Civ Add-on/Expansion Pack Ideas

Not when you are trying to trade for something, you have to give them the cities with nothing in return...
 
Originally posted by Graeme the mad
GREAT IDEA ABOUT THE NAVIES CRUSH SLIDER - except i would say that moving alonfg a trade route triples the amount your ship moves - not makes it infinite - this would mean ships could just run from harbour to harbour risking no atttack in between.
It should also be impossible to do the whole ocean with trade squares - this would make it just as impossible to blockade as normal ones. Possibly there should be a max of 4 squares joined on to each other (see what i mean? - so you could only get a cross.)

I envision my zone of control shot idea taking care of the run from harbor to harbor. Say my enemy has a trade route 3 squares wide at its narrowest point. I plant a subs and/or warships in the center of that trade route or better yet I place ships three wide across it. He doesn't see these ships because he foolishly doesn't have any of his ships patrolling his trade route. It is just a harbor to harbor move," he thinks, "I have done this many times before". During his strategic move (movement grateer than his tactical move rate, using the benefits of his infinite move trade routes) he must pass by or try to pass through my ships. If he passes by then I get a percentage chance (more ships and/or more advanced ships the higher percentage) of a zone of control shot (the shot would be like a bombardment)(I am in agreement that bombardment ship or air should be able to destroy ships as well), similar to a horseman trying to pass calvary, and his movement stops, he doesn't get to attack, if he isn't a sub seeing ship, he cannot see where the sub attack came from and he doesn't inflict damage on me. If his path passes through my ship then he will stopright before my ship and again I get a zone of control shot. He doesn't get to move or attack and I don't receive any damage. If I have more than one ship then I get more than one Zone of control shots. Say I had six subs (wolf pack) blocking that path, if he foolishly sends a transport out before clearing that trade route that transport should be dead. (-bombardment should kill)

Yes, I would hate to have an ocean full of trade route squares as well, but I don't think there should be a max width of a trade route. Remember I said that Subs and warships would have the ability to pillage/destroy those squares. A ship with a movement of 5 would be able to destroy 2-3 squares per turn. A trade route path 6 wide could be cut in one turn by two ships. Then your enemy would have to send out its transport ships to repair it. He doesn't know about your two carriers lurking loaded with bombers, escorted by severall USS BigA$$Ship's and since in my world Bombardment can kill ships, you have just created a site for a man made coral reef out of transports and measly escort destroyers.

My other idea was to make oil a resource that can be found in water squares. Have a new type of colony called "Oil Rig", built by a transport. A trade route must connect back to a harbor to get this resource...
 
Originally posted by Taé Shala
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.

YES! I have been wanting this feature in a civ game for a long time. Instead of being a maurading war machine, you can be a an even-headed, nation-building ally.

To extend that: how about the ability to depose a government through war and/or take over as many cities as you want and create a new nation (puppet government perhaps) who is always "gracious" towards you. The new nation would conduct itself normally, but would always be your ally (at least as long as you funnel money to them).

To extend this even further, I believe a VERY essential element is missing in diplomacy/trade: the ability to be an arms dealer. I understand perhaps not being able to give actual units to a country, but you should be able to provide/sell arms to a government.

I think a nice way to model this would be to give the receiving country the ability to create units, that would normally require resources, without requiring those resources and cost half as much as normal. Units that don't require resources could be created for half the cost (or whatever was deemed appropriate). Because, even if I give a country some jet fighters, they still need to train pilots to fly them and mechanics to work on them.

I would love the ability to send arms to help one government fight another government and sit back and enjoy somebody else doing my work for me.
 
Um, not sure if anyone mentioned this, since I didn't feel like reading through 8 pages of notes that have probably been concatenated onto the first post...

COVERT OPERATIONS!!!

How times have you thought , "Damn, I NEED that city!" or "Those English Knights are a little closer than I feel comfortable with"...with covert ops, you could create "cover" units, cia-type units that can attack any unit anywhere without repercussions because they can't be identified as belonging to any one player.

