Civ Add-on/Expansion Pack Ideas

Flame me if this is a duplicate, im not reading through 11 pages of posts.

1. An espionage mission to frame another civilization for an "international incident" such as an assassination.

2. Further upon a successful espionage mission you have the option to attempt to frame another civ for that mission as well.

3. Civil War - I would love to see new civ's appear during a game. Perhaps the rebirth of an eliminated civ if there is too much unrest in its old cities. Perhaps a split of a civ if there is too much unhappiness - resulting in an entirely "new" civ being created.

Thats all for now. heh
Tunnel Vision
 
They should change the Anarcy value to let Anarcy represent what it truly is and not what popular thinking is.

:nuke:

If you do some research you will see that Anarcy is form of efficient gov with out being a traditional gov :D aka true democracy.

As such Anarcy gov would not be able to produce ANY mill. units.
 
These items are mainly related to user interface and game play issues.

Right clicking on the icon box on the right in a city display should give the civlopedia entry for the improvement currently selected (displayed in the icon box). In fact, consider a more consistent change: In the city display make selecting units in the garrison box (to activate or disband), and selecting improvements in the box at left (to sell), a *left* mouse click instead of a right click. Then, a right click on anything in the city display takes you to the (most) appropiate entry in the civlopedia. This would include a right click on an improvement at left (show civlopedia entry for improvement), and a right click on a unit in the garrison box (show civlopedia entry for unit type). This would eliminate the need for the civlopedia mouse icon, as right clicking now on anything in the city display would always bring up the civlopedia for that item if it makes sense. Also, when the person right clicks over nothing, bring up the civlopedia anyway in normal mode. You could also add 3 more things. When the user right clicks on the name of the government just under the city name, it should bring up the civlopedia entry for that government, and if they right click on the gold listed just under the city name, it should bring up the commerce entry from the civlopedia. Finally, right clicking on terrain in the city radius display should bring up the terrain description box for that square.

On the Domestic Advisor screen, have the population of a city be shown as a (small) number in addition to the sequence of faces. In large cities the faces simply don't help in telling population size, but add some space between the normal population and the "extra" population (specialists) as seeing cities with extra population is sometimes useful, as in finding extra population to send to new cities for example. Also, add an "unhappy" item to the "happy/content" column. Finally, have clicking on the "Cities" label sort the cities alphabetically by name, and clicking on the "Producing" label sort the cities alphabetically by what they are currently producing. The first would make it easy to find a particular city, and the second would make it easy to find all cities producing a certain item.

The square terrain description box should close with a right click. This would allow the player to right click to see the description box and then just right click again to close it without needing to move the mouse.

After 3 versions there is still the annoyance of cities growing with just 1 food per turn. These cities grow by 1 food until they gain another population, at which point they now starve by 1 food until they lose the population point they gained and start the process all over. The game should prevent cities from growing with food production that is less than 2 per turn. Instead of growing, the city fills up its food box and granary (by 1 per turn) and then acts like a city that is at zero growth, and stays that way until food production rises to 2 food per turn or better.

When pollution occurs, do NOT remove the laborer from that square. Doing so forces the player to go to that city and "reset" the laborers on the city display so the now-clean square is used again. Instead, keep the laborer assigned to it. It will show the red shield (as it does now if you assign a laborer to a dirty square), but when the square is cleaned, it is still in use so the player doesn't have to do anything for the square to go back to normal use. As an alternative, consider "reseting" the laborers at the beginning of every turn, i.e., do the equivalent of the player going to the city display and clicking on the city icon in the center of the city radius display.

The pop-up box that shows up when a city doesn't have a aqueduct or hospital at the beginning of the turn should have a "zoom to city" option, to see the city display.

Right now, it is easy to avoid troublesome people in your cities, just starve them out. This is easy to do after capturing a city, anyone giving you problems can be starved to death. In reality though, starvation is the most likely thing possible to start a riot. So, any city in starvation should be very likely to, or automatically, riot. This forces the player to deal with the unruly in a little more realistic way. Do NOT do this unless you also fix the problem of cities in a grow/starve cycle because they are getting only 1 food per turn though.

The AI movement routines should "know" whether an AI civ wants to go to war with another civ before movement is executed. Right now, the movement routine will move into the player's civ's territory repeatedly. It does no good to complain, the movement routine will keep doing the same thing turn after turn. For example, if it finds a route through the player's territory to another civ it wants to attack, it will move units into the player's territory when it does not want war with the player. It will do this over and over. The movement routines should check, and if the AI does not want war, it should absolutely not allow its units to cross the border.

