Civ Add-on/Expansion Pack Ideas

I think that they should add Barbarian Privateers...

when the first civ can build Privateers, there should appear barbarian privateers on the Map as Pirates...

Then if you see a Privateer on the map, you don't have to think, hmm which civ built this?
 
For me I wish there would be more reward for play the game.
Like in Civ2 when we build a wonder we got nice video clip.

Also when you win. there should be something more not just a pop up say that you are win/loss.

I like Moo2 in this way. there are multiple path to win and each have a video clip for win with that path.
 
I agree with most of the things that other people have suggested in this post, but my needs are a bit more simple. I would just like to see all the good old things that were in Civ2 added to Civ3. I miss the 'Firepower', the 'Sentry' command, the 'Impassable Terrain' option, the 'Scenario Editor' with it's ability to change dates/times, the 'Event Editor', the Civ2 video clips and victory screens, and so on.

All the old Civ2 features were good, but a lot of this good stuff has been left out of the current version. So why can't we have a merging of Civ2 with the better graphics and gameplay of Civ3 and make this already excellent game into something even better?
 
i think secret police should be added!! ... they could make citizens of other nationalitys in your citys content rather that unhappy (if they are that is) and help prevent your citys fliping (the effect of making the natives content would probally be enough) also under communist or despot (or fasist) your secret police should be able to murder nationals in your citys .... think stalins purges or hitlers massacares (different methods but same effect ... evil bastardry)

also the ability to choose the nationality of a worker that u make in a city if u have multiple nationalitys ... that way u could efficently and effectively move populations around

i love the navy post on the previous page ... got some real potental there!! ... i think the trade routes should be more conceptual rather than infrastructure .... mabey u could have a "trade ship" that has a movement of 2 and maps out the square it is in for efficent trading (maps out reefs and rocks .. general obsicals) the trade ship basicly makes a road on the water .. have it represented by a little bouy or something ... but only u could see it? and u could trade your trade route maps with each other .... then u could see and then use there sea routes .... but i guess if u did this u would have to make the trade routes before u could trade by harbour ... unless trading by harbour was a little bit dodgy? a small percentage chance that your silks wont turn up 1 turn? depending on the distance .. if u didnt have a proper trade route set up that is
 
What do you think about some way to take prisoners and have some sort of POW camp so there will be a reason to invade a country and free the POW's ?

What about some way to have a hostage negotiatian?

Unit idea= Soldier w/bazooka
Flamethrower
Green Berets
C-130 Transport plane
Give me your feedback good idea/bad idea?
 
The x-pac needs to include a Modern(2002AD) Scenario
With alot of civilizations

The game should have included ISREAL ,ARABIA,SPAIN,SLOVAKIA anyway. What do you think??
 
Hi all!

Not sure if mentioned earlier by some another post; (No time to read them all I guess :confused: )

But, I would really appreciate if you could plan your tactical plans in war, together with your ally! (Well done in SMAC.)

ex.

("Let us approach townA together?")

-Also an option to give military assistance, like:

("I want to give you this, to help you fight against our brutal, common enemy, the greeks ")

-An option to give him any troops you decide from the list.


Thanks, :goodjob:
 
Originally posted by Selous
. . .i love the navy post on the previous page ... got some real potental there!! ... i think the trade routes should be more conceptual rather than infrastructure .... mabey u could have a "trade ship" that has a movement of 2 and maps out the square it is in for efficent trading (maps out reefs and rocks .. general obsicals) the trade ship basicly makes a road on the water .. have it represented by a little bouy or something ... but only u could see it? and u could trade your trade route maps with each other .... then u could see and then use there sea routes .... but i guess if u did this u would have to make the trade routes before u could trade by harbour ... unless trading by harbour was a little bit dodgy? a small percentage chance that your silks wont turn up 1 turn? depending on the distance .. if u didnt have a proper trade route set up that is

I concur. CrushSlider and Cerberus have a lot more understanding of navies than Sid does. Movement Points should also be increased, especially if you're using a big map.