This would be a useful way to gain a strategic resource without declaring all-out war on another civ.
 
another small small thing: can`t we please get a "Locate City" Window where the towns are sorted? Preferable by nation, then name? in some games there`s over 200 of them and it takes way long to search, especially if it`s not mine and I can`t use the trad or culture guy where only my towns are listed.....
 
In Civ II, the military advisor had a screen where you could see the casualties that you had suffered, and that you had inflicted. I really like this option because it gives me an idea of how my armies are doing compared to others. I wish they would put this into Civ III as well.
 
I would like to see the ability to stockpile some strategic resources. Much like the U.S.' Strategic Oil Reserve. Possibly coupled with the building of a Small Wonder. Different civ attributes modify how much of a given resource can be stockpiled....for instance:

Commercial can stockpile up to 20 turns worth of coal, but only ten turns worth of any other resource.

Industrious can stock up to 20 turns worth of oil, but only ten of the others.

Etc.

Once the proper age as been achieved, the civ gains the ability to build the reserve, (which is a small wonder). Each civ would of course be limited to one or two reserves. Once completed, the reserve could be filled.

It would take one additional resource to 'fill' the reserve, over as many turns as the reserve can hold. So, if you already have access to one oil, which provides your civs day to day needs, you would still need access to another for your reserve, (and once filled, the additional resource would no longer be needed....and you would still need the one resource to meet your day to day needs). If for any reason you are denied that particular resource, you would have the _option_ of tapping your reserve. Once tapped, it stays tapped until depleted. Yes, it can be refilled.

With that, I would also like the ability to sell off the contents of a reserve to other civs, if quick cash is desperately needed, (of course the resource is doled out over as many turns as the reserve contains).
 
Among many other things, I would expect bombers to be able to sink warships. The fact that they can't is absurd.

I've tried giving bombers attack and defense strengths but I'm not sure if that will work.
 
QUOTE]Originally posted by qslack

Ideas
  • Make Manhattan and Apollo Projects small wonders
  • Steel strategic resource, allows Steel Mill (one per each iron + coal in the city strategic box) which increases production
[/QUOTE]

This list reads like a DREAM ! All these things added into CIV3 would make this game surpass even CIV1 in it's genere defining role !

However I have a problem with 2 of the suggestions. The Apollo Program already *IS* a small wonder and the Steel Mill suggestion sounds exactly like the already implemented Iron Works small wonder.

I would like to add some suggestions of my own too, if I may please.

1) Have you ever noticed that sometimes the governors of your cities will INSIST on assigning your specialists to scientists instead of taxmen when you are already getting techs at the fastest rate possible (4 turns)? There should be an option that allows us to force a particular specialist by A) all cities B) single cities C) all cities on a continent. This was an aggrivation in CIV1 and CIV2 and fixing it for CIV3 would be simply elementary.

2) The Longevity great wonder will force all cities to grow by 2 whether they can actually support 2 more population or not. The ones that grow 1 beyond their capacity start to loose stored food on that very turn stopping we love the king day and reducing that cities possible output for at least 2 turns. You are forced to draft a citizen from that city to balance the population and get that city back on track sooner than if you simply let the extra population starve. Make it so this wonder will grow a city by 2 only if the city can support a growth of 2.

3) A great job has been done making it so that already in process spaceship parts and obsolete or surpassed improvements dont appear as building options in the city build lists. However one improvement line was neglected. Coal Plant, Solar Plant, Hydro Plant and Nuclear Plant ALWAYS appear in the build options if they have not been built yet (If they can be built in that city of course). I think we can all agree that the order in which I have them listed is the order in which they should surpass each other taking into consideration their benefit and cost to build and maintain. Once you build one the others lower on the list should no longer appear as options for construction.

My two cents...
BT
 
I know you can do it placing "two matching coast one next to the other", but you can't build bridges over them...

So here is my idea...

Two, maybe three kind of rivers:

The one that we already have, that provides with water to our cities, and can be crosed with just a road (we asume those workers built a small bridge, right?)

then a second, biger river that can be sailed by small vessels, like triremes and that kind of stuff, but not by some later in-time units, like destroyers or carriers.

and a third one, that any ship can sail up and down....

this would make the game and the use of ships even more interesting (I'm playing a Middle earth map and those vessels have almost no use here)

and another Idea I got from that is briges.

