Civ Add-on/Expansion Pack Ideas

Victorys:

Diplomatic: Become World Governor
Commerce: +5000 gold per turn
Science: discover transcendance
Military: Conquer the world, or Dominate it
Score: Most points by the year 3000


Also i want the multi map system from ToT, i want the spaceship to alpha centauri to allow you to colonize it. I also want the ability to biuld Shuttle Units which can carry one unit to the Moon. Biuldable after the apolo program has been biult. But only a few units could be biult on the moon, and some would be Moon Only.
Also i want a more advanced shuttle called the: Fusion Shuttle or something to be able to go to the Moon, Mars, or Centauri.

There should definatly be a future era. I want to colonize the galaxy, also it would make a domination victory very hard and a military one more feasable.

Moon Colonys and Mars Bases and Centauri Civilizations:

There should be an option of allowing an Alien Civilization or 2 (or 3) to be waiting out there for you.

Also the aliens would be dissalowed from biulding ANY earth structure except spaceship parts. there own wonders, biudlings, units. etc.
Aliens from Centauri could biuld a spaceship and travel to Earth (or Mars it could be random or set like this). And you couldnt talk to them striat away, research some tech first.

I really liked Multi-Maps from ToT

We should also be able to biuld more terrian improvments.

Airport
Canal
Terraformer (for use on Mars, allows earth units to travel near it, like 2 squares away from it, as it creates a bubble of earth atmosphere, any unit leaving the radius is warned, if u still choose to go out, the unit dies)
SpacePort (allows units to travel between worlds)


Please Include Multi-Maps and aliens in your list


Civilizations:

Romans Persians
Greeks Spanish
Mongols Iroquis
America England
Treg Centauri
Motivi Jurigi
France Germany


:goodjob:
 
I like the idea of a civ changing it's attributes as well as it's government (as mentioned earlier), but as well as, say, discovering how to turn from militaristic to commercial, perhaps it could be triggered like a culture flip.
For example Japan was militaristic and religeous, but then it met with the nasty end of America's weapons programme and realised that to survive it needed to adopt some western traits - comercialism, industrialisation.

Babylon is also a good example, once it was an example of cultural excelence, before it fell into war, and now it's decendants are rather more warlike, but retaining their religious streak.

A particularly brutal encounter with another civ should make your own people want to adopt a different character, if their original way of life isn't doing them proud.
 
Could this thread be split up into several different threads based on concept?

Like ideas for combat, new abilities, victory conditons, new units, new civs, editor changes.

This would make it 900,000 times easier to read by someone just joining the discussion.
 
I think some of the most rediculous things that happen in the game are because of no resistance system. What I mean is, that IRL tanks can absolutely never be destroyed by spearmen, no matter how hard they try, though the tank may have a hard time hitting them. This could be implemented in the game simply by each unit having a list of other units and what their resistence to them is. E.g.
Modern armor:
warrior/swordsman - 100% resistance (immunity)
spearman/pikeman - 100% resistance (immunity)

Spearman:
Tank/modern armor - 10% resistance

This could be done with specific lists of units and percentages per unit, ot vevery unit having a classification of attack and of defence, e.g. spearman in ATTACKTYPE:stab DEFENSETYPE:dodge, which would determine the unit's resistance per other attacktypes, and other defenstype units' resistance to them. This system would be probably easier to implement or to edit with the editor, but unless Firaxis allow the creation of attacktypes and defensetypes, unit and mod makers will be very frustrated...

P.S.
A patch could never deal with this much change... Only Civ IV or an expansion...
 
I would like to see Marines either more powerful or cheaper to build. Right now, they're a non-issue. The AI sometimes builds them, but I've never seen them used effectively.
 
Probably mentioned before but i would like to have certain units better against some others. Marines would be good against infantry, to make em' more useful, for example.
 
Good idea. The victorious can steal the weapons and stuff.
 
The idea that you go to Alpha Centauri without first going to the Moon, then Mars, then somewhere else is far too simplistic. How about maybe small wonders like "Moon Landing" and "Martian Colonization" before the building of the AC spaceship. Going for Alpha Centauri before the moon sounds just a little too ambitious.

Negotiate the number of turns you want an agreement to last instead of the current "20 turns always" system.

