is that five turns are required to change a government type. In war, you would have already lost it before your revolution is over.
    · There should be small wonders to allow civs to build their unique units without having all the necessary resources (in the city with the wonder), or give them a bonus in an additional area (Expansionist, Commercial, Religious, Scientific, Militaristic or Industrious).
    · If a city is always building wonders, it should somehow be able to build other improvements faster.
    · There should be fleets, like armies. Great leaders are also born in naval combat!
    · There should be a way to provide refuge for a gov't in exile from a destroyed country, so you could later reinstall that gov't by funding a separatist movement.
    Better yet, if your own country is wiped out, you could continue playing by trying to overthrow your oppressors with the help of your existing allies.
    · Inconsistency in air attack: You can target land improvements in the fog of war, but you will hit units in that square, however, if there are enemy units in the fog of war, you cannot target them if there is no land improvement under them.
    · Upgrade Civ III Editor to allow viewing maps in zoomed-out state and in a small window. Assign starting locations for all civs. We cannot “change history,” as was advertised by game makers, because we cannot have historic starting locations on a real world map.
    The editor should be able to transfer maps from Civ II into Civ III format, and convert bmp or jpg files into maps.
    · Trade in luxuries is outdated in modern times, however, the game forgot to include trade in manufactured goods, s. a. military units. It’s unrealistic to offer new technologies for money. Industrious and Commercial civs would benefit directly from this trade.
    · The important concept of religion is missing from the game. Religion was directly responsible for the rise and fall of many civilizations, and was/is a direct cause for many wars and conflicts. Choosing a proper faith was often a prerequisite to political and military alliance and a mandatory condition for peace. There should be several religions to choose from and the ability to change or reform your religion (a religious revolution). Allegiance to a particular religion directly influences your choice of allies and enemies up until a certain discovery is made.
    · There should be a religious wonder civs which strive to spread their religioun in the world thru missionary activity.
    · Some discoveries, like philosophy, printing press, atomic theory and many others, do not give any new abilities, units or buildings. They are completely useless and a total waste of game time.
    · In Civ 2, it was possible to send both a ship and a land unit through an “X” junction of land and sea, where the horizontal tiles connect two land squares and the vertical tiles two sea squares. In Civ 3, it does not work, only land units can pass. This is not fun and does not reflect many important real locations in the world, such as the Straits of Bosporus and Dardanelles, Strait of Kerch, Gibraltar, Singapore, the sound between Denmark and Sweden and even the Strait of Dover, which is today connected by a tunnel. Straits like the Bering Strait, are frozen in the winter and can be crossed by ice.
    · The game should allow seasonal snowing in some regions of the temperate climate zone. Falling snow could appear similar to fireworks above the ground and cover the ground for several turns regularly, limiting food production in the winter. (A modern age discovery (Greenhouse Farming) could solve this problem and allow snowy cities to produce more food in the winter.)
    There should be a permanent ice cap northern oceans should freeze in the winter limiting trade and navigation, except for submarines, which pass under the ice. This would persuade nations to seek warm water ports or to prevent others from getting them to limit their trade in wintertime.
    There should be occasional droughts in and near the deserts, limiting food production there.
    · Some terrain types are missing: snow covered and barren hills, ocean ice and swamps (western Siberia is covered with swamps, the size of the Amazon rainforest). Swamp should not allow the building of cities or improvements until engineering.
    · Oil resources do not appear in coastal areas as they do in real world.
    · Expansionist civilizations should be able to build settlers faster. Otherwise, how can they expand?
    · The game skips the age of Renaissance. It's awkward to leap from the Middle Ages directly into the Industrial Age.
