Civ Add-on/Expansion Pack Ideas

Every scenario option in CIV 2 and then some !!!!!!

HIT IT RIGHT ON THE MONEY GUYS.

I was wondering does anybody know the date the expansion pack will be released. If and when they do release one?
These errors and lack of scenario options are pretty sorry!
Not to mention that there was no way to put a civilization in it's correct geographical location?Come on that's ridiculous!!!!!!!!!

I don't think too many people use the random map generator do yall?
I prefer the real earth maps such as Marla's and so on although I prefer the standard size. I would play with as many civilizations as I could at one time. I usually play all my games with 16 civs,that being the most you can use at one time.

How about this ? A REAL EARTH SCENARIO with every civ in right place and every civ up to date eh..2002 AD. And HOW in THE WORLD did we not get a WORLD WAR 2 scenario? Sounds like the civ fanatics had to make their own game? These tools are GREAT but who wants to continously work on something? When my car gets too many problems I get rid of it and get a new one. SEE MY POINT? Civ 3 is great don't get me wrong but who wants a half put together car?
 
Bring back the 'build airbase' option, I'm sick of being limited to my cities, and besides, most airbases are based outside of populated areas.

Make warriors obsolete! I'm still offered the option to build these neolithic axemen in modern times! At the very least, once riflemen are discovered, the warrior should be lost.
 
I dunno if this has been posted before, but I'll post it anyway...

It seems as if in the late game, a great deal of my actual game time is spent telling workers what to do. Mine this, railroad that. I'd use the automation, but automated workers tend to build mines where I want (or have already built) irrigation, and vice versa, and they also cut down forests that I just might want to leave standing. So that option is out. Once I've built railroads everywhere, I can use stacked workers to clean up pollution fairly efficiently, but I still feel silly doing so. Why do I feel silly? Because an ALGORITHM could do it.

What I want is more worker commands. I want to be able to tell a worker to auto-build railroads, so that it first builds railroads connecting continental towns (always through squares that contain irr or mines, whenever possible), and then builds railroads on irrd/mined squares. Even easier would be an auto-clean-pollution command. The worker sits there, and if its turn comes up and there's pollution on its continent, it goes and cleans it up. These two things would make my turns about half as long for the last half of the game.

Another thing I'd like to do, but is probably harder to implement, is queue worker commands. Road here, then irrigate here, then mine here, etc. To implement that would require interface as well as AI programming, but a man can dream can't he?
 
Originally posted by solarjetman
I dunno if this has been posted before, but I'll post it anyway...

Even easier would be an auto-clean-pollution command. The worker sits there, and if its turn comes up and there's pollution on its continent, it goes and cleans it up. These two things would make my turns about half as long for the last half of the game.

I believe there is auto-clean-pollution. I think the command is shift+P
 
Originally posted by pesoloco


I believe there is auto-clean-pollution. I think the command is CTRL+P

I have noticed that the AI will get confused on large worlds for auto-clean pollution. Especially with some railroads. They will sometimes take the long way around. Start stacking like 8-10 on top of each other all trying to remove the same pollution. If it gets real bad the confusion will be worse. I do it manually to avoid this myself. Pollution is way to rampant in civ3 I feel anyways. :rolleyes:
 
It should be possible for cities to flip to your side if you station enough units at its borders. This would increase the need for large armies. If the country you are attacking is a military weak one then about 15 units should be enough for it to flip to your side. If it is a military strong one then lots and lots of units should be needed to do so, something in the region of 30 or more. This should be slightly random though and a civ that has been badly hit will be more vulnerable to flipping.

There should be a "fear factor" sort of thing that works something like if a warrior from Civ A has been attacked by a warrior from Civ B, warriors from Civ A will have a weakness against warriors from Civ B to reflect the experience Civ B warriors have gained over warriors of Civ A and also the fear of Civ B warriors that grows in the warriors of Civ A. Of course since combat is so random that even a spearman can win a tank I don't see this affecting combat too much. This would however make it more important to do things right at the first time.
 
more civs to choose from (like Spain, Mongolia, Mali, Crete, Maya, Inka, Ethiopia, Portugal, and the Netherlands)

more civs playing at one time

a total economic and military type of alliance

the possibility of civil war or revolution (for example, a civil war might break out in England, forming the United States; or one might break out from there, forming the C.S.A.) They would be independent nations that would have to be dealt with out of nowhere, and when formed would keep their improvements and at least some of their units.

new units, like the airship, the trebuchet, lookout posts, and minefields.

quit being so PC: call the foreign workers "slaves" (and keep the possibility of revolt!); Hitler was evil, but the most famous ruler of Germany; Stalin should be there; et cetera)

Increase the governments: Theocracy, Confederacy, Oligarchy, and Military Junta would all be welcome.

