Civ Add-on/Expansion Pack Ideas

I dont think there is any need for a slave camp - we already have captured workers working for us.
 
What about a more advance battle system. They should add a attack/defence value withe soft(men) hard(tank) air(planes), targets, and so on.

It would be much better!!!
 
I dont understand what you mean about the battle sytem creature - please explain
 
he probably meant that you'd need special tools to take out for example a tank. of course, a spearmen unit COULD with luck and the right knowledge take out a damaged tank even if it's unlikely...
 
my suggestions:

bringing back the SMAC feature of allied units sharing tiles would be very useful, since in combined warfare with your allies you often stand in each others way. but they would have to alter the RoP-rules for this, because if it is broken, units are not automatically sent home, so you would end up with enemy units on your squares (or even in your cities). but I think the backstabbing per RoP is far to powerful, anyway, so I want to see a change.

an interesting addition would be the ability for a civ to declare neutrality. this would be kind of the opposite of war-time-economy: more culture points as a reward for pacifism or some other advantage, but higher military costs and the inability to join in a war. as a builder I would love this!

some little other things:
- bring back airbases
- enable air superiority for stealth figters (at the moment they are useless) and make jet fighters upgrade to stealth fighters (thus the unfairness of the never-going-obsolete F-15 could be removed, too)
- lower prices for espionage options (especially view troop locations - never used this one because it would empty my entire treasury)
- make Manhattan Project a small wonder with 0 culture points (where's the culture in dropping nukes?)
- move the explorer to an earlier position in the tech tree so it is at least of some use
- give apollo prog and UN more advantages so you can also build them when space race/diplomatic victory is disabled
 
The ability to make requests of the AI would be great.

"Please build a harbor in [City].
"Please stop attacking [Civ].

You should also be able to make Ultimatums.

"Stop slaughtering the ethnic Albanians!"
"Remove your nuclear weapons from Cuba!"

Also, you should be able to set the undertone of your message:

"Give me 50 gold or else!"
"Give me 50 gold and I'll be your best friend."
 
There should be a war-weariness type penalty for attacking seriously weaker units with your tank. Especially in a democracy and after the discovery of mass media or at some point in the game. Of course if you are communist or fascist this should give you some kind of bonus in keeping your conquered cities in check. By rolling over native peoples with your modern armor, the cities in the vicinity should be less likely to revolt and incur your wrath.
 
I would like to see the idea of an independant pacifist civilization that is up for grabs. ai the buddhists of Tibet.

In CIV3 you could have a city like this that would belong to whoever borders it was within, and this city would have no corruption and a high cultural value. However, they could not build any military units.

What do you guys think?
 
I would also like to see more government choices. Some possibilities:

Utopia: Eliminate/significantly reduce corruption in all cities to no more than 10% (won't matter how far away you are from center). BUT, military severely affected. Maybe units cost 50% more and place a limit on how many units you can have before anarchy. Diplomacy could be affected by having certain types of cultures and goverments react differently. Could also have reduced income, but this needs some thought.

Feudal: Like monarchy, but allows faster military buildup (military units and structures such as barracks made faster). In return, income reduced (maybe one gold per square or set at a maximum regardless of terrain and changes to the terrain). Maybe worker speed reduced too. Corruption higher.

Nationalist: Corruption in native cities lower. In cities with non-natives, corruption is proportionately higher. Fighting units in production queue (in citieis with non-natives) based solely on number of native citizens. If I have a city of 10 with only 2 natives, I can produce fighting units in time I could in city of 2 that had only my nationality. Other governments react more negatively in diplomacy and are more likely to be aggressive with you. Flipping in cities that are captured is much more likely depending on nationality of population.

Just a few thoughts.
 
