Developmental ideas for Civ 1 within the spirit of civ 1 (contribute your own)

Tenochtitlan

Supreme Commander
Joined
Jun 27, 2004
Messages
1,647
Units:

Bulldozer: Settler but with half time to complete projects, (Atk 4, Def 4, Mov 2)

Anti Aircraft Defense: Hidden until an enemy aircraft flies over it, it acts as a defending unit and kills the bomber. (Atk 1, Def 12 (vs. Aircraft) and 4 vs. other units, Mov 1)


Stealth Bomber: Bomber that isn't hit by AA

Drone bomber: Very cheap to make, high attack, susceptible to loss, not very long range.

Aircraft that can carry units: Airlifts that can carry 4 units and land outside of bases

Missiles: 1 time use low range low attack. Needs Missile Silo improvement to stack up to 10 missiles. Cheap to make and low maintenance shields.

Satellite: Can be stationed into orbit and can aid visibility over a large area. Requires apollo program

Wonders:

Stock exchange: Increase trade in all cities by 10%

City improvement:

Telecommunication internet nodes: these are constructed as improvements and 'lines' similar to roads between connecting cities. The bigger your network, the greater the benefit in terms of trade, knowledge, and luxury. (Requires The Internet)


Advances:

The Internet (Requires Computers and Space Flight)
 
Neat ideas. Bulldozers usually aren't heavily armed, but higher-speed workers was probably something the devs in the later releases got right. That being said, one of the drawing cards of civ 1 is its harsh simplicity.


Warehouse: Rolls all food, shield, and lightbulb overflow one-for-one into gold. 40 production. Requires Trade.

- Microing overflow really annoys me.

Mill: Increases city production by 50%. Requires Feudalism. 60 production. Obsolete with Industrialization.

- High yield industries began in the so-called dark ages. Something like this could give that useless tech path a point, and offset the crappiness of monarchy.
 
Water-to-air missile. Can only be used by submarines, and increases submarine's attack strength by 10. After successful attack missile is used up and disappears (no pollution or population decrease). Requires Mass Production and Rocketry.

It would be cool to have each civ have a specialty that they are better than all other civ's at.
For example, Romans build things more quickly (excludes all military units except legions, chariots, maybe a few others).
Aztecs have a boost in knowledge production and settlers never require food or resources of any kind.
Egyptians have increased (25 or 50 percent?) food production. Chariots don't require shields, and have a defense equal to their attack (chariots never becomes outdated).
Mongols's horses ignore terrain, making them a force to be reckoned with (hmm, might ignore defense modifications by terrain...).
English's sea units have an increased attack and defense.

Just a few ideas that would make the game a bit more interesting. :spear:
 
I've been meaning to make a thread like this for a while, but never got up to it. Some nice ideas here, here's a few of mine.

Another way to boost feudalism (and also monarcy) I've been thinking about is to give knights a matrial law bonus - f. ex a knight in a city under monarchy with researched feudalism will pacify 2 unhappy people instead of one. Or maybe knights under monarchy (with feudalism) could be created veteran, even if there is no barracks in the city.

Also, I think some techs should boost some unit/improvement stats. F. ex. a fighter with adv. flight could have 12 MP and 6 attack. Or a bomber with electronics/rocketry could have the option to 'smart' bomb a city, destroying an improvement (like sabotage).

Make submarines truly invisible until you stumble over them, and then instead of using their pathetic 2 defence, make them ambush (i. e. use their attack vs. the ship's attack/defence). Also - there should be something similar for fighters (maybe after a certain tech, like electronics or rocketry). When a city is bombed that has a fighter in it, the fighter should be first defender and use it's attack vs. the bomber (maybe with some sort of handicap, depending on the situation).

Those are the ones that came to mind now. I'll maybe chime in again later.
 
Water-to-air missile. Can only be used by submarines, and increases submarine's attack strength by 10. After successful attack missile is used up and disappears (no pollution or population decrease). Requires Mass Production and Rocketry.

It would be cool to have each civ have a specialty that they are better than all other civ's at.
For example, Romans build things more quickly (excludes all military units except legions, chariots, maybe a few others).
Aztecs have a boost in knowledge production and settlers never require food or resources of any kind.
Egyptians have increased (25 or 50 percent?) food production. Chariots don't require shields, and have a defense equal to their attack (chariots never becomes outdated).
Mongols's horses ignore terrain, making them a force to be reckoned with (hmm, might ignore defense modifications by terrain...).
English's sea units have an increased attack and defense.

Just a few ideas that would make the game a bit more interesting. :spear:

To add to your list:

Chinese: makes irrigation faster and have Granary built-in to their citites = a lot of population :)
Germans: Stronger and faster tanks.
French: all units got -1 in attack except the Muskeeteers that get +3 in attack and defence :)
Romans: Legions can build road + 2 and ALWAYS veterans.
Greek: always -1000 in currency hahaha kidding ;) maybe always extra science bulbs in each city.
Russians: Should get something extra under Communism (that goes for China too)
 
Monarchy: Unlimited military police.(the way it is in civ4)
I like the idea of knights being always veteran under monarchy too.

edit:
Thinking further, it would be cool if every tech would have instant effect on civ instead of just allowing building or unit.

Pottery: +1 food under the city tile
Automobile: faster road movement
Writing: Research becomes faster
Corporation: Allows establishing more than 3 trade routes per city or trade routes become more profitable
Construction: Can build wonders little bit faster
Mapmaking: Allows to exchange maps

etc.
 
Hannurabi, that's exactly what I have in mind! Plus, the mechanism for that is pretty much fleshed out in the game. We already have mysticism doubling the effect of temples, other technologies obsoleting buildings, units, wonders etc. If we follow the pattern the designers set 22 years ago we can think of very 'Civ I-ish' improvements, as opposed to some of the things mentioned here, which are distinct features of later games like AC and Civ III, like civ-specific traits and overemphasis on political regime. I don't think those features would work well with Civ, rather I believe they will encumber it.
 
Interesting. I haven't ever played any of the other civ games, so I don't really know how their gameplay is set up. Anyways, having technologies immediately impact a civ sounds interesting. You might consider having military units increase by a certain number for attack and defense as you discover more technologies.

Edit:

Another idea is to have an improvement that will provide you the opportunity of having railroad in a city after it has been founded. That is the one thing that drives me crazy, not being able to railroad the square where the city is.

Another interesting idea would even the stakes for new civilizations. All civilizations that come into the game by another dying out, start with the technologies that the conquering civilization possesses.

Wouldn't it be interesting to have the option of trading either food or knowledge production for shields (or no upkeep for current units)? Of course, this would only be fair if the AI knew about it and could use it...
 
Cargo air planes to trade with civilizations at peace

Forest squares should city reduce pollution
 
I like all your ideas so far
 
Civilization advance: Terraforming: Allows settlers to convert desert land or tundra into plains or grass land (12 turns)
 
Civilization advance: Terraforming: Allows settlers to convert desert land or tundra into plains or grass land (12 turns)

Gowron explains how to give settlers the ability to do this - but without the requirement of any extra technology - in this thread:

http://forums.civfanatics.com/showthread.php?t=331078

I've just discovered Gowron's post, and I intend to make use of it to enable settlers to do this.
 
Another idea is to have an improvement that will provide you the opportunity of having railroad in a city after it has been founded. That is the one thing that drives me crazy, not being able to railroad the square where the city is.
Well... old cities have traffic problems.

Civilization advance: Terraforming: Allows settlers to convert desert land or tundra into plains or grass land (12 turns)

Meh. I don't like it. It's not realistic.
 
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