Don't make becoming leader of the U.N. a way to win, but a way to control the world until you actually DO win. Force trade concessions, force U.N. nations to ally against enemies, force anti-pollution laws, and so on.

Not a "space layer"; but satellites should be a regular thing, not a wonder.... Military satellites, spy satellites, and research satellites are all part of our everyday lives!

Would religious structures have the same strength in a Theocracy or Monarchy as they would in a Military Junta or an Atheistic Communistic environment? Would a research center even exist in a Theocratic state?

Maybe each civ could have a civ-specific wonder that only they could build? It might increase some aspect of that particular civ... (The British "East India Company" increases trade for England, the Chinese "Mandate of Heaven" increases control over the population, ...etc.)
 
Alien civilizations.

Near future technologies and units.

A lot of new wonders.

Resource for resource trading.

Scenarios.

The ability to add new units, resources, and wonders without major hacking. No number limits either.

More civs.

No “before Christmas shipping”.

Colonization of other planets, the moon, and the oceans.

Peaceful great leaders.


They also need offspring civilizations. Like America, Australia, and Canada from Britain.
 
I think (maybe its allready said tough), that the editor could use some extras to make it more easy and even better to use..
And just like in Civ2 Gold, a very usefull and handy editor to make scenarios! So far I did not find an easy way to make a , for example, World War II scenario.... (however I could be wrong, if so, notice that :) )

Some more units is always a good one ;)
And for the rest Im going with the rest of the other point earlyer mentioned...

thx
:king:
 
I still that the the gaping hole here is the plow. Plains stink in the beginning, and never get better! And why then in the real world are The US "Great Plains" the breadbasket of the US? Something needs to be done about this.
Maybe after you discover IRON / STEEL PLOW plains can produce more food...
seriously, this is really a glaring problem with civ in general. After we were able to work the plains, the ground there is more fertile than "grasslands"!
 
Or it could be in the form of planting new bonus resources. So every square in the great plains has wheat on it after a while.
 
Plains should get better as time goes by. Selective crop breeding and all. You could make it so that early irrigation speeds up the process. This would make food a much more valuable resource etc etc.

Give some incentive to irrigate (not that my automated workers need any :eek: )
 
I like those ideas, and since the terrain improvement system, frankly, sucks, how about maybe irrigation gives you more the longer you've had irrigation there, cause the ground changes with irrigation and gets better. Also perhaps we should be able to add some bonus resources, and be able to have more than one in every square... We should be able to grow silks or cows or horses or wheat or whatever wherever we want to... It's sorta stupid that we have no constrol of what grows where... An there should be more terrain types, and each type should have a different compatability level with each type of terrain improvement....
Just my 25c...:crazyeye:
 
Im to lazy to read through this whole thing so if i repeat something sorry :) .

They should change the way goverments work to be more like Alpha Centauri:
eg you pick government triats like

Worker Method: Slave Labour. Paided labour. Robotic Labour.
Commerce System: Capitilizm. Corporatism. Communism.
Military: Militaristic Regime. Conscript Nation. Private Armys.
Ruler: Dictatorship. Democracy. Republic. Feudalism. Commune

etc etc. each has drawbacks and advantages, so u can create your ideal government.

Also Barbarians sould form minor civilizations. they would grow to about 3 or 4 citys then stop. you could talk with them and they would act like normal civs, (research slower, can only grow past 4 citys through war).


um.........that might ave been said, if so im sorry
:(
 
Better food production as technology develops.