The whole Trade/Naval situation is nonsensical. There is no possible way the crucial U-Boat War of the Atlantic in WW II could be simulated. Even worse, bombers can't sink ships - unless you give bombers attack and defense strengths (maybe that'll work).

The game needs a lot of work. :(
 
in the xpac, we need

Bridges that cross channels: I hate having to move my transport over to a side for my units to just move 2 squares.

Specific Barracks Training: There could be an optional decision to make your unit more defenseful when he stays at a barracks for a couple turns like being stronger at attacking, or faster or something else.

More Wonders: Wonders RULE!!!! They also left some at Civ2, like the statue of liberty and the great canal. Some new ones could be Einstein's Laboratory, The Supercomputer, and Time Square.

They're probably dumb ideads to you all, but oh well.
 
Originally posted by Grey Fox
I think that they should add Barbarian Privateers...

when the first civ can build Privateers, there should appear barbarian privateers on the Map as Pirates...

Then if you see a Privateer on the map, you don't have to think, hmm which civ built this?

A fair point. But remember, one Civ can always SUSPECT another is using privateers - Spain so suspected England in the 1580's by 1588 they went to war with them.

I'm more concerned about the utter inability of privateers (and subs) to negatively effect trade and commerce. Cruisers (if we had them) and other warships also should be able to do this if they are hostile and on trade routes. So, to make subs and privateers worth building we have to increase their strength enough to be able to attack a warship - which in not historically their purpose.

Bombers being unable to sink ships, however, remains the single stupidest aspect of the game.
 
Also, different presidents, prime ministers, etc. I don't like the idea of a 6500-year old president.
 
Originally posted by ih8ualot
in the xpac, we need

Bridges that cross channels: I hate having to move my transport over to a side for my units to just move 2 squares. . .

More Wonders: Wonders RULE!!!! They also left some at Civ2, like the statue of liberty and the great canal. Some new ones could be Einstein's Laboratory, The Supercomputer, and Time Square.

They're probably dumb ideads to you all, but oh well.


Good ones. The game does not reflect the very long suspension bridges and tunnels now in use. I understand they do not allow unlimited military movement, but they should increase it somewhat and add to trade.

The Panama Canal remains the most important missing Wonder. (Maybe the Suez Canal, also). There could be two types of canals: the first across non-hill, non-jungle terrain; and the more advanced that could by using locks (as in Panama).
 
I don´t know if this was mentioned before, but what about liberating cities of an ally?

Like the US did in France during WWII.

They liberated the Frensh cities for the Frensh not for themselves.
So we should be able to do so in CIV III.

If a city has a mayority of pop of a single nationality you will be asked if you want to liberate them or to take it for your own.
 
I concur with CrushSlider and Cerebus on the concept of trade routes at sea.:goodjob: This seems like a feasible way to allow Privateers to achieve their "real" function, as well as naval units in times of war. The only way this works now if you can sink a transport ferrying enemy units, but it does not take into account the flow of supplies and resources.

To their ideas, I would add two things:
1) CrushSlider complains "Could you just imagine the Admiral's face sipping his coffee on the bridge of the battleship USS BigA$$Ship as he passed by an oil tanker doing 5 times his speed..." :lol: good point, but consider this: as long as there is a tanker leaving every turn, eventually the resources and/or money would arrive every turn. In this regard, the benefits of an overseas trade should not be granted immediately, but delayed based upon both distance and the speed of the transports available.
2) Water tiles with your cultural borders should automatically be considered as trade routes.

With regard to #2 , I would add another idea that I haven't seen mentioned yet. Perhaps one's cultural borders should never extend more than two tiles out to sea (two tiles, so that you would retain control over the radius of your costal cities.) Anything beyond that would always be considered international waters. This would be in keeping with the real world's 12-mile territorial limit (or 3-miles as recognized by the USA).

I have mentioned in earlier posts my support for canals. I also like ih8ualot's idea for long bridges or "chunnels", but never more than two or three tiles. Furthermore, I do not like it that when two land squares touch only at one corner, an impassible land bridge forms between them.:cry: In Civ 2, ships could still move through such a place.