    · Cathedrals were usually built in the historic center of a city, not outside its walls, next to the aqueduct. And by far, in many countries, they were not Gothic in architecture.
    · Walls in ruins looks ugly in modern-day cities. Better have neatly preserved sections of the wall.
    · Rivers also served as trade routes, therefore, if cities are connected by the same river they should be able to trade in early ages.
    · If one country conquers another, should it get some of the bonuses of the conquered country?
    · We should upload our own portraits of tribe leaders.
    · I don’t understand the significance of the cruise missile. It has a short range and cannot be loaded on vehicle or vessel. What is it for?
    · A city with barracks does NOT repair armies completely in one turn. Armies have to wait many turns to heal completely. Armies cannot be transported by air.
    · The aerial view of cities does not show enough houses, only barren land & empty streets with few buildings. Looks lame.
    · There should be an indication of how many units are in your city without clicking on the city.
    · The Stonehenge temple of the European city should change appearance in the Medieval Age, or with a new religion.
    · Cities that do not produce enough food for their own populations should not experience starvation if they are connected to cities with a food surplus.
    · Either the pine forest should look more dense or the regular forest less dense.
    · We should be able to see all 16 players in the foreign advisor (F4) window. It should also include their government types, ethnic composition and religions.
    · When embargos are offered, you should be able to see what you would lose if you agree.
    · It's unrealistic when you fight against an aggressive opponent but your allies don't want to join. When you sign peace with him, war breaks out between the opponent and your allies.
    · For some reason cities produce privateers.
    · There should be a land unit equivalent to a privateer, like a terrorist, in the modern times, disquised as a worker.
    · In modern times, helicopters (but not the Chinook type) are used against submarines.
    · It is impossible to know if your ally is winning or losing a war, especially if he is on a distant continent. By the time you send ships and transports there he is already wiped out.
    · When a city builds improvements or units, the message that appears above the city disappears quickly or the screen moves away, so there is little time to read it. There should be a log window listing all events occurring in that turn.
    · The screen always centers on a unit, which is particularly annoying when you air bombard enemy city 6 squares away. You have to center the screen on the target every time.
    · Tanks, do not rotate their turrets, even when firing on passing units.
    · Some strategic resources expire for no reason, even if you haven’t used them to build units or improvements. The resources are unrealistically limited to certain terrain types.
    Moreover, jungles and forests are often cut down before resources appear there, and when they do, the terrain is no longer jungle or forest. So, what’s the purpose?
    Finally, this limitation makes you expand your empire into all different terrains in hopes of getting all strategic resources in future.
    · I propose adding the famous Bolshoi Theater as wonder. Its high culture conquers fans and sets trends around the world. Another possibility is the Hermitage Museum in St. Petersburg, which houses the world’s largest collection of fine art, classical art and impressionist painting.
    · Some barbarian tribes’ names are misspelled.
    · The aerial view of towns in the hills should show some hills in the background. Towns in the forested tundra should show pine forests.
    · On the minimap we should see only countries in colors but without cities, and/or see only your cities and units.
    · Some ages lack discoveries. Here are some:
    1. International Union – allows unification of several countries into one state, like the European Union. This should be done only between same government types and allow sharing of civ bonuses.
    2. Globalization – integration of state economies into one system. Participants gain more profit, non-participants are blocked out.
    3. Spy Satellites – allow monitoring enemy troops at all times and reveal whole map.