With the advancement of the artificial fertilizers and pesticides (which are now not represented IMO) the food production was tripled. Where the produced food's quantity was 1 before the advancement of the agricultural machines, after this advanmcement it increased to cca. 10. Before these advancements, 80-90% of the workpower was applied on the fields to produce the nacessary food - and after these, in a lesser advanced industrial state this rate isn't greater than 10%. Maybe this difference should be incorporate in civ3 - with the growth of the shield production after the development of motorized transport (tractors etc.), and after the development of agrochemicals (new technology, prerequisites would be the chemistry or the medicine).

I have another idea of the specialization techs. The idea of being militaristic, industrial, scientific and other specialized civilizations - this is good. However, these specializations are the results of historical progresses and maybe even geographical progresses. These aren't also so stable and constant things - for example, Japanese are militaristic and religious in the game - but now, in the real world, they are rather industrial and commercial than militaristic and religious, altough they have these abilities from the beginning of their history; these abilities can change. It could be represented by make some "specialization techs" - when you develop one of them, you could initiate this, and you should choose an other feature which you will reduce in order to greater the preferred ability - you stress one, but the increased investment in this one lessens the investment in an other ability. You could stress three specializations instead of the now available and predefined two, and you could choose these. But your choose could change only in long time, for example, after 100 cycles - it would be too easy, when you could change these specializations too fast.

P.S. Please excuse me for my very wrong, grammatically hopeless, autodidact English.

Thx.
Caranamrta
 
I like a replay after you finish the game (retire). I would like to have 2x 4x or more speeds, plus a possibility to play, starting at a certain time.

What's more, I'd like to have a possibility to test custom-made maps and rules in editor. You set a map, rules, and want to see what happens if you play this scenario. It could be a speeded up simulation of the game, sort of the replay I mentioned. Editor can just let AIs govern all civilizations, and look at major events without paying much attention to the micromanagement. Moreover, it'd be nice to change speed or stop the simulation to look at the details, or to start playing for one of the civilizations in more advanced era to test certain things.

Also: let editor export the whole map into a bmp/gif/jgp file.
 
Originally posted by Hellpig
This is something that I really miss and it shouldn't be to hard to implement;

Colorcoded worldmap. Yepp; all cities on the worldmap are white as it is right now. But; why can't cities with civil disorder be a red dot? It would make things a lot easier. The same for cities that does not grow (yellow) and perhaps also for starving cities (any other color that white, red or yellow).

And something to make stuff lke COAL more visible!!! Ditto saltpeter, commonly on a desert.
 
It would be nice to be able to build airports and harbors away from the cities. This would maybe make it possible for civs with ROP to make use of each others ports(it is currently impossible since the ports are in the cities). They might be some sort of 'terrain improvement' like mines and to diffrentiate them from the original ones maybe they could be called 'airbase' and 'port'. Maybe after this is added a new diplomatic agreement might allow the use these facilities. They would of course need to be within the country borders.
 
Here are a few ideas:
- Possibility of secession (not only to join an existing civ, but to form a new civ too)
- Possibility of civil war (the results could be forced change of government, formation of new civ, split armies--nationalist army vs. revolutionary army--, etc.)
- Partition of the empire into various States, with each State having a capital that would lower corruption
- More government types (theocracy, national socialism, fascism, constitutional monarchy, States' rights)
- Don't make democracy the objectively best govt. type so that the game won't end up with everyone having democracy--let it have rival govt. types
- Let civs with the same govt. type think more favorably of each other
- Grouping of workers
- Let the AI trade resources and luxuries more reasonably--e.g. one luxury for one luxury, NOT one luxury for three luxuries plus gold
- Option of various leaderheads for each civ: America could play as Washington, Jefferson, Lincoln, Roosevelt, Kennedy, or Reagan; England could play as Alfred, Richard, Elizabeth, Victoria, or George; etc.
- Immigration from other civs: you could be be able to set various immigration policies (open borders, no immigration, immigration only from the same culture group, immigration only from certain civs, etc.)
- Ability to repatriate foreign nationals
- Ability of foreign nationals to create new civ/State (e.g., if Germany conquers France, a few years down the road some French nationals could secede and form France again or at least petition to form a French State within the German Empire)
- Ability to abandon/destroy cities (all citizens turn into workers)
 
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