Hey - I really like the undertone thing but I really dont think we need a reduction in espionage missions - their pretty cheap as it is and by the time ive built the esp agency, even as a small nation I tend to have 800+ gold coming a turn and I think you should have to wait a while to get them otherwise they would be abused


Is anyone from firaxis reading this thread and if so what do you think of the suggestions and is there any possibility of making an x-pack anyway (i know what you've said in the multiplayer thread dan so I''m not going to shout at you if you dont deliver - I'd just like to know how firaxis stands on this and whether you have any suggestions which we haven't thouhgt of it'd be great to know)

If a mod is readinfg this thread could you make it a sticky especially if firaxis do say they're making a pack this is an important discussion

ta

mad wittering stuff
 
Wouldn't it be nice to have a new bargaining option once you have produced a nuclear weapon? Historically, the advantage of having nuclear weapons does not lie in their actual use but in the threat of using them, classically called deterrence.

We can have new diplomatic messages like "Remove your forces from our territories at once or face massive retaliation." Or we can have Nuclear threats as a bargaining item (e.g. asking for cities, luxuries etc. by threatening nuclear strikes.) This will be simply an extension of gunship diplomacy already present in the game, threatening use of force unless the enemy civ gives you what you're asking for. The threat of weapons of massive destruction far surpasses that of conventional weapons so I think we should include separate diplomacy options once you are a nuclear power.

What's your take on this?
 
Heh, Ill be really disappointed if at least civ start locations & flat maps aren't added to the editor in a patch :) More like feel cheated on that one :P

Things I'd like to see in an add-on though :)
1) MP, duh :P
2) Scenario editor, placable units, scripting etc.
3) A more flexible map generator. The ability to say I want 3 continents, X players per continent, X sources of iron (spread out or clumped) etc. This is pretty important for good multiplayer games, that or we'd just have to rely on pre-made maps.
4) A 5th age. This is where terraforming techs would come in along with area 51 style aircraft :)
5) Great Leaders that arent from conquest. Maybe one of your scientists becomes an Einstein or Newton (if your using scientists citizens that is) or something when you get a certain advance.
Really you could have military leaders, scientists, philosophers, artists/musicians (other culturial leaders), political leaders, etc. Obviously only the military type should be building armies. Though it makes about as much sense for a Edison great leader to build an army as the ones we have now finishing cure for cancer in 1 turn :P
6) More diplomacy, alot of whats mentioned above is good.
7 ) I like the colony stuff listed above. Id just have them all automatically given colonies or airports though rather than trying to give them a build key. Also they don't need a culture border so much as being immune to assimilation if garrisoned. At least immune to the automatic assimilation :)
8) Cities shouldn't culture "flip", they should revolt though. And by revolt, I mean every foreign citizen point should be able to convert into 3-5 revolutionary units (5/4/1 roughly, though varying by age), that have a simple deterministic AI to take the city, then they rejoin the old civ. Cities in revolt should also be subject to random sabotages to their production or garrisoned units (damage).
9) The option to make bombardment of any unit lethal in the editor on a unit by unit basis. I actually hope this is patched in.
10) Civil wars in civs when player slots are open. They'd be rare, but it'd be interesting if your peaceful French neihbors once ruled by the benevolent Joan of Arc suddenly split and came under the control of Napolean. Or more extreme Catherine to Stalin or such ;)
11) Im dreaming here, but it'd be awsome if they tried birth of the federation (which I didnt really like though I am a star trek fan, it was just pretty bad compared to moo2) and did something like the minor cultures system it had. Basically instead of having 16 players in the game, you'd have 50-60, but only 5 or 6 of them would really be allowed to expand. It could be achieved by just giving the "lesser cultures" a very limited AI and setting severe building limits on them (like say < 5 cities and 10 units). You should still be able to enter normal diplomacy with them though by contacting one of their units on the map or maybe double clicking on one of their cities. It'd just be something to add alot of spice to the game, beyond treating all lesser cultures as goodie huts or barbarian villages ;P Also a lesser tribe should have limits to its culture expansion, and allow even their capitals (if they even had them) to be assimilated, so by late game they'd start to vanish except in remote parts of the world.
 
How about geopolitical prestige? For example:

France is a friend of Russia.
Germany is a friend of Russia.

Rome is at war with the Russians.