RE: the previous post: Tae Shala, you could capture Paris yourself, and then give it to France through diplomacy.
 
I think the elements were there in Civ2, but are definitely missing in 3.

One of the most important and highly effective tools of modern diplomacy, has been low intensity conflict. This is woefully missing from Civ3, and I had really hoped to see it.

I think the propaganda option is very weak in Civ. Actions such as Afghanistan, Nicaragua, Iraq, etc. are good examples of where subversive, low-intensity conflict are important. An option to supply dissidents in foreign countries with weapons that would create rebel groups supporting you would be awesome. Essentially, this would be a cost from your yearly budget, but you could create rebel groups in other lands with direct conflict with that country. Such as, let's bring the Aztecs down, so I supply arms to a rebel group that creates infantry units or what not. Those units are then able to attack their mother land or any other without directly implicating their benefactor. These units could actually be more advanced than their mother country because your "advisors" and arms supplies might be better. So, if you had regular infantry and the opposition had muskets, you could create regular infantry there.

The rebels could be created in countries where a city might be in disorder, low happiness, communist countries, monarchies, etc. If the rebels took over a city, it could form a new country favorably disposed to you or become a city for you without causing a full scale war with the rebels' mother country.

Another useful diplomatic option, involves additional types of luxuries, such as opium and cocoa. For example if a country had these luxuries, they would have the options of selling them as luxuries, such opium for medicinal purposes and cocoa for chocolate, or for malevolent purposes as opiate type drugs and cocaine. As medicine and chocolate, then there is the normal trade generated, but as drugs there are other affects. It is believed that the Soviet Union had its hand in such actions. So, a country could sell the drugs to another country and generate income for itself, but the receiving country could have cities with greater corruption, less production, etc. The drug shipping country could ship without approval from the receiving country. This could generate some antagonism from the world at large, but result in profits for the seller and detrimental affects to the receiver. Additionally, it could create a small wonder of a drug cartel to make the drug benefits and detriments more effective. Countries with police and courts could be more effective in combatting drug problems, and maybe for a small wonder FBI.

Options such as these would make diplomacy much more effective and interesting. Comments? I did not see the wish thread, so sorry about that.

Stupid frigates should not be able to sink my battleship and musketmen DO NOT destroy modern armour. Sorry, but I was getting a wee bit frustrated today playing!!!!
 
ok I was thinking about "great artists" the other day and how they could be used, reading some of the ideas here I come up with a concept.
Free artistry,scientific method (or chemisty, astology......)
the corportion allow you to build small wonders like the miltary
academy,art school, science school...
then you can produce these leaders and assign them to cities where the would act as specialists (or double stength spec)
in there field (entertainment, science and business(taxes) without
adding to population/ eating food)
 
i wanna be ably to trade for a luxury even if i already have one of them. in my last game i was the first who discovered the french which had the only incence on the map (7 pieces), but i had no chance to get more than one piece from them to deal with my other neigbours. i also wonder how the AI calculates the value of the luxury recources, when i own all wines and nearly everybody has much dyes, the AI will never deal one dyes for one wine...even if they have 6 surplus they want wine+coal+10 gold per turn for one dyes...and that is the same for all AIs.

(and sorry for my really bad english)
 
My ideas.
1: Being able to moving the civs in the histograph so they are in a different order. Sometimes I don't like the a weak civ right in the middle. Also the ability to temporarly remove and add civs from the graph list to compare just 2 or 3 civs at once.
2: A list of rival civ's populations and land areas.
3: A histograph based on demographics which to me seems to be the most useful indicater of actual power.
4: Giving actual values for power and culture on the histograph. Since you could just measure pixels and compare it to yours then it should change the numbers on the right to indicate culture or power of demographics instead of always listing score on the right.
5: Adding dates to the score sheet as well as if you retired instead of just simply lost.
6: The ability expelling a single stack usually on a road blocking you instead of "remove units or war". Usually the enemy has my only road access point blocked and I have to go around using up turns. It should be able to work even with a "Right of Passage" for the same reason.
7: Adding a new future era with units and improvements they we - for real - don't have, ala CTP.
8: Adding an ability to make buildings actually create unhappy people. Right now the only disadvantage to not building one is pollution, cost, and negative culture(if that works). It could just subtract "happy faces" from the city list.
9: When you go to the "shift-d" screen of other civs it should also list atitude and relative culture.
10: A general purpose idea. Adding more unit abilities and building characteristics. Like maybe "use enemy road" or "bombard kill/doesn't kill".