Civ3 droppeed the "Bridge Building" tech on civ3; maybe they could reintroduce it, but for "class 2" rivers, that are wider, deeper and need some extra tech than a chopped log; and an industrial ages improvement could be to build those modern bridges, that unite even continents, bridges that could span maybe two or three squares.

Anyway.... sounds cool, doesnt it?

:)
 
Black triad - i agree with you on what you sad about steel but qslack obvously missed out on what I menat (NOTE: qslack and change)

A steel plant would require iron and coal in its strategic box (not its radius) and a steel plant would mean that the steel resource would be made in that city. Steel could be used for making modern battlehhips instead of just using oil.
You couyld create one steel resourcee for each iron and coal in your empire - but each steel plant only produces 1 steel.
To explain - if you have 2 iron and 2 coal you could build 2 steel plants and 2 steel would be produced.

Black triad - i agree with your suggestion about power plantsd except that nuclear is not necessarily better than the other 3 (meltdown) and people may want to build the other power plants in times of unrest (i know i do) - so nuclear and hydro should still be optional
 
I think Civ 3 should include neutral (unaffiliated) cities and minor nations. They would have very limited growth, either they hardly ever produce settlers or their settlers cost lots of shields and pop. or something. They could be traded with, become part of your empire, etc. Larger nations are usually made up of component smaller nations that became swallowed up, one way or another. (i.e. Bavaria, Wales, Alsace-Lorraine) But many small nations remain in the world today, unlike any possible outcome of a civ game.
At first you might think this would have a bad effect on gameplay, but I think if it's done right it would be very cool. Suppose you've just built your 3rd city and your scouts or warriors have discovered 1 other civ. Halfway along the way, they found 2 independent cities, which are culturally related, say, they are of the Burgundian tribe. Now one of your great concerns is to try to acquire those cities before the other civ does. Perhaps there are several different levels of "cooperation" that might exist between the independent cities and a major civ. They could have a trade agreement, military cooperation, become a colony, or be absorbed into your empire completely. As a colony, their border would connect to your border, but with a different color; any incursion into their land is treated as one into your own; you don't have internal control over the country, but can move troops through, request (or demand) that certain units be built or sent to you for "our mutual defense" , you'd receive or have access to most or all of their resources, etc. Various actions could eventually cause them to: join your empire completely; or revolt etc.
The first objection to this is that they'd all be conquered immediately; but if it were a diplomatic faux pas for a major civ to attack a minor country or independent city (all the other civs frown on you) and/or these cities usually start with walls and a strong garrison, it should work.
Another thing I'd like to see is impassible terrain. Don't tell me that all land units can scale the highest mountains or cross the greatest river anywhere along the way. Maybe "great river" overlay would severely restrict movement(takes 2 turns to cross, cultural expansion also partly restricted), and this would not occur along any river's entire length. "Alpine Mountains" would yield little or nothing, and could only be entered by certain types of units, again taking 2 turns.
Of course I agree with armies bieng able to unload. Furthermore, when a leader creates an army, that army should retain his name. What's the point in giving this leader a name if he poofs out of existence on the next turn when you use him? He would become the identity of that army, and maybe retain some abilities, such as having one extra space of vision (due to the effect of an organized army's scouts and pickets), and perhaps the ability to conscript some weaker units from friendly cities either to act as garrisons or to travel with the army.
If these ideas were incorporated into an expansion pack they'd have to set me up an IV and a catheter so I wouldn't have to stop playing.
 
Originally posted by qslack
The other thread regarding the Civ3 Add-on pack evolved into a flamewar. There were several good ideas but it'd be much better if we consolidated them so we can send them off to Firaxis.

So...post your ideas for the MP Add-on!