    4. Naval, land and air bases – build and/or rent bases at home or on ally’s territory. Bases could be built like fortresses and colonies. Units and improvements cannot be built in bases, but units and missiles can be flown and healed there. Enemis can capture or destroy bases, but only when the last air or naval unit in it is destroyed. Bases do not have an area of control (cultural influence).
    5. Tunnels – railroads built to connect separate parts of your empire, like the tunnel across the English Channel. Should be a limit to length.
    6. Canals – across narrow land bridges.
    7. Land reclamation – coastal areas can be flushed by marine workers for new cities or farmland.
    8. Cold fusion – ability to generate clean power in conditions of extreme cold.
    9. Advanced power – ability to generate power without using oil or coal resources.
    · It's strange how a country finds it in its interests to declare war against a country far away across a great ocean. Why does everybody jump in to fight against a losing country, and nobody comes to its aid?
    · Rivers often flow from the lowlands up into the mountains.
    · It takes TOO LONG to complete all AI moves each turn. Takes the fun out of playing. In peacetime, every turn all you do is build roads and move a ship along the coast. For several hours – what a waste of time!
    · After handing over a coastal city to another player, your naval units from that city appear in your inland capital.
    · America (under Lincoln) should use the European city style, not native American. It would also be proper for Russia, India and Zululand to have their own city styles.
    · The Iroquois and Zulu civs should be replaced by civilized tribes, like Incas, Ethiopians or even Mongols. Better yet, use the Byzantines and the Arabs.
    · I am not sure about other countries, but truly famous Russian military leaders are not mentioned in the game. They are: Alexander Nevsky, Dmitri Donskoi, Ivan III the Great, Peter the Great, Mikhail Kutuzov, Alexander Suvorov and Alexander I.
    Lenin, Trotsky and Stalin were not great leaders.
    · Since Panzer is the German UU, there should be a Hitler as German military leader (like Stalin). Ironically, the German golden age would start with a nazi victory in WWII. Historically, the Panzer was superior in its armor and its gun muzzle velocity. Therefore, it is more accurate to give Panzer a defense bonus: 16-10-2 instead of 16-8-3. The Panzer was also slow and not very maneuverable, so it should not have a movement bonus.
    · The Apollo Program should be renamed the Sputnik Project, which started space exploration.
    · The tank resembles the American Sherman tank in WW2, which was one of the worst tanks in the war, while the Russian T-34 was one of the best but not included in the game.
    · A huge empire with one oil resource should require importing additional oil. Same with other resources.
    · Tundra and desert tiles should produce no food or shields. In the real world, the tundra and desert remain sparsely populated. A modern age discovery should solve this problem.
    · A realistic world map should be tweaked to enlarge Europe to accommodate for the many civs crammed on a small continent. Siberia and other places should be smaller.
    · In Marla Singer’s mod, there is this annoying restriction on choosing techs to discover.
    · All realistic maps I've seen are discriminatory and favor certain pet civs. Strategic resources are planted where they do not exist. Fictional iron deposits are placed in England, Germany, Japan and Washington DC, where in reality, there is none. However, major iron deposits of Minnesota, Quebec, Lorraine (France), the Ukraine, the Urals, Siberia and other places are totally ignored. Major Aluminum deposits of Surinam, Guyana, Jamaica, the Urals, Central Europe India and Australia are also ignored in favor of placing them closer to start locations of preferred pet civs.
    · Natural vegetation zones are also ignored.
    · You can transport an army of tanks from Spain to China by railroad in an instance. But it takes many turns to transport the same tanks by sea, especially without the Suez canal. This gives naval empires a crippling disadvantage against land empires, until the discovery of flight.
    · Countries should be able to produce their own luxury resources, s. a. wine, spice & silk.
    · In Ancient times, Domestic Advisor’s phrase “…the citizens of [City] are dying of disease. Our Prophets think that conditions in the surrounding Jungle may be unhealthy,” should be changed to read: “… Prophets say that the Jungle is inhabited by evil spirits.” Prophets were not scientists.
    · Byzantium was founded by Greeks and should be a Greek city.
Feedback welcome.
 