Make other civs at least ACT as if they're friendly when you are far superior to them. Most leaders do not try to be fierce in front of a leader of another strong country, unlike in civ when others can get "annoyed" with you even when they know that you probably can wipe them off the face of the planet SO EASILY.
 
I think for expasion pack they should have a countries with two special units and also make a technology for hurting armor. They should also make tanks etc. able to run over units that are slower than them. Also pikeman and units below should not beable to attack tanks!
 
As it is now, every Civ. starts with 2 attributes; like 'Industrious', 'Scientific', etc. How about starting Civ 4 / Civ 3 expantion pack the same but those atributes can change during the game? Example America starts out in a bad way and is under attack right away.. Since they can't expand, due to having to build a military. They are holding their own; but after a certain time of doing this (% chance; help from allies; etc.) they change from 'Expantionist' to 'Militaristic'; with all the benifits of the change?
 
Aliens from Centauri could biuld a spaceship and travel to Earth (or Mars it could be random or set like this). And you couldnt talk to them striat away, research some tech first.

And if you don't contact one of them by a certain time they decide to make earth their newest colony and you loose?:D
 
The colors for each civilization should contrast more. If this not this, then at the least put a unique (historical or one you can select at the beginning of the game) to each civilization.

Do barbarian units ever get more experience (become veteran units)? I have never noticed this in my games, if however this is the way it's suppose to be then it should be changed.

I feel that once you have gone to war with a certain nation it should be easier to do so and much more likely afterwards. The relationship should naturally deteriorate to reflect this and this of course should facilitate future wars from occurring. On the other hand, I don’t think it is right that frequently some nations you have never gone to war with, with whom you do not share any borders to declare war on you. If anything, the AI should start it off with an embargo then worsen it gradually to a declaration of war, this way I see the transition. I really hate when a civilization has declared war on me but never sends a single solitary troop against me. This doesn’t build a historical feel to the relationship, which I feel is great to have, nothing like developing a rivalry with two leaders eventually ending up in a vendetta type relationship against one another. In addition I have also noticed that you can buy other countries support so they declare war on an enemy, this makes sense of course, but what about the relations that country has with whom you are asking it to go to war with (this should be factored in more)? I guess in summary what I am looking for is a more in-depth relationship building between civilizations, things like track record (history), trustworthiness of a leader and of course the type of culture of a civilization (nations share the same religion etc) playing a larger role than just money and bribes.

The special units for each civilization should be given more attention, in the form of stats (better attack, defense etc) or cheaper to make. Currently I hardly notice the impact of these special units. Give them Special abilities, like how phalanx in Civ2 had a bonus against horse units. Anything really so that when you see the special unit of an opposing civilization you dread it!

Take the best of all the graphic mods online and package it into one super graphic mod! It is such a pain to figure out which one you want and which works with the other.

There should be a historical option or a scenario that has a historical feel to it. What I mean by that is something where the English want to colonize certain parts of the globe, where certain civs want to build wonder that historically belonged to them, and also where civs would want to create cities in their historical places. I am not a programmer but already in my games I have set the starting point of certain civs and adjusted the sequence of names for their cities –causing for some civs, often up to 3 cities to be placed in their historical locations.

I totally agree with one of the suggestions in the posting here. Having a city turnover to another and losing all the troops inside without even having a chance to fight the rebellion or flee is ridiculous. I have a leader, an army, another 10 troops enough to defend it against any of my enemies with their battle hardened troops and a bunch of militia take me out without even a fight?

What happened to taking a capital and the civilization spilt into two different ones? This is a great feature of previous Civs I am not sure why they dropped it but it should be put back in or at least as an option.

KEY SUGGESTION!!! Troops once outside your borders should start experience damage to their hit points. It is stupid when troops are in deep enemy territory that they experience no damage to their hit points. Where are they getting their supplies? The only exception being unless the territory is not owned in which case you could argue they are living off the land. A new unit should be made, a supply unit, it experiences damage every turn once these supply units are gone then the damage starts coming off the troops. Right of passage through another civilization should not enable the units to be supplied either, the only way would be if the civs had a mutual protection pact. Another way around this would be to create supply lines, have workers make forts or something even in enemy territory, if war units get more than so many spaces from these supply forts then they start experiencing damage to their hit points. The key point is that when far enough from your base, it should be harder to maintain large number of units, instead of making corruption the key restraint in establishing faraway territories such a pain put the emphasis instead on something more realistic like supply lines.