Here are the ones we have so far:

Ideas
  • Set civ starting points in editor for each civ (so that you could put down an American starting point and the Americans would start there)
  • Editor option to add and remove eras, as well as force an era to start at a certain date, independent of how technologically advanced a civ is
  • Easy way to see how many cities you have, in one of the advisor screens
  • Nuclear submarine bombardment (from a few spaces away, it could fire a torpedo)
  • Two types of nuclear subs:
  • Allow building of the Explorer unit earlier in the tech tree
  • Lower espionage costs
  • Change tone of diplomatic messages, i.e. "Gimme 50 gold or else" and "Gimme 50 gold and I'll be your best friend"
  • Penalty if republics or democracies capture workers (killing innocent civilians)
  • "Please build IMPROVEMENT in CITY" diplomatic option (useful for harbors, etc.)
  • Add more effects to the Apollo and Manhattan projects so they are useful even in non-space race or non-diplomatic victory games
  • Make Manhattan and Apollo Projects small wonders
  • Allow allied units to stay on the same square
  • Allow workers to build airbases/airstrips
  • Steel strategic resource, allows Steel Mill (one per each iron + coal in the city strategic box) which increases production
  • Give colonies a small cultural influence (maybe just one square)
  • Naming of map regions on multi-player games (i.e. Northern Peninsula)
  • Non-military great leaders (Einstein, Edison, etc.)
  • More flexible map generator (so you can tell it "I want 3 continents with 2 people each, with plenty of resources for everyone")
  • Let units fortified in cities at least attempt to quell the uprising in a city that will be culture flipped
  • "Neutral", "Normal", and "Wartime" mobilization options; Neutral would give culture benefits (etc.), but would prevent any military units from being made
  • Editor option to make bombardment lethal in some cases
  • Every Civ2 scenario editor option and more
  • Get rid of the dropdown menu on the "Sir, CITY has produced IMPROVEMENT. Shall we begin work on ______?"; offer an optional choice to show all possible building projects with radio buttons beside them
  • By default, select the most recently-opened scenario in the Load Scenario filebox
  • Commerce victory (+5,000 gold per turn, for example, might win you the game)
  • Ability to view the trades, treaties, and agreements of a civ through the embassy or espionage
  • More civs! (or, the ability to add more civs, with some generic leader heads)
  • Creation of canals between bodies of water
  • "Force peace treaty" diplomatic agreement, to force one civ into a peace treaty with another civ
  • Ability to offer money/techs/luxuries/etc. to another civ even if they refuse to acknowledge your envoy
  • Included scenarios
  • Finer control of the barbarians; for example, they could have horsemen in ancient times, swordsmen in the middle ages, knights in the industrial age, and they could be cavalry in the modern age
  • More modern age offensive units
  • More bonus resources and luxuries
  • More buildings and houses in the aerial city views
  • Editor option to set whether or not the world is round
  • Extra unit animations and sounds, natural resource images, etc. for mod makers to use
  • More government types
  • Choice of who to support if you have a mutual protection pact with two civs at war
  • Scenario editor with scripting ("macro") language
  • Ability to trade units
  • Anti-nuclear treaties (and the ability to see what nuclear weapons a civ has via espionage)
  • Nuke planting ability (through the espionage menu)
  • More AI-initiated trading with the human player
  • Ability to send food surplus between cities (like in Colonization)
  • Gain deforestation shield bonus more than once, but without making the time for the forest to grow proportional to the number of workers (so you can't build a forest in 1 turn with 10 workers, for example)
  • Numerical option for corruption in each gov type (so we can set it at, say, 0% if we hate corruption) in editor, but purely optional
  • More precise science/luxury percentage sliders (not 10% intervals)
  • Increase ship movement rates
  • Additional zoom levels in both the game and the editor
  • Units upgradable to a civ's SU (fighter -> F-15, for example) for that civ
  • Foreign advisor should be able to have all 16 civs shown at once
  • Enviromental penalties for chopping down forest and jungle
  • Don't allow someone to start on a gov-specific city project then change govs and still be building it
  • Less chance of huge battle upsets (i.e. spearman wins vs modern armor)
  • Group movement
  • Choice to unload units from army and/or upgrade units in army
  • Ability to set treaties' length in turns (i.e. settable to 40 instead of the normal 20 turns)
  • Ability to call off diplomatic deals before they expire if both sides agree
  • Changeable time scale in the editor (to make the game from 6000 B.C. to 2300 A.D., or from September 30, 1996 to January 1, 2005)
  • Colored world map; instead of just white, cities would reflect their status, i.e. blue for civil disorder, red for starving, white for growing, and yellow for not growing nor starving
  • Terraformation of terrain, like plains -> grassland, late in the game

