Civ IV wishlist

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Great Apple - I had a similar idea about traits. The Expansionist trait becomes more and more useless as the game progresses. It would be nice to alter the trait of a civilization mid stream. I guess my idea revolved around using a Great Leader to start (Not to rush) a Small Wonder that would allow the Civ to replace one of its traits with another. Of course you would be able to use a second Great Leader to rush the Small Wonder but you would have to sacrifice the first to move the Civ into the potential of a different paradigm.

A second suggestion would be to use Great Leaders as Admirals to create task forces and Armadas. Of course we need about 10 times more ship options (DyP is getting there :) ).
 
I posted this before, but it also fits better here!

An Idea for Civ4 -

In real life, under most governments, the leader doesn't choose exactly how, when, and where commerce, culture, and civilian trade takes place. However, the government does take on the responsibility of encouraging, assisting, and protecting all three.

I am looking for ideas on how such real life concepts can be incorporated into future versions?

For example, under Democracy, you wouldn't be able to order citizens to work wherever and on whatever you want. Obviously what has made Democracy in America so successful is that the government has encouraged free trade and Business, but it was the success of the freedom of individual businesses that made the production and commerce so great.

Maybe have a few small wonders that allow specialists or citizens to invest in some sort of civ-wide and world wide economy market, thus make more money from taxes?

Also, shouldn't there be some sort of world-wide culture effect besides borders? Obviously, America's culture products effect and are purchased worldwide, culture even if our borders... maybe there should be an international culture income?

I don't mean control production! That is why we play all powerful ruler in this game...

Just some sort of wonder, improvement, or technology that allows a feel of "freedom" for citizens of certian governments.

Right now, it seems like everyone is under your dictatorship and is not free to expand on any knowledge other then what you specify, which is opposite of the democracy idea...

For example, after building improvements like marketplace & bank, and having a very large city... allow citizens to build their own improvements once a certian commercial or cultural condition is met...

"Due to the booming economy in Washington, your citizens has produced X business!"

Like palace improvements with benifits, except cultural or commercial...


__________________
- Justin

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Civilization begins with order, grows with liberty, and dies with chaos.

Will Durant (1885 - 1981)
 
I guess what annoys me about Civ 3 is the idea that I'm meant to be re-wrighting history... but each civ is already bound by current history, in it's UU, and traits. I know I can switch them off, but they're cool, and could be implemented according to the game your playing, not your Civs history in the real world.
 
I guess something that I'd like to see is more options in diplomacy, as mentioned before being able to negotiate with other civs not just one at a time so that way you can stop wars before they cascade. I think that a better diplomacy system would definately make somethings more enjoyable. :)
 
Didn't read the entire thread, so his may be a repeat,. But why not allow players to set up a new AI? Sort of like when the US set up South Korea. You are on one of those maps where you are taking out a old AI but his cities are too far away to be of much use, you could stave are rebuid, but if you have 4 or 5 cities, why not gift them not to an existing AI but a new one, This AI could have all the Techs of the Majority of the people in it (ie if you are gifting German cities the new AI would have al of Germany's techs) This way you could perhaps form a new trading partner for those hard to reach Lux and resources but not risk yourself in a war to hold them
 
it would be great to have some kind of work contracts in diplomacy. i'll explain what i mean: sometimes the ai should do something in advance of a - let's say: trading possibility; in my latest game the zulus are situated on an island. i want to trade resources with them but they hesitate to build a single harbor. they just don't do it for centuries!
in another game i gained rop's and sent out a couple of workers to build the neccessary roads to connect the trade networks, just because i didn't want to wait until the more or less random choice of what road the ai builds next falls on that single tile missing a road.
so, some sort of contracts in the style of: "you'll do that, i will do this" might be great.
in the most simple form there could be collaboration treaties in different domains like trade, military, science. they could be used to strengthen friendships (i mean you always have buddies, they may change throughout a game).
the ai would improve their efforts in building up a trade network, for example.

to Nazgul, the posting above: this suggestion points to the historical inconsistency of having modern states like America in the game from the beginnig in 4000BC. maybe a way to break the rigid linearity? but the opponents in civ are civilizations, not nation states.

one last idea for this post: :jump: civ4 must run on a 3d-graphics-engine with battles as a 1st-person-shooter!
[plasma]:rocket:
 
I too would like diplomacy to be better. It would be nice if you could have a table of what you gave to a civ when, not just deals that last 20 turns. Like, for example, let's say you gave Rome monotheism for 20 gold and engineering. But let's say you forgot to what happened a few turns later and wanted to know. You can't now, but that would be a great addition. It's also annoying when a Civ contacts you and asks "Why have you come?" I'm like, dude, you came to me! Ugh.
 
