Civ Add-on/Expansion Pack Ideas

...to improve the game.

1st. Food.
Cities should be able to share food. This would help to make stable populations in tundra or desert. Some kind of empire's storage.
Soldiers must eat, no just get paid. They can get their meal by hunting in the wilderness, by sacking the fields from the nearest enemy city (of which you're at war with) or by the empire's ration provided by the government. You, as the leader, may choose to give food to the soldiers and starve your civilians if you think is necessary to do so.

2nd. Shields.
Rushing a project would not buy the remaining production to complete the box, instead it should left unbought the production that will be filled by the normal means in the next turn. This is, by example: you want to rush a warrior in a city which has 2 production/turn, you will only buy 8... because the other 2 will be provided naturally by the city.
If you cut a forest, and you required less than the production provided (including the previous condition)... the remaining production (and the city's production of that turn) must go to the next project (unless it's a wonder, of course).

3rd. Gold.
A treasure can't not be hold if you don't know what it is. Before currency, taxes can't be stored as money (of any kind). They may be any good (not only gold), because of barter economy.
Once currency is discovered, it must have a name (first coins of gold or any other metal, after printing press some fancy name) and can be stored as money.
A strong economy will have a strong currency. So that international trade will lead to use it as a trade standard (like US dollars or Euros) are today.
It would only be posible to buy another country's good with its own money. No reserves of foreign money... no trade posible.
That would make money a new special tradable resource.

4th. Special abilities.
The six existing ones (commercial, expansionist, militaristic, industrious, religious and scientific) clearly covers the most.
Of course industrious should get lower costs of building production related structures (mines, forests, factories, offshore platforms, manufacturing plants and some others i may forget, but not wonders)
instead of having workers double rate. It really unbalances the game.
It would be nice to include agrarian and happy.
Agrarian civs are devoted to the feeding of their people, allowing them to lower their cost to related buildings (granaries, harbors and some other i may forget) and giving them better yieldings. As expansionist they start with pottery.
Happy civs are devoted to keep high the spirits of their people, allowing them to lower the effect of overcrowding, war weariness and drafting (note i don't mention despotic rush) and increase the effect happy related buildings, luxuries and entertainers. As religious they star with ceremonial burial.

5th. Scientific advances.
Some of them, just like replaceable parts increase workers speed, should automatically increase the yielding of food, shields and gold.
Ancient times
Mysticism was very much like a primitive religion based on nature cycles. This advance should allow to recognize the seasons, therefore increasing food yielding.
Iron working provided people with better tools increasing their ability to grow crops and work mines, therefore increasing the food and shield yielding.
Currency provided people with a better way to measure wealth, therefore increasing gold yielding.
Middle ages/Rennaissance
Feudalism was a major economical improvement, with the uprising of the guilds and the making of a better division of the labor, therefore increasing food, shield and gold yielding.
Engineering completely transformed the construction labors, providing people with better buildings and roads, therefore increasing shield and gold yielding.
Chemistry provided better fertilizers, therefore increasing food yielding.
Printing press created a way to get money out of paper, providing an easier way to do trade, therefore increasing gold yielding.
Industrial ages.
Motorized transportation provided both crop growing and mine working with big machines to raise the productivity, therefore increasing food and shields yielding.
Scientific method discovered that old resources could be used in new revolutionary ways, therefore increasing shields yielding.
Mass production was a major upgrade in manufactured goods productivity, therefore increasing shields and gold yielding.
Modern times.
Ecology brought up a new way to think economy: the sustenable developement, a major revolution in every area, therefore increasing food, shields and gold yielding.
Computers increased the information storage, that way corporation were enable to better now their markets and raise their sales, therefore increasing gold yielding.
Genetics provided crop yielding with fast-growing and high-tolerant varieties of plants and animales, therefore increasing food yielding.
This exhaustive list provides 7 automatic yielding upgrades for food, shields and gold. This upgrades made throughout your empire, providing small increases to each city's total.

6th. Combat.
Just add a missile weapon value to each unit. Every ground unit with no missile weapons will make a check (based on unit speed)each round to see if they made to go into close combat. If not, the missile weapon value is used and the next round begins. If the check is passed, normal weapon value is used until the end of the combat.
This will create a new category of units: ranged. It will include archers and bowmen, musketman and musketeers, riflemen, infantry, tanks and modern armor and some i may forget.
Of course the normal weapon value of all this units will be lower than their missile weapon value.
A modern armor will certainly crush a poor (and dumb) warrior band, because it will fire her massive bomb shells before the warrior can even think to hit the "metallic monster" with his small axe. But a smarter warrior (one that knows how the "metallic monster" works) can manage to evade the explosions and reach the "weak point" (like some motor part) of the "metallic monster" and plunge his small axe there and "kill" him.
I know this sound weird. But just see how palestine warrior manages to take down hebrew "metallic monster".
Of course this also depends on the terrain and the technological gap between two civs. In open terrain (a plan) with a huge gap (three eras), chances for the warrior are close to zero. In a hard terrain (a jungle) with a small gap (just a few techs), chances for the warrior may get really higher.