Why have a gigantic list of things to add or change, why not take your entire list (because I have read it) and compile it into one concept make everything optional and toggle-able. Examples:

Stacked Movement: ON / OFF
Set Diplomacy Duration: 20 TURNS / 40 TURNS / 80 TURNS
Anti-Nuclear Treaties: ON / OFF

Well you folks get the idea, why argue over what we should have and not have, why not have it all? Can't all these ideas be compiled into a new expanded and detailed editor? With all of the functions customizable and optional? With that possible, no one could go wrong because they can design and set the game to thier individual liking. Simple!

Qslack - I would send your proposal to Firaxis but instead of making a long detailed list, just request and open ended editor with the ability to change/alter everything you mentioned. Otherwise they'll hand pick from that list and the ideas that get left out will just piss the rest of us off again. :(

Charles.
 
I don't know if this has been included,
but I posted this a while ago, so I'm not sure.

Anyway here it is again

How about this

We can have several types of peaceful leaders
Scientfic Leaders:
Can rush Science related Wonders (Isaac Newton College, Manhattan Project) and produce extra science in the city where they are

Cultural Leaders:
Can rush Cultural related Wonders (J.S. Bach Cathedral, Shaeskpeare Theater) and produce extra culture in the city where they are

Religious/Social Leaders:
Can rush Religious or Social related Wonders (Oracle, Universal Suffrage) and produce happy citiizens in the city where they are

Comercial Leaders:
Can rush Comercial related Wonders (Wall Street, Adam Smith) and produce extra gold in the city where they are.

What do you think?
 
Boca - sounds like a good idea but how would they be generated?

Charles - you miss the point big time - yes we can say have all these things editable - in fact thats one of the suggestions but we still need to compile the list to give firaxis the ideas of what wee want possibl. We can not just say, let everything be an option because they couldn't include everything that people wanted. Anyhow all these things will make a positive impact on the game - looking at the list I believe they would make it the best game ever and can see none i disagree with ( though I see that steel hasn't been changed yet qslack)
 
Ok.
I haven't given much thought to how these leaders will spawn,
but here's an idea.

Every time a player is the best at one of these categories (for x number of consecutive turns) there will be a small chance that you get a great leader.

For example you have been the best at science for 20 consecutive turns, there's a small chance you'll get a great scientific leader.

Same for culture, commerce and religious/social (using happines as a mesure)

How about that?
 
I don't see my idea about the Privateers in the list?

Doesn't anyone think it's a good Idea?


My idea was that there should appear Barbarian Privateers on the map, they should appear from some "Barbarian Pirate" base somewhere, maybe in the ocean on some small island...

They should start appearing when the first civ can build Privateers... this would make it hard to guess which civ who built the privateer, 'cus it could just as well be an Pirate. And it makes them attractive to build even if there is only 2 civs left...

Now I'm almost only refering to the Multiplayer games in the future...

If I play against my two freinds... and we are all in Peace, and Privateers starts sinking my Galleons, and other ships... I will start thinking: -"Which one of them is sinking my ships?", but if there is Barbarian Privateers in the game, I might think: "Could it be my freinds building the Privateers, or is it barbarians?"

Don't you think it's a good idea? Well I do, and that should be good enough to put it on the list to Firaxis, because I think we should send the list to them...
 
I have problems with that in that you have to be on top, and so your lead improves - when you get a great leader you just have to be involved in warfare.

Ive just got an idea actually - each time you build an improvement of that kind there is a random chance of getting the leader
Cultural leaders could have a smaller chance of being geerated but have a chance of being generated eahc time you build an improvement that gives culture (if you see what I mean)

If you are gonna have these you should have industrial ones as well 9though im stumped for examples)
Whaddya think?

I agree with you grey fox by the way but qslack must upate it and I aint seen him round for a while> he is reliable and i sure he'll update it when he comes back on
 
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