BUT the Russians haven't signed mutual defense or alliances against Rome, so without the Russians acting,

The two friendly (of Russia) nations, France and Germany, will treat you (Rome) with greater hostility.
 
qslack, you started a hell of a thread. I hope they listen. I've been out studying for my first MCSE exam, but here's my 2 cents worth on the last couple days of posts:

quote: "Nuclear submarine bombardment (from a few spaces away, it could fire a torpedo)"
Good idea, but let's go one more step and have two types of nuclear subs: hunter/killers and "boomers." Both can use torpedos. HK's can carry cruise missles. Boomers can carry cruise missles and ICBMs. Hk's have higher attack value. Boomers have higher defense (to reflect their better stealth and evasion tactics.)

quote: "Make Manhattan and Apollo Projects small wonders"
YES! Just because I have nukes and spacecraft, why should everyone get them? Remember the Cold War?

quote: "Naming of map regions on multi-player games (i.e. Northern Peninsula)"
Cool, just like in "Conquest of the New World" (do you kids remember that game?) I used to like naming things after friends or sports figures: Mount Aikman, Emmitt River...

More civs! (or, the ability to add more civs, with some generic leader heads)
Included scenarios
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
Changeable time scale in the editor
Add cities and units to map, and add city improvements to created cities.
Edit amount of cash in treasury.
Set allowed/disallowed Victory conditions.
Max # Turns
"Tech Paradigm" (change rate for advances)
Set Turn Increments
Reveal/Cover map
"Objective Victory" for scenarios (capturing certain cities adds to score)
TO SUMMARIZE: GIVE US ALL THE SCENARIO TOOLS WE ENJOYED IN CIV2.
There must be a few old Microprose guys around the office--ask them.

quote: "What does everyone think about my completley new idea for city flipping - id like some feed back on that one. -- posted by Graeme the Mad"
Graeme, you are not so mad after all! (see page 1 of this thread) Why should I lose my units when a city flips? Why won't they fight back?

quote: "an interesting addition would be the ability for a civ to declare neutrality. this would be kind of the opposite of war-time-economy: more culture points as a reward for pacifism or some other advantage, but higher military costs and the inability to join in a war. as a builder I would love this! -- posted by Bronso"
Neutrality--interesting. Can be dangerous though. Belgium and Holland were officially neutral...until May 10, 1940, when they were overrun by 62 divisions
 
Here are my ideas:
+1 food in each applicable tile (like commerce-colossus)
+1 shield in each applicable tile (like civ2-kings crusade)
Changing each 1 in building-production box from 25% to mabye 10% or 5%
Making "historical rating" exit right away if 'x' is clicked though it works with escape key
If a civ gets a free settler from a goddie hut right away - he is at an advantage - should be removed or have a rule in modpack
Map-editor should be seperate from modpack editor and map generator should have a zoom
Value to indicate how close resources are together
An easy of finding resources and pollution
Previous era advances can be researched in 1 less turn than minimum for each era behind (i.e. if you are in industrial age and min tech turns is 4, then ancient era techs not discovered take a minimum of 2 turns and 1 turn when you finally get to modern age)
Sea only or land only bombardment (sea only for subs,land only for not attacking cities) and option to make it fatal
Colonies can't be absorbed into enemy city as an option and count as 1 square culture
Treaty to reduce pollution (ala CTP)
Send extra food or all shields to another city (useful to help wonder, instead of only 1 city being able to help build it)
For treaty if I owe money per turn make it so I can cancel it and pay all at once
Fix 1 extra food in city (bug) where it takes 20 or however many turns to gain a pop point then loses it next turn since it has a deficit of 1 food
Bring back terraforming
Make future tech do something other than score (in the case of civ2 it actually made pollution worse)
On each worker ability set minimum turns to complete regardless of number of workers
Make interest rate and maximum amount per turn changable on "Wall Street"
Bring back all thing from civ2

Here are some bugs:
German calvalry in german border on saltpeter on hill next to my border has "big"lump part of saltpeter graphic as grey instead of white also next to irrigate plain,city,coast in german and plain-forest in my border
Cities can appear in fog of war even though I can't see there
I think hanging gardens still worked after obsolecence
Killing settler after enemy cities gone crashing the game is still a bug
Sometimes barbarians create a city and civ possibly crashing the game at some point
"Pangea" setting is forming multiple islands sometimes

