Civ Add-on/Expansion Pack Ideas

Improved Air combat. Meaning: Dogfighting (plane vs plane) an maybe some more air and naval units.

Also more air power.... Countries today can destroy one another without any ground troops.... Just a couple of aircraft carriers loaded with planes.
 
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
 
This a really long thread and I haven't read all the posts, so if someone else has suggested these things I appologize. I have a facination for Submarines and I love using them in Civ 3 so my ideas are a bit biased but...

-What if subs had both a surface and submerge option, the non-nuclear subs can move faster on the surface but can be detetced by all vessels, when submerged they could only be spotted by a special "search" option which only modern units (aircraft/destroyers/other subs, etc.) would have. This is probably a huge chnage and probably isn't feasable, but it was worth a shot.
-I miss river movement like in Civ2, maybe they could add a bateaux (sp?) unit which can carry land units up rivers like they did during the Seven Years War or the War of 1812.
-Lastly, Civ2 had some interface options that I liked like sending one unit to a square and telling the rest to follow, and I even sort of miss the "home City" idea, that way I know where each unit came from and where I can send them back to when the wars are over.
-Some more automated Worker options would be appreciated too e.g "convert all hills in City radius to mines" maybe that is pushing it, oh well thanks for listening.

Matt
 
More unit special ability flags.

For example: "2x or 3x verus wheeled units"
That way more specialized units like an Anti-Tank soldier or AT helicopter can be created without giving them a high A or D values.

Another flag: "Non-Naval transport"
Therefore the B-2 couldn't be loaded on a carrier just like in real life.

As been said before....IRRIGATION!!!!

Of course more Editor features would be nice. :D
Like the ability to add more worker jobs. Therefore mining on grassland and plains can be turned off and when a tech like refining is researched workers can transform grasslands and plains into strip mines. Much more lifelike :D
 
Originally posted by Jandor



if you choose some options it grays out others,

Id have Dicatatorship, Communism, Robot, Industrial :)

Why?

You can have a democratic society, with a communist structure.

Just see: RSFSR(aka the Soviet Union/USSR) of 1917-1922.
 
Originally posted by explodin dog


dude thats one helluva cool idea, i would surely love to see THAT.
to have the ability to mix and match. as the game is now, a democracy is always a capitalist economy with representation of the governed. the capitalist economy i think is represented by that trade bonus thingy. so we could say that the ruling style affects war weariness, the economy affects trade bonuses/maybe corruption, the labor type would just be how you hurry it, and the other things would just affect waste/unhappiness/other stuff? that's an excellent idea to mix and match! i'd choose a dictatorship with a capitalist economy! lol
just my two pennies, but these are some great ideas

Fascist scum!
 
Why insn't there the possibility that smaller conflicts like battles between to untis on free terrain cause no war?
 
What about duty if you trade? The nation importing may fix the duty and the exporting nation has to pay. Surely you can decide if the duty is too expensive for you neither nor you trade even it!

Something awesome would be if there were alliances like the NATO or the European Community.
You'd have some engagement perhaps you have to earn more than 50 gold per turn or sometihng like that.
But you'd get a bonus, perhaps free trade without duties
 
I don't know if anyone else posted this, but this is THE feature I would like to see the most :

EDITABLE A.I.

After all, the A.I. follows a (complex) model to make decision. This model was created based on the talent and the assumption of the designer, and obviously, he can't think of everything.

In a VERY simplistic way, the A.I. is just a big table with "if" statements that caracterize the current state of the game. Cross reference a bunch of "if" and that's how the A.I. plays.

Example, If I have 3 times the number of units of a neighbor civ, attack them. If they have 2 times my number of units, pay tribute with diplomat (in order to strengthen good relationships). If I am very late in tech compared to neighbor civs, increase tech spending and/or build research building in cities (if possible), etc...

Imagine a gaming A.I. for Civ X that is based on feedback of hundreds of players, now that would be a challenging A.I.

My 2 cents

By the way, anybody can recommend a good book on this subject ?
 
What would be cool would be more civ specific units. In Civ 2:Call to Power there was loads of completely different armies (in fantasy there were goblin warriors and skelleton swordmen then in anohter side there would be underwater swordmen). So English knights looking different from Russian knights or other civ knights.

Also more turns in the ancient era as you never really get too much of a chance to really fight with your legionaries and spearmen as you are normally too busy building up cities and infastructure (well i am when i play at deity or monarch)
 
Also how about peace keeping troops. Able to give your troops the ability to "keep peace" with the consent of a freindly civ (for a small price). If caught in fighting war WOULDNT be declared on your country if defending positions but not when attacking (or war would be declared).
 
evertthing is allright but OTTOMAN should be in this add-on even argentina had been told in this forum but dont you know the Suleyman The magnifecent and Beyazid The Thunderbolt??Ottoman Empire was the one of the important empire in world!!!!
 
Of course they don't. And the reason a lot of these won't be included is because the increased diplomacy and peace-time options. That'll never happen. Maybe they'll release a game of diplomacy?;)
 
Originally posted by Portuguese
I would like just anyone to answer: What's our influence in the game development?

There are Firaxis people on these forums.
They do read your ideas.

I know of two Firaxis people (DanMagahaFiraxis and SpeedBump) but there are probably more than that on the forums.
 
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