Civ IIII ideas

It is kinda wierd that any sized city could build any improvement. But of course, it takes them a lot longer to do it.

I remember Masters of Magic. I've wished countless times that there was a multiplayer version of that game. I would buy it and play it with my friends so often. That was great.
 
Errr... I just thought I'd add that while I do remember something about IV being IIII... originally... it certainly isn't ANYMORE.

Also, I believe that 99 is rendered something like XCIX... it certainly isn't IC ... because that violates a rule. Before you correct someone, make sure you aren't making any mistakes... ;)
 
Originally posted by Dalixam


I think Civ III should have had a ballerina in a pink skirt who could both move on land, and swim in the water. Her ratings should be 8/4/4 :cool:

Totaly agree with you man, what was the civ team thinking!
 
Originally posted by Dalixam
I think Civ III should have had a ballerina in a pink skirt who could both move on land, and swim in the water. Her ratings should be 8/4/4 :cool:

If they add the Ballerina unit, then I'd never get my 4 year old daughter to go to sleep so I can play Civ3!!!! She'd want to create an entire army of those units, and then take on those horrible Barbarians! :rolleyes:

Already, she makes me choose England when I start a game, because she likes the picture of Elizabeth the best. I don't understand why I can't talk her into Joan d'Arc, at least -- :love: Joan even looks more like my daughter than Elizabeth does anyway. (Catherine the Great reminds her of one of her teachers....).

Oh, well, maybe she'll be ready to go head to head when Civ 4 comes out. And she'll learn something about history in the process (big rationalization there...).

Whim;)
 
Does anybody know if there is a real reason to limet the specailist
to entertainer, taxman and scientist.

I was in a wonder race and a really could have used the
factory worker from ctp.

With the concept of culture taking over your foes cities
maybe the ballarina (or elvis, he does have many fans)
could increase your city culture rate.

I like civ3 better then call to power but

I miss the academy, theater, publishing house and mill

I was going to load that culture mod I saw, but many of his improvement came in the industrial and moderm age

My biggest gripe is the leader, army, 3 wonders deal

I think it could be improved by letting you build the epic
when you first get your leader (maybe back to a city to tell
his tale I have had a few die on me)
 
My idea is that you have to be able to liberate a city of an other civ.
Look at France in WWII. They got liberated by american and english forces. Neiter the Americans nor the English took their cities for themselves but for the Frensh.
With the concept of Nationality this would be able in Civ.
After you have conquered a city you will be asked if you want to raze it (which makes in our example the Germans and the Frensh unhappy), to take it your own or to give it back to the frensh.
Does anybody remember "Pirates!"? (Think so :)) There was such an option after you have conquered a city. So why don´t here?

And I like the idea of having a "culture specialist" :D .
 
Originally posted by Dalixam

I think Civ III should have had a ballerina in a pink skirt who could both move on land, and swim in the water. Her ratings should be 8/4/4 :cool:

Great idea, best I've heard yet.
 
Smash: 10^120 is a small state space relative to Civilization 3. The state space of chess is actually *calculable*. It is a relatively small state space on the scale of most games (yes, much larger than tic-tac-toe, draughts, etc, but much much smaller than more complex games like Civilization).Also, I think that comparing the state-spaces of a game to the number of atoms in the observable universe is a rather meaningless comparison; are you pointing out that the "brute force" technique of putting every position in the state space in a look-up table is infeasible?

If Civilization was "only" as complex as chess, I am sure Firaxis would be able to church out an AI that could beat most if not all people here. Remember, chess only has a branching factor of about 12. Convincing chess programs have been written that can run on Personal Computers and that give players under Master level a very good challenge. The branching factor of Civilization is well over a thousand, at least after the first few moves, making the techniques needed vastly different from chess.
 
You should get some benefit culturally if you are the first civ to create a cultural building. It would only be temporary, until the other civs started building theirs. I'd say one culture point per turn per building for the first civ. It just seems that if you are the first to be able to build something that nobody else has access to at all, then it should be special. If America suddenly built a bunch of virtual reality theaters or something and nobody else could, think of how impressive that would be if nobody else could. I'm probably not explaining the idea at all, but that's my though.
 
Originally posted by Taé Shala
My idea is that you have to be able to liberate a city of an other civ.
Look at France in WWII. They got liberated by american and english forces. Neiter the Americans nor the English took their cities for themselves but for the Frensh.


Just give it back to your ally in the diplomacy screen. I do that a lot to prevent cultural reversion, corruption, and to keep a player in the game for diplomatic reasons. Besides, I try to always be the honest broker.
 