I think it would be really cool if trade that involves crossing the ocean between two ports was accomplished by an automatically dispatched cargo ship that could be sunk. So for trade that requires an ocean crossing, the player could have his choice of how many turns worth of cargo each ship would carry, and what the frequency of ships leaving port would be, and then the game engine would automatically dispatch and move the ships between ports, and only credit you for the transaction once the ship reaches it's destination. If you elect to have 1 turns worth of cargo in each ship, then every turn a ship arrives you get the benefit of the cargo in the next turn. If you elect to have 5 turns worth of cargo in each shipload, then you get the benefit o the cargo for 5 turns after the ship arrives. If one of the ships is sunk, then obviously there will be a gap in the availability of the cargo.

If the ability to trade finished goods (units) becomes possible in the game, these should be transported this way as well, if it is necessary to cross an ocean.

I don't believe it is necessary to have a land equivalent of this, since land transportation methods and routes are more diverse. I never played civ I or II, but I understand there was something called a caravan that was like this. From what I know about it, I think it is right to leave it out. Trade that crosses an ocean is different though.

Another tweak on the subject of trade is that airports maybe should not allow trade between two cities with no other routes. It is not economical to carry significant amounts of some commodities by air, like coal and oil for example. These must be transported by ship.


If food and shields could be shared between cities (something else I'd like to see), these could also be transported across the ocean by these automatically dispatched sinkable cargo ships.

On the subject of sharing food and shields between cities, it is apparent to me that the way the game works now does not represent reality very well in terms of where cities grow and prosper due to the fact that food and shields are not transportable. I suppose things are fine in ancient times (biggest cities where the most food is), but as the ability to transport goods advances, the population should shift from the agricultural centers to the production centers. In the real world, cities (the population) grow where the economy prospers providing that food is either readily available or can be transported in. This should transfer to the game by seeing large cities in hills and mountains where there are a lot of resources but little food, as long as there is excess food elsewhere. In the event of a food shortage, starvation should occur in the least prosperous cities first.

*sigh* now I feel better ;)
 
There are very good points! Especially the wiping of Zulus and Iroquis for the sake of other, more advanced civs! The canals, the
Gibraltar-like geographical formations are also important problems which are have to fix. Tunnels would be good.
I not support the wiping of the philosophy, the printing press and such knowledges which don't cause any direct use. But it is true - these technologies must give us some use: for example, philosophy and printing press both aided the advancement of science. Maybe there could be a third tech for the paper - you couldn't develop the printing for clay boards!
In the issue of the transportation, i agree. And these naval vessels, which pass the Pacific within ten years - this is unbearable!
Please let me say, that in the cold fusion, "cold" don't mean that this could be only in the arctic areas. The normal fusion is only possible in extreme high temperature and pression: as in the case of the hydrogen bomb: in the H-bombs, there is a little atomic bomb which produce these circumstances. The cold fusion will be on chamber temperature. This is colder than a nuclear bomb, but not extremely.

The long but useful messages are welcome!
 
The now-going system of the "builded" troops isn't so good, there would be better solutions as we have.

When a city is builded somewhere, everyone can take it over, because there aren't defending units in the now-builded city. I don't believe that some similar even happened in the history.
The formation of an unit isn't many year. Especially, when this unit is a plain infantry troop. Maybe, a technologically less advanced civilization could build an airborne troop or a tank troop for some years, but the menfolk of an infantry unit is trainable in weeks, and their weapons are producable in max. 5-6 months.

An other sulution would be, when you could regulate that how many percent of your menfolk should be a soldier, and you could regulate the percentage of the types of units. The soldiers would abide as units. When you greaten the number of the soldiers, this could subtract from your shield production, and also the maintenance of the units. The most infantry units thus would abide immediately, the ships, aircrafts, artilleries and tanks abide slower.
The regulations would be on the state-level. Thus recent-builded cities could have defending troops immediately, which is more real that the ongoing undefended-for-hundred-years new cities. The production of other things wouldn't stopped with the production oif the soldiers.

Maybe the whole system of the production could change in this way. You'd have a quantity of producing capacity. You set the quantities of the soldiers - the necessary production (for maintenance and new weapons) substracts from the base production. In one of your cities, you build somewhat building - this substracts from the base. The production of the necessary food will substract also (while a civilization uses the same work on the food production as the "industrial" production). And from the remnants of production, you could produce some product - machinery after the development of industrialization, coal, when you have a coal resource etc. You could sell these products, and you got as great percentage of the price as great is your tax rate.