My twenty-two cents

David
 
Posted in another thread:

Diplomacy-wise, I'd like to see Arms Agreements, enforcing the policy of cutting down military production. This shouldn't too hard to implement. All Firaxis has to do is tweak the Governor settings for the AI, when it agrees to such a proposal. Also, I'd like to see the option of coarsing a civ to join my empire; ala the Soviet Union. The leader running that civ would still be in charge, but I could interfere in his(actually, the governor's) decisions, and overturn them. For example, if he's building a military unit, I could change the production, to build an improvement or Wonder.

As for borders, IMO, they should expand quicker in the Early-Middle Ages. Once your reach the Industrial Ages, you can longer expand your borders, due to culture. Expanding would now be determined by your military might. That, or using my idea above, through diplomatic means.

Culture flipping should be yanked out of the game. If Firaxis intends to use the idea of culture flipping, it should no longer be based solely on culture, but also happiness, production and the system of government. If citizens of that empire are in civil unrest, the AI should either change their government or flip and join my empire.
 
Ive always wanted to see naval bases in the game. Like the ones the US have seperate from the actual cities or various territories. Id also love to see an attack chopper and air transports with more than 1 transport capability. Id love to see a ballistic submarine as well
 
id like to see more graphic improvements like:
-new terrain/city/resource format that would support animation.
-more city animations like the ones we have now ( smoke when there in disorder, and firework when ppl happy..)
-more unit/cities/resource graphic packs...
-maybe a unit creation tool that will let us to define/create new units from scratch..
-more more more eye candy!!! (for examp-" Disciples II" ).
-having the king unit (that is planed to be in multiply) in singleplay would be nice to!
-airplane ideal animation-please make them move up and down a bit like they are actually floating in the air above the city!
-spy unit-please please please.......


other things i would like to see are:
privateers are kinda worthless in the current format so maybe adding more options will make them much more interesting and worthy to build:
-attack harbor (in cities that has harbors)-if attack success ill earn x amount of gold/resources/ship,and if attack fails ill loose my ship or get x amount of damage.
-when attacking ship ill take loot of gold/resources or even take over on that ship.
-smuggle resource/gold/units-the option to create a black market trade network with privateers,some of the corruption exists in other civs will be due this privateer activity.
if a privateer harbors in other civ's city with marketplace, it would have the option of "smuggle" if succeed ill get x amount of gold/resource/units
if failed ill loose the ship+x amount of gold/resource/unit.


misc things that would be nice to have-
a "take note" option- i would love to have the option to pop up a note on the screen while playing , and when loading save game i will be able to go straight to business after reading my thoughts/strategies on that note.
-trade units for other units or for gold/resource!
 
Originally posted by m_m_x

a "take note" option- i would love to have the option to pop up a note on the screen while playing , and when loading save game i will be able to go straight to business after reading my thoughts/strategies on that note.
-trade units for other units or for gold/resource!
Nice idea! I actually used to put my advice to myself in the name of the save file back in the days I used to play AoK.
Your idea sorta reminds of how Ender notes all his soldiers' abilities in Ender's Game (which I am now reading. Read about 200 pp. in a day and a half. That includes school time [that won't stop me]).
Anyway, I think it may not be too hard to add a primitive notepad-type of note thing in the game, with maybe the ability to link the notepad entries with certain spots on the map or certain units. This could really make the game deeper, as you would not need to re-asses your situation on every sitting, especially while playing multiple games...
 
1. The governments should have many more options such as military strength and cultural growth rate, etc.

2. With more options for governments, more governments.

3. More espionage options like: poison water, assassinate ruler (to cause a short period of Anarchy), bomb improvement, incite revolution (to change gov. type), protest war, and capture enemy unit.

4. More diplomacy options like: negotiate for capture units, ask for peace treaty in a war you are not involved in, nuclear arms reduction, help in espionage, and how long treaties last.

5. Some sort of machine-gunner unit that infantry upgrades to. Mech-infantry should be renamed.

6. Faster Navy.

7. Provinces or commonwealths.

8. And most of the stuff thats already been covered. :)
 
all i want is an Israeli civilization. Israel is one of the magnificent civilizations that have been around since the beggining of civilization.

shalom

rjgo
 
Make it possible to achieve all the different victory conditions in one game. That way people won't be so dissapointed after playing several weeks and then seeing only "you've won a cultural victory!" Achieving each of the conditions should have a seperate benefit, eg. ability to influence civs in certain decisions for diplomatic victory, extremely fast research for space race victory, etc.
 
What about other great leaders not just the conventional ones. You could have scientific or artistic ones (this has been mentioned in another thread- just thought you might like it). For example England could have Isacc Newton or Steven Hawkings, Germany could have Motzart or Albert Einstein. Also they could defect to other civs (like Einstein did to America).