It certainly is an option to give the liberated city back to its original owner. However I think you miss his point. I can give back cities all I want to my allies, but when my ally liberates one of my original cities he is not going to give it back to me. At least not for free. For that reason alone I will not give back his cities.
There should be something written in the game so that allies cannot keep their other allies liberated cities if they are in a democracy, and give them a choice if they are communist or republic.
 
This is very important to me :

Heavily customizable Game interface.

Extended use for Sattelites, ie, communications, research bonus, spying, Hosting cannons nukes or reveal map,

Light Battles in space ie, ASAT(Anti Sattelite) missions, joint projects between allied nations, space station, etc...

TREATIES Pollution, Global Peace, nuclear/missle nonproliferation.

there should also be a central Body (UN) that each civ should donate a city to & be able to participate more actively in. As a way to pressure a country to do something (trade, compensation after a war, make peace with another civ, ) instead of blasting them into the ground(you could get them to build railroads to you, or to stop them from comming to your land, nuclear/missle nonproliferation)...

Include the moon as a science/resource colony, on a small additional map.
 
Espionage/Diplomatic options extended. I would like to be able to covertly fund the rebels in a neighboring civ(ala..Afghanistan in the 80's..Cold War type stuff.) or exert economic military pressure on a civ to stop a war or something. I know the former allegedly you can do with propaganda..but it never works. So it would be nice if the concept was fleshed out a bit. How irritating if a guerilla war formed on you country and you had to repel the rebels..or negotiate a peace with them..man, that would add a whole other element to the game. It would also be fun to do it to a rival civ.:)
 
Some people are trying to turn civ4 into SimCity4000 ?

rethink ppl !!!!
 
Ability to build satellites to keep world maps updated continuously as well as bing able to build highly specialized one to spy on cities (think Hubble pointed back at us) rather than using spies and espionage stuff... Or maybe like a U2 spyplane!

That would be cool
 
Originally posted by lonestar

anyone play master of magic about 7 years ago or something, you could stack 8 units together and move at the lowest movement speed, and when you attack you get a new screen which changes for each terrian and town, etc, and you bash it out, turn based with the enemy, who could defend with 8 units. Will slow things down, but it was great fun it master of magic!

I agree only 75%.

I enjoyed MoM a lot, and in civ4 combats Should be that way.
But I did not like the fact that when you attacked with a group of 8 units together, the defending army, let's say a single unit, patiently waited to each one of my 8 units their turn to injure them.
When there is a so big outnumbering ammount of foces, they should not have a single second of quietness, and receive injures from all the units possible at the same time. (Age of Empires type?)


To contribute to civ4 ideas, trade and building resources should be as in CaesarIII or at least Colonization.
Great games as well.
 
Is the poster of this of thread French? French always post IV as IIII.
Anyway, I think that some diplomatical agreements from Call To Power II should be taken:
Nuclear Weapons Reduction Treaty.
Biological Weapons Redcution Treaty.
Ecologicall Treaty.
And my own an ideas:
Fly Zone Treaty - Right of Passage should no affect planes, so there is different treaty for planes.
Commonwealth - Common treasury, tax incomes, well, you and the other side of agreement "share wealth"!
 
1. Stacked units not visible... would be good to have something to tell what is below, even just a count of how many (of any type of unit)...

2a. The city screen is a bit clumsy ... there should be little or no scrolling neccessary to see what all has been built and what could be built. The list of buildings could have a full column toggle option where it would be as is or stretch up to the top, covering part of the map.

2b. The build screen would be easier to work with if it had 2 or 3 colums for type of build items. One for units, another for buildings / wonders.

3. The map/info at the bottom of the screen is really important but does get in the way too. It can be toggled, but the toggle key requires I take my had off the mouse... An option to have this info show only at the end of the turn, or maybe disappear when the mouse is over it?

4. My short speech on shortcuts:
"Typically, the left hand is ready at the keyboard while the right is on the mouse. All frequently used keys should be on the left hand side of the keyboard."

5. The cities work distribution requires way too much work. I have to click the center of every single city to tell them to wake up and farm the newly (or not so newly) irrigated land... maybe I'm doing it wrong?

6. Some windows will close with the escape key, others with enter, some with either. Pls go through and allow ESC to cancel any window.

7. I tried Pangaea but the one in the middle usually always makes 2 continents and the one on the right makes many continents.....i think both of these should be full continents....
 
I've got one thing that has a bug up my butt. When I'm in the 1900's and building tanks and jets, how come my build list still includes archers and warriors? It is annoying because I have to scroll all the way down to find Mass Transit or Solar Plant. We should be able to select a unit and make it obsolete - if we find that our resources are cut off and need these units again, maybe we could un-obsolete them.
From a simple matter of game flow, however I think it would work better this way. Plus, how many times are we going to be in the 1900's and need to build a Longbowman? If I'm that far behind technologically I'll have restarted long ago.
 
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