Planting spies should be much easier. *Using* them should be just as expensive and dangerous but just planting them should be easy. Now, it is expensive and likely to fail, usually with devastating consequences (war). Look at real life, spies are planted all the time and exposing one never leads to war. We didn't attack Israel when we caught one of their spies. How many Soviet/Russian spies have we caught over the years, yet it has never lead to war. For example, you need a spy to keep track of other countries' space programs. You aren't going to risk war just to keep track of the rival space programs, so you usually spend the entire game without spies except with countries you've already been at war with (and planted a spy while at war). Some actions should be with little risk (but still with an expense) while the more drastic actions of spies can remain expensive *and* dangerous. 2 additional options to consider adding: First, a civ can evict your ambassador. It does not lead to war but after some delay requires you to rebuild an embassy and start all over. Second, a civ can evict some of your diplomats (with a chance one of them is your spy). The expulsion doesn't lead to war, but disrupts diplomatic and espionage activities for some time before things return to normal, possibly with a cost to cover new diplomats being sent to replace the other ones.

When it comes to trading luxuries, the AI should be much more willing to trade luxury for luxury. It just doesn't make sense for all AIs to refuse to trade their own luxuries without extortion added when they would benefit as well. This should be true for trade between AIs as well as with the human player. Now if one trader already has many luxuries then the effect of adding one more is much greater and in that case the AIs can ask for more, but I've seen situations where the AI refuses to trade evenly when the benefit for both sides would be about the same.

Please consider adding the ability to see what movement command a unit already has. Something like the line displayed in SMAC when the cursor was over a unit, so you could see where it was going.

Please consider bringing back the engineers. It made so much sense for there to be 2 levels of workers, ancient and modern. You can rescale the times needed so engineers take no less time than workers do now (I'm not asking for an advantage). The engineers would also have the extra movement advantage they had in Civ2. If you prefer, just "upgrade" the worker unit's abilities as the game progresses if you don't want to add another unit to the game. Either way, a worker in modern times should have distinct advantages over the workers of ancient times including movement range, speed of working, and maybe limited terraforming ability, but not like Civ2 where everything could be changed. Perhaps just a plains<->grasslands conversion after a *long* delay?

I also want to second some suggestions made earlier. One being the ability to frame another civ for espionage actions, and the other idea is allowing the rebirth of new civs from the "civil war" of a large civ. This could be a better and more interesting way of dealing with grossly huge empires than using corruption to limit empire sizes..
 
I would like to see railroads be more realistic. Now the AI ends up with railroads on every square. It therefore takes a lot of turns to eliminate their railroads by bombing. In the real world there are not railroads everywhere. A city will have a couple of rail lines entering from different directions. I would propose that the game not permit a railroad to be built if there is already a railroad on an adjoining square. There could be certain exceptions for cities built close together, squares adjoining the borders between civilizations, certain geographical features such as narrow bottlenecks, etc.
 
Interesting to see that this is not really an "expansion" pack discussion but an "improvement" of current game discussion. None the less... lots of GREAT ideas here. As has been said before, "no way i can read all 13 pages".... sorry if I'm repeating.

-- -- --

Interface:

Unit Pop-Up Menu -- color code it

The unit pop-up menu can become extremely confusing when you have lots of different types of units in the same square/city.

Is it possible to color code the list by type? For example:

Naval units: blue
Land units: Black
Air units: red
Units loaded on transports: light blue
Artillery: green
Workers: (etc.)
Leaders: (etc.)

It would also be helpful in units within an army were all listed and indented directly under the army flag carrier. As it is now, the units in the army are indented, but not always listed as a group under the army.

-- -- --

Repercusions for lose of capital -- could be good or bad. Possibilities

* Civil war with disintgration of the civ into 2 or more parts. (like in original Civ)
* maybe just lose some fringe cities
* A great leader rises (giving you a chance to take fight back)
* A turn or two given to player in effort to retake the city before anything drastic happens.

- -- -- --

Late era "barbarians" (or guerrila uprisings). Make this a possible espionage mission. Or maybe this spontaniously occures in areas of the map that not near cities.

-- -- -- --

Possibility to negotiate peace between other warring civs. (Grants successful negotiator reputation enhancement... or culture bonus.)

-- --- -- -

Possibility to play a single "era"... i.e., the Ancient era or Industrial era only.

-- -- --

Mini- Forbidden Palace -- something is needed to make it possible to have productive cities outside the range of your palace and forbidden palace. Frequently you have vast areas of territory to control (by choice or be necessity after winning a war). Currently, cities in these areas allow only 1 shield and 1 commerce.
 
So, here is a real "expansion pack" idea:


Age of Nationalism --

A game that focuses on the post-Napolionic area and spans to a post WW2.

Setting --

Major world power scramble to lay claim to most of the world and it's resources.

Tensions run extremely high as available territory is claimed.

Struggling nations strive to industrialize and claim a place on the world stage (like Japan in the late 1800's/early 1900's)

Once powerful empires fall under their own weight. (like the Ottoman and Austria-Hungry empires)

Grandious international conference trying to control the arms race

Revolutionary movements (labor unions, marxism, etc.)

Age of scientific advances

Construction of massive armies, massive fleets and the rise of 'total war"


You get the jist.
 