Here are some questions:
Standard tile bonus + standard tile penalty does what?
How does "needs water" differ from "needs river" and "coastal instalation" checkboxes?
Does "increase leader appearance" with militaristic decrease it even more?
"Pays for trade installations" includes ant improvment with commercial checkbox set?
Score tallying is wierd - seems to be 3 points for every tile in border, 3 for every content/specialist, 1.5 for every happy citizen, and 2.3 for colonies.
What does setting tech era to none do in editor - it doesn't seem to be discoverable

On various screens there are several options that arn't twice as effective if 2 of them are used.
The ones that should be additive are:
"double worker rate" in advance section
"increase army size" in building section
"gold earns interest" in building section
The ones that do work properly are:
"reduce corruption" in building section
"double science output" in building section
The ones that I'm not sure about but should be additive are:
"doubles effects of wealth improvement" in building section
"+1 sea movement" in building section
"increase shield/food in water" in building section
"halves upgrade cost" in building section
"city growth 2 citizens instead of 1" in building section
"reduce war weariness" in building section

And finnaly here is something that might need to be addressed.
Goodie huts are hardwired at start of game so you can skip barb camp (if you save it) and go straight to good ones

Some of these probably can't be done in a patch and will need to wait for civ4 or a much later patch.
 
The ones that I would like to see most are the forced peace with another party, and the possiblity of, how should I put this, a one sided mutual protection pact. As in, (in my current game) I will protect England if Greece attacks it (yet again) but I don't want England with it's one city going to war if someone foolishly attacks me.


It would also be nice if I could have defense forces in cities that I was allied with and as other said, give them units... it is difficult to return conquered cities to their "rightful" owners if they are only going to have one puny unit defending them, just to get taken over again... I've been giving england tech after tech to try to get them up to nationalism, so they can at least have a halfway decent unit to defend with (but they are sooo far behind everyone else) Oh well, going way off topic here... my points summed up:

Ultimatims (sp?) to force one country to make peace with another (already mentioned by others)

One sided treaties, as in, I will protect you, but I don't want you to protect me

and peace keeping forces that can occupy friendly foreign cities to boost their defence, perhaps at the disadvantage of not getting the cities defense bonus (what can I say, I like helping the little guy)

~Numnug
 
Originally posted by Graeme the mad
I dont understand what you mean about the battle sytem creature - please explain

I will try..... but it's difficult

You got a defence/attack agenst hard targets and soft targets -
then you can easely in scenarios make diffrent tanks, (you could make anti-tanks, flame thanks agenst soldiers and ordinary tanks) where some are made/designed to be a tank-killer rather then killing soldiers. Withe this system the older/anchint units, can't kill a tank.

You have a defence value angenst stup planes (low flying planes like the stuke) where you can shoot back and maybe hit the plane.

You have a hid value agenst lewel bomber (planes flying high, carpet bombing), bombardment. It's easye for a soldier to hid for the bombs the it's for a tank.

You should too have diffrent defence values for the diffrents types of grund, soft/hard plans defence values, you know, it's easyer for a soldier to hid then it's for a tank.

I didn't get a e-mail notice before now, thats why the long delay before the respons
 
to sum up my city improvement suggestions thread after it`s been around long enough:

more and more differentiated happiness / anti corruption / sience improvements, maybe with combined positive negative effects (such as corruption up but lots of happiness or such)

just so that you don`t end up building every building possible in every town.....

variety, variety, variety.....
 
If Manhattan and Apollo are small wonders (and they should be) then either
a) Other civs should get them cheaper once its been built
b) There should be a new spy mission to get that effect ;)
-> Like "steal nuclear secrets", if you succeed manhattan costs you only 1/4 as much, if you get caught the other side gets really, really ticked :P

Similar for apollo :)

Both spy missions should require the tech to build them of course ;) Maybe even require you having started your own manhattan/apollo before you can pick the spy mission, then if its successful it just grants you a huge instant shield boost in the cities producing them.
 
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