And finally an idea so new and hard it won't possibly get in to a patch but I'll state it anyways:
Making terrain suddenly change into other based on value located in editor (like continental shift) - suddenly a couple of mountains pop up of deserts clear to plains.

EDIT:
just though of something. listing the techs and resources other civs DON'T have that you might be able to trade TO them without having to call them up.
 
-- 1. Different upkeep costs for different units
eg, a battleship might require a much greater cost per turn than an infantry unit. Editable from the editor, of course.

-- 2. Can't trade a tech unless you earned it yourself (not bought), or have held it for X turns.

-- 3. Bombard units auto-retaliate against bombardment.
If my city is bombarded by an iron-clad, why don't my artillery shoot back? By the start of my turn, the iron-clad will have moved out of range again.

-- 4. Domestic advisor highlights cities which will fall into disorder next turn
Same as the happiness advisor used to in Civ2 -- show the names in red.

-- 5. Governors act to stop disorder before it happens
Rather than hiring the entertainers afterwards. (It is a mundane task to check for unhappy cities at the end of each turn)

-- 6. Allow more civilisations on the smaller maps.
I played a game on tiny, and was only allowed 4 civs (inc me). We all started on the one island. Any of the other islands could also have supported starting civs.

-- 7. Cities can still revert after complete conquering of a nation
Before I invade that last Egyptian city, the 12 I have conquered are all in huge danger of flipping. Afterwards, suddenly they are all content.

-- 8. Culture of buildings decay gradually when they are destroyed
Howcome the Japanese, with only one city left (still size one and no improvements) still have all the culture points of the rest of the Japanese empire, which was completely burnt to the ground 1000 years ago with no survivors?
Also makes bombing those cathedrals more important...

-- 9. Resistors attack units in the city. If they defeat all the units, the city flips.
So resistors can still cause damage even if they don't flip the city. Also discourages garrisoning only with nearly-dead units.

-- 10. Culture flips aren't immediate -- the culture causes the city to produce resistors which attack the units. If they defeat all the units, the city flips.

-- 11. Resistors can burn down buildings (same as disorder can).

-- 12. Different faiths. (Distinguish language culture from faith culture:)
If the Indians give me Monotheism, then I must have the same faith as them. But if I develop it separately then in game terms I might have a different one. (To simplify things, it makes sense only to apply this to Monotheism and not to Polytheism -- incidentally it might be nicer to rename Monotheism to Religion).

If my nation and another nation have the same faith, then our 'faith' culture points are ignored when compared to each other, and only our language (science) culture points are taken into account.

Each Civ could have its own default faith set in the editor for if it discovers the advance (rather than being given it).
(Ideally, a unique one for each civ. We might need to use denominational names [Anglican, Lutheran, ...] to get around the fact that all the European nations are/were Christian. In any case, only the building names need be unique, and the English language has lots of names for those (church, cathedral, kirk, basilica....))
India could be Hindu, Persia Islamic, etc.

Countries could act more favorably to countries of the same faith, especially in the Middle and Industrial ages. City invasions by same-faithed nations would be less disruptive (fewer resistors). Wars against same-faithed nations would cause greater war weariness in the Middle Ages.
This should tail off in the modern age.

NB: you could get around the "but the user will always want to be of his own real faith" problem by not assigning the names of the faiths until the player gets the discovery. To explain: the Germans develop Monotheism, but I don't have it. An inspection of a German city might show a "Religious Building". The Germans then give me Monotheism. In the game set up screen, I had said I want my country to be Christian. Therefore, the game allocates that the Germans (and thus my country) are Christian, and allocates other faiths to other nations as it sees fit. Now an inspection of a German city might show a "Cathedral".

--
Bill Billingsley
 
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