Not sure if anyone else has mentioned this. I would like to see regular and advanced right click menu's of commands. Civ3 has a very large set of commands very hard to remember. (For me anyways :D )

Desert Fox :p
 
Originally posted by zagnut
I would like to see railroads be more realistic. Now the AI ends up with railroads on every square. It therefore takes a lot of turns to eliminate their railroads by bombing. In the real world there are not railroads everywhere. A city will have a couple of rail lines entering from different directions. I would propose that the game not permit a railroad to be built if there is already a railroad on an adjoining square. There could be certain exceptions for cities built close together, squares adjoining the borders between civilizations, certain geographical features such as narrow bottlenecks, etc.

You get bonus when building railroad on your cities tiles. You should do the same. I disagree with your proposition.
 
This is really lame, but I think if units would die naturally after about 20 turns, it would be much more interesting. Some might also die randomly from disease. The units aren't supposed to be immortal.
 
heres a thought about the forest/sheild issue: perhaps if a forest tile has been harvested, a forest just grows there after say 20 turns and can be harvested again. But the forest only grows if no improvements are laid down. this would make tundra cities productive - perhaps it should _ have to be done atleast once to gain a srategic timber resouce .?.
 
Originally posted by Quentin
This is really lame, but I think if units would die naturally after about 20 turns, it would be much more interesting. Some might also die randomly from disease. The units aren't supposed to be immortal.

You are wrong. Think about the 101 Airbone that exist for a long time. The first guys to fight in this unit don't fight anymore but younger guys replace them. It's the same in civ.
 
Stop the flood of settlers!!

I don't think anything annoys me more than this constant flood of other civs' settlers marching through your territory and starting towns everywhere on any scrap of tundra and desert.

Worse, whenever a piece of terrain opens up (perhaps due to a razed city) every other civ instantly knows about it and within a handful of turns their settler is almost there.

I liked Civ II so much better when there was actually something left to explore by the time we got to caravels. I also liked the fact that not all civs dvance in techs at the same rate.

Lots f other ideas, most of which have been mentioned by others.
 
There should be chance to upgrade several units at once. It's really annoying to upgrade 100 units one-by-one.
 
Originally posted by LaRo


You are wrong. Think about the 101 Airbone that exist for a long time. The first guys to fight in this unit don't fight anymore but younger guys replace them. It's the same in civ.

The 101st didn't exist prior to 1942. I believe the orignal poster is referring to units that are very old, like ancient units in the industrial era. Besides, the 101st was deactivated several times between WW2 and Vietnam, the unit did not exist for the Korean War, only as a small training cadre that was used to train the 11th Airborne division which did participate in the Korean War.
 
Originally posted by LaRo


You get bonus when building railroad on your cities tiles. You should do the same. I disagree with your proposition.

It does make some sense, it depends on how strategic you think the game is. We could use a rule where a railroad grants its benefit to the square its in PLUS the adjacent squares. We would get much more realistic looking rail lines if we were to do that.
 
Originally posted by blue72
There should be chance to upgrade several units at once. It's really annoying to upgrade 100 units one-by-one.

Activate a unit type you want to upgrade and use Shift-U. That will upgrade all units of that type that are in cities with barracks. I wish they wouldn't have used the barracks requirement though, instead let Shift-U work on all units of that type no matter where they are.
 
One is quite ibvious, and I am pretty sure somebody else must have mentioned it, but since I have not been reading up on this discussion, I don't know... The science and entertainment slider bars should be more adjustbale. Not just in jumps of 10%, but un jumps of 0.5% so you could always manage to reach a situation where you break even or make 1 gpt so that you won't have a shrinking economy...
My second idea is quite complex and not completely constituted. How about another parameter along with the normalcy-mobilization and government toggle. Something that says how your country is run. So you could have democracy with rigged elections to provide you with a stable yet unhapy and terribly corrupted peacefull scientific nation, or you could have a fundamentalist communism to make a super warmongering government where people are happy, non scientific, slightly corrupt with the corruption evening out thing, or even a semi-monarchy where any land owner can vote for the king, making a pretty happy wormongering government that has a tiny bonus to science but is vulnerable to propaganda. You could have anything else. These are simply examples.
I got this idea while reading the thread on the lack of fundamentalism. If there would be a country running mode toggler it would give alot more options and make it possible for players to play rather more according to their style. This would also legitimize slight differences between govs that many mods offer, because the whole point is that the new toggler only affects a liitle bit.
 
Originally posted by hiragana78
They should change the Anarcy value to let Anarcy represent what it truly is and not what popular thinking is.

Did you refere at etimologically sense of word - "an-archos" meaning "no institutionalised governement" ?? This of course differ from public perception - anarchy = chaos ...
 
Originally posted by Ed Cogburn


Activate a unit type you want to upgrade and use Shift-U. That will upgrade all units of that type that are in cities with barracks. I wish they wouldn't have used the barracks requirement though, instead let Shift-U work on all units of that type no matter where they are.

better yet: let me upgrade all active units of that type, since I often lack the money to do all upgrades at one time and then have to go through the one-by-one routine.... Once I upgraded 163 Riflemen by hand since I was in a bad war and was 7 gold short for the 164th.....
 
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