This would be the final "tuning", when the production could depend the greatness of the population and the advancement in technologies. 2000 people can make two times much work than 1000 people, no matter that they are on a tundra, on a desert or on a flood plains. This is true that the environment influences their efficiency, but they have alwasy some efficiency. The effect of the industrialization is OK, but the development of agriculture also has a GREAT influence... as agriculture develops, less people should work on the fields. Those who shouldn't work on the fields more, go in the industry, and thus greaten the industrial production.

Please excuse me for the long message, for my bad english and my too bold reform ideas.
 
A thing that i find a little annoying at times is when i switch to communism in times of war to be capable of supporting a larger army. When the war is over and I switch back to democracy, I hate having to disband half my troops because they cost simply too much to maintain in active duty.
I suggest that there be some way of transfering these troops into reserve status. They cost say half or a quarter of the original price to maintain and if hostilities arise again, can be recalled to active duty in say 10 turns.
The catch is if your troops were elite or Veteran and you put them in reserve they get demoted to regular cuz they are not training 24/7 any more. Regular troops remain the same and Conscript troops will still disband cuz they didnt actually want to fight.
Same could apply to your navy. You could mothball your ships until they were needed. This would allow you to build and maintain a well rounded army/navy and turns wouldnt take as long cuz comp would prolly also want to save cash thus putting its units into reserve.

One last thing i would like to see is the ability to trade more than just workers with other civs. There have been countless times that i have wanted to send supplies to the losing side or both sides to make a tidy little profit and weakening my competition in the process.
 
Anyone find the selection of units when too many in the same square difficult? When I want to move 2 tank from totally 17-18 (some of them are of different type) units in the same square, I have to find them for a long time~!

I suggest they should sort the list for units when right clicking the square. :crazyeye:
 
Here are a few relatively small ideas I have had--

1-I'm happy with the lethal option for artillery in 1.21, but think a refinement would be both more realistic and more interesting to play. I'd make artillery's strength proportionate to how damaged the unit it is attacking is: so if a bomber (a:8) attacks a full-strength (four hit points) veteran tank (d:8), it's even odds of doing damage. If the same bomber attacks a veteran tank with one hit point, the bomber will be calculated as having an attack of 2 (because the tank is at 1/4th of its max. value), and if it attacks the same tank when that tank is at two hit points, it will be calculated as having an attack of 4. This reflects artillery's greater effectiveness at disrupting large and well-organized formations than at finishing off its targets, without denying the fact that sometimes it is able, operationally speaking, to do so.

Does that make sense to anyone?

2-I'd like to see culture-related unique units. All european civs share the ability to make some form of knight, for example, while the asian civs can make--I dunno, horseback bowmen?

3-I also think there should be 3x as many units available, so different military strategies can be worked out--as it is, there are two strategies early on (horsemen or swordsmen), divided along the line of greater mobility v. greater firepower. Once cavalry appear, both strategies are expressed in the same unit, and then tanks, though slower, so outgun cav that they again are the only viable offensive unit; and infantry is the only defensive unit. Different ratios of artillery, bombers, etc. don't really constitute different strategies proper.
One way of accomplishing this is a limited building-tool, like in Alpha Centauri; another way would be to have many 'minor' advances scattered throughout the tech tree, each of which allows the construction of certain military units, each of which wouldn't take so long to research; but somehow each civ could only have so many (perhaps half of the total); the limiting agent is beyond me right now.

make any sense to anyone?
 
I don't know if this possible, but I would like civ leaders to be ousted out of power, both AI and Human players. There should be revolutions, where society as a whole dumps their leader, if they feel he's not progressing well enough, i.e. not building enough improvements, and allow other leaders to take his/her place, but allow the AI/Human player to continue playing with that civ, under the new government. If the human player decides to go back to the old way, there could be a permanent coup, and that player loses the game. Or, the government can be fixed permanently for the player, where he cannot go back to the old government, but is welcome to try something new. Just my two cents. What does everyone think?
 