There should be no way to use a mutual protection pact to place your troops in that civs borders and launch an attack from that point into another civilizations. Only if that country you have a mutual protection pact with goes to war with that country also. Otherwise your troops if you still want to launch would put you at war with not only whom you’re attacking but also whom you have a mutual protection pact with.

I really enjoyed the wonder movies in Civ2, couldn’t there be a way to make these incorporated into the game?

Computer re-appears elsewhere. For example you kill the Greeks then they pop up somewhere else on the map that is not yet occupied. It gives them two lives basically which is fine, what I don’t like though is that they appear in some land they have no business being in or no way could of possibly escaped to start a new colony. If it is within close proximity then sure let them restart however it would be ideal if a new civilization one whom historically belonged in those areas to appear. Lets say the Romans were killed, and there are no places within reasonable distance to them for them to start a new colony – then a new civilization should be started where there is land (even better if it were a Civ that was historically there).

Many of the points listed here have to do with a real Earth map; however some of them can still be applied also to random maps.
 
Here are some things that might be nice:

Trading of resources: when a civ has excess luxury or strategic resources, make it so that the civ can put the excess resources on the "open market" which would allow any other civ who has a trade route, is not at war, and who is not under embargo by the civ with the resources can automatically bid on the excess resources. So for example let's say there are 5 civs in the game, and one has two gem resources. Rather than offering the excess gems to one civ or anther, the civ just puts the excess on the "open market". One of the other civs decide they want gems, so they offer X amount of gold per turn for the gems. That civ then receives the benefit of the gems (and pays the price in gold) until another civ offers a higher price, or they decide they no longer want to purchase gems. There is no twenty turn business; every turn whoever has offered the highest price gets the gems. Obviously if a trade embargo is in effect or a war is started, or a trade route is lost, the civ cannot buy the gems.


Wiping out a civ: More of a penalty if your civ is resposible for wiping a civ off of the planet. I'm not sure what would be the best way to do this.

Trespassing: More penalties and diplomatic options available if a civ is trespassing on your territoy. I've mentioned this before in other threads. You should have more options available than just declaring war or allowing units to trespass. Some things that could be done: allow civ to cancel any agreements immediately without penalty if trespass occurs, allow civ to close embassy, more of a reputation hit if you are trespassing, allow any civ to cancel agreements or close embassy on any civ that is trespassing on ANYONE'S territory.
 
Tresspassing: How about if after repetedly being told to 'beat it' and get off of your turf; that you can declare war for a limited time(10 turns?) with a lowering of your 'war weariness'. Also other uninvolved governments can become more friendly to you and less friendly towards the attacker. That way your American Republic can tell the Germans to go home. If they don't comply and keep trying to pass through your territory; you attack the offending units and push them back. Your population will support you (for a limited time) AND your neighbors become more friendly (and less trusting of the offender) for defending yourself.
 
I suspect some of these may have been posted already, but there's far too many replies to read all of them ;)

1) Some way of stopping cities getting corrupted dowm from 18 or so shields to 1 effective. It drives me nuts when I'm a democracy & have Courthouse/Police Station (that I've paid for) and still no change in corruption

2) Ditto war-weariness. The discovery of Nationalism should either help to minimise war-weariness directly or enable a Small Wonder called something like "Manifest Destiny" which increases the citizens enthuasism for conquest

3) Extra luxuries - how about some which act as double-edged swords. For instance "Cannabis" which makes your populace more happy than other luxuries but decreases their productivity?
Or (if you're feeling particularly nasty) "Opium" which has similar effects but can cause some of the populace to lose all productivity (go Cold Turkey) if the supply gets cut off...? :goodjob: :goodjob:
 
* Resource-specific terrain improvements (such as an Oil Refinery to be able to pump Oil otherwise than just having a dirt road lead to the site).
* Ocean terrain improvements (such as an ocean platform like the one Tokyo's harbor is on, used as a land tile).
 
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