I would really like to see Civ specific tech trees. One of the reasons that I bought Civ3 was because the different Civs had their own units. And I still enjoy it, but some of them are just silly. Especially in those game you make where you just want to relive the feeling of actually building a nation. For example, I love Egyptian History, but I never play egypt because odds are that I can't find horses before my war chariots become useless.

But if we really sat down and gave it some though we could come up with an techtree that might reflect more of the individual cultures we are playing. Egypt, for example, instead of monarchy would have theocracy. They wouldn't be able to research the wheel so early, but would be able to research things like galleys before map making. Even as we went on down the tech trees, We could have different government types. Governments could be very similar to what was already discussed, but certain civs should have their own adaptations. An Egyptian democracy might have heavy religious bonuses whereas an American one wouldn't. Certain civs would also have civ-speciifc wonders - pretty much more incentive to pick a favourite civ.

In addition, there should be some civs that should never be able to ally. Persia and Greece, Rome and Carthage, Aztec and Spain, France and everybody, etc.

Sure we might not have the 31 different civs possible with Conquests, but I'd love having 16 differenct civs who might have technologically equal armies, but all with wildly differing stats. So, if I played China, I know my army would be sub-par, but twice as cheap as any other, and conversly an american army might have better stats, but be more expensive.
 
1. It would be nice if you could split your civilization up in states or provinces. Each statecapital could have the same effect as your capital or somewhat weakenend. Of course, a requirement is that a state should have at least 6-8 cities.

2. Real-time combat system. When you go to war and start a battle you can choose between Civ-style combat or RTS like C&C. This way you can beat your opponent, if the odds are against you, because of cunning tactics.

3. Different units for each Civilization or at least different graphics. A viking-warrior didn't look like a Zulu-warrior and the F-16 isn't quite the same as an SU-27.

4. It always anoyed me when I ordered my wisemen to invent the wheel or an alphabet. The scienceprogress should be like the way it goes in SMAC. You give your wisemen a direction (Offence, Defence, Trade, Pure science etc.). OR when you get your ass kicked by chariots you can ask your scientist to invent something against the chariots.
 
It would be great if you don't have to build a road and later on a railroad on every square. This system can be improved. For example: you need to build a railroad between to cities for fast transportation. But instead of building a (rail)road on a square, you build it in between. And it will give acces to both squares.

Next I would like to see Refrigeration back. When this tech is researched, you will be able to make trade routes for for food within your on zone of controle for those squares that are outside your city limits.

This roadsystem can make a war more interresting since transportation routes are a bigger issue.
 
@Father2Be2003

I was thinking that maybe you could just assign a certain percentage of your population of each city to different tasks.. such as:
working for you: building items in city, working land around city
free buiness: creating trade
entertainment industry
police
military
science (max amount effected by how many science buildings you have built).

Rather than the current specialist and worker trait you have at the moment. I guess the shield bonus would have to be split the way you specify it between each task.

Haven't fully developed this idea yet
 
Forth grade of cities..
Town/6
City/12
Metropolis/12-24or36
Megapolis/more than 24,36 with some specific bonuses.
 
Originally posted by Krayzeenbk
@Alone:

With only 20 tiles to work, what's the point of going past Metropolis?

With ICS, going past City isn't very useful either.
hm..maybe when city past size 36 to double all production (shields,food,commerc) + some more additional bonuses (don't know what..).
but to pass the number of 24/36 you must build some new city improvment like...General Urbanistic Plan, or someting simular and it coul be possible when some nation build Longevity GW (simular as for possibility to make NukeWeapon)...
Thats just some hints..it's only an idea..
edit: + some more difense bonus 'couse I think it's much dificult to conquest N.Y.C or Mexico C. than for example Barselona wich is also Millions pop city, if you know what I mean.
 
Originally posted by t0mme
1. It would be nice if you could split your civilization up in states or provinces. Each statecapital could have the same effect as your capital or somewhat weakenend. Of course, a requirement is that a state should have at least 6-8 cities.


A god idea - but how would the AI deal with expanding or contracting borders if territory is culturally gained or won in war? Self built or movable capitals would be the answer.

BTW love the civ1 Phalanx avatar - bring down the tanks!
 
Make the cities expand. For instance, a metropolis covers four squares. This should make it really interesting when you have four big cities close to each other.
 
yes and there is fighting in a particular section of a city.
 
Units, land units, up until ' infantry ' should have a range. They can only move ' x ' number of squares away from one of your cities or a city that you have an alliance with. Increasing range with horses. Then with Infantry, you have a real modren army that can fight wars anywhere in the world. ' warrior ' should only be able to get say 3 squares from city.
 
Gound units also should ( must really ) cost population. On a one for one basis. But, sea and air and ' mechanized ' ( tanks ) units do not. But they cost a lot, and you must have resources. ( iron, coal / oil , aluminum )
 
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