Also cival wars. They could produce other civs like when the Americans made their own nation even though they were European coalanists owned by the British Empire (now why cannot that happen in civ!) Also this would help with the downfall that always comes when a country/empire gets to big (Roman, British, Soviet Union).

What do you guys think?
 
What about civ specific wonders. Each civ could have one each. Copernicus' Opservatory for Rome, England could have Newtons University or Shakespears Theatre, USA could have the SETI Project and the UN, etc.
 
Originally posted by rjgo
all i want is an Israeli civilization. Israel is one of the magnificent civilizations that have been around since the beggining of civilization.

shalom

rjgo
Completely your opinion. :D But you can have an Israeli civ! You just have to modify the game....I believe someone has already made one. And if there isn't one then make it! It isn't impossible.
If you want it badly enough. :)
 
i already have that mod, but i think that they should make it official.

shalom

rjgo
 
What if you added new map features like the natural wonders. And have each one of them do something specific. Like on the map somewhere you had Mt. Everest and the surrounding squares produced more shields. Or like the Harbor of Rio de Janeiro makes the people of the nearby city completly happy. And in order for the effects of the natural wonders to work, a city must have it in it's original city radius.

I dunno, I am just throwing these out there. But it's an incteresting concept I think.
 
Originally posted by Yang Xiu
I think there should be Polish civ.

Can you tell me in which country you live? No don't tell me, I already know :rolleyes: :D
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MORE DIPLOMATICS OPTIONS:

- return of the ''cease of fire'' option that allow to players to set a pause time in a war with a number of turns between 1 to 19. After that period the war continu. But the cease of fire is like war with no diplomatics agreements except for peace treaty.

-units trade that allow to sell, pay or give units without being in conflict with a civilization in rival to the one with you trade

-make able the call of '' Stop the war against my friend '' via UN and maybe pay for obtain it

-option of a ''protection pact'' for protect weak and friends allies without that they have to protect me ( or simply asking for help in the owner of the mutual protection pact during it is effective)

And so on : MORE DIPLOMATICS OPTIONS SIMPLY and after that enjoy the game for the very firt time in diplomacy gameplay :goodjob:
 
Originally posted by Traquenard-fx


Can you tell me in which country you live? No don't tell me, I already know :rolleyes: :D

I live in USA, I think the Polish need credit they took over Moscow whic Germany could never do.
 
How about a sports option? You could devote a small fraction (no more than 5%) of your civ's resources towards developing a good sports team. Your country would need a minimum number of Colliseums to have this option, upon which time you could also build the "Olympics" small Wonder.

The mini-wonder would also give a bonus to your Colliseums, either in the form of an extra smiley, or in that the Colliseums would generate a profit of 1 gp per turn, like professional sports.

It would also give you the option to host, one time per age, an Olympics style event with all countries you have contact with. The victor (determined by some computation of money spent towards sports, number of colliseums, location of games, and some random probability function) gets a status boost in the international community, as does the host.
 
In an earlier post, Beloyar made a great point, as follows:

"Game rules specify that there are five global cultures:



1. Native American (Amerindian)
2. Mediterranean (Greco-Roman)
3. Western (European)
4. Far Eastern
5. Middle Eastern


And similar cultures are said to be more tolerant to each other in diplomacy.
Well, this is bogus!
Since when do similar cultures have to be obligated to be more tolerant of each other? On the contrary, China and Japan were enemies more often then they were friends; France, Germany, England and Russia (and all European powers) were also fighting and arguing for centuries. Same with all other so-called "global cultures."

Also, several countries were misplaced into wrong cultural categories . Americans should be Western (European) culture, because they never built Aztec-type pyramids. Russia, Zulu(land) and India should have separate cultures of their own.

Because of all of these unique cultures, I propose basing tolerance in diplomacy on the countries' political systems and religions. For that reason, religions have to be introduced in the game. "

On most of his points above, I must agree.
 
I would like to see at least a game setup option whereby a culture's dominant (not necessarily "only") religion could be a factor in the game. The background or machinery seems to be already in the game, if not in the code. A culture researches religious "technologies", e.g., monotheism. Also, cultures build relgious improvements and even wonders. So, why shouldn't a culture's choice of religion be a factor in diplomacy. For instance, even democracies seem to lean more towards favoring nations that share not only their govt. type, but also their religion. (E.g., Christian ( at least in a historical sense) nations/cultures identify and relate better to other nations with a Christian background. Likewise, Islamic nations tend to relate better with Muslim nations. Polytheistic nations to Polytheistic, monotheistic to mono, etc.
(This could be a whole thread in itself.)
:rolleyes:
 
Thanks, Maccabee,
Sometime ago I made a really huge list of improvements. I think it was on this post.
With the religions, a set of religious wonders can be made, like churches/temples/mosques only pertaining to one particular religion. You have to be converted to it to be able to build.

Another thing is that there are no wonders for great monuments in literature, secular and religious.
 
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