Also, about abondoning cities, I feel the city that you decide to abandon should be given back to the previous civilization with which you had war with. If you destroyed the civ, and took its cities, your choice of abondoning would revive that civilization back. This is kind of like liberating cities from previous regimes, i.e. USSR, when it crumbled, and the Berlin Wall came down, which saw an entire nation come together, once again. Once again, my two cents. Feel free to respond. :)
 
I would like to see a few more wondes. Maybe something like the Templo Mayor (Great Temple), from the Aztecs in Mexico. It would place a Temple in all your cities. Temples are a great item for expanding your culture and this wonder would be great. Another wonder could be named after the assembly line as developed by Ford. The result being a factory in all continental cities.

Also, there are special military units, what about special wonders, or small wonders. Any civilization could build it, but if certain civs get it the results are amplified. Say if the Egyptions build the pyramids then a granery that never empty in their cities. Or, if the Americans build the Assembly Line, they get pollution free factories in their cities.
 
Ok I only read through a page and 1/4 of this thread (hey its nearly 8pm and I don't have time to read it all)

The posts that caught my attention were:

jon78
have a global weather system, with currents, jetstreams and el nino. storms would afflict sea trade and lower speed of modern vessels. going with the passade winds would increase speed dramaticly (like columbus voyage)...


I agree completely with this. This also can be a blessing or a curse..If you get a good strong current that can bring you to another island in the matter of 3 turns, great. But if you get stuck in one that takes you AWAY from the place you want to go before you can move towards it then thats bad...but hey thats life. The currents could be represented by blue and red arrows (hot and cold currents).


Publius
Another idea: Environmental consequences. Right now, there is no downside for clearing jungles or forests, except for the production loss from clearing tundra forests. How about if too much deforestation and jungle-clearing contributed to the Global Warming effects of pollution? Likewise, you could slow global warming by re-planting forests. They would have to make sure the AI is aware if this, too, because it seems to love clearing forests. And maybe for Democracies and Republics, too much deforestation and pollution in a city's radius could have a negative effect on the happiness of its citizens; either for a certain period of time or until the pollution is cleaned up. I don't know, maybe it would affect gameplay too much. What do you guys think?


Well if you do this, then your gonna have to make that jungle square a helluva lot more productive cause at the current time, it is the worst terrain in the game. Punishing for removing a terrain that is hindering your progress isn't very wise



Henrique
There should also be some more luxuries (like cotton,tobacco, coffee, ....). we could also have wood as strategic (needed for harbour, early naval units and other improvements) receiving an amount of it whenever you change a florest into grassland. (BTW i liked the others ideas very much...)

yeah and add to that list:

Strategic: Silicon - maybe make that required for mech inf. and modern armor

Bonus:
Fruits such as strawberries and bananas that can make extra food..you could even put the bananas on Jungle squares so that they are WORTH something





Some ideas that I've heard around (don't kill me if its been said)

This one really intrigues me ---*Territories*---

ok there is a new option for a settler: claim

claim will allow you to stake out an area (maybe a 5X5 square) that is considered 'yours'.

Now these wouldn't be official borders, maybe make the borders for territories longer dashes or something to set it apart from your regular boundaries.

Now 2 civs could stake out near the same place, this would create 'disputed territory'. You could battle the civ for rights to that territory, you could diplomatically agree to split it up, or you could be a wuss and give in.

Claiming land would be useful if your far away from somewhere you want to claim. Other civs would be..say..75% less likely to settle there (unless they are agressive then it may be 50% or less) so you might have more of a chance to get it.

You WOULD have to keep units there to watch your stake or it wouldn't be taken seriously...

feel free to elaborate on this idea (or if you originally came up with the idea, then feel free to butt in and tell me to stfu)



Ok thats enough space-wasting for me
 
Bonus:
Fruits such as strawberries and bananas that can make extra food..you could even put the bananas on Jungle squares so that they are WORTH something

You don't need to wait for the expansion pack to enjoy bananas, I have included them in my Three New Governments mod as a luxury resource. There also a new strategic resource of cobalt.
 
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