Editor wish-list

Dan,

I have two small requests to add to the editor:

1. Weather effects
2. Remove 349 units limit in the C3C editor

Considering that most of the massive upheavals in our history have been due to climate changes, I think it would provide a more challenging game to have the land types change over the course of 6000 years. If you consider that the Black Sea flooded at about 7500 BC because of the melting ice caps, which raised the Mediteranean high enough to burst through the Bosphorus. In 492 AD ? a Volcano in SE Asia, on Sumatra or Java, I can't remember exactly, errupted and cooled the climate enough to force the nomads on the Russian Steppe to migrate in search of greener pasture, which led to the fall of the Roman Empire in the West, it would be a nice touch. BTW, I've lowered the frequency with which they errupt since I always seemed to be losing cities to them...

The unit limit is the other problem. Considering there are several hundred extra units out there, with more being added each day, adding a import unit option would be nice. Maybe as an extra tab, and have areas to enter all the extra information needed for making the unit usable. And considering the processor power, I think you can up the limit on the collective units from 4096. Big code changes, yes, but worth while.

And if you aren't going to do this for C3, please, please, please include some of the excellent suggetions in this thread in C4.


D.
 
Something that I miss from Civ2 is the ability to trade food. First of all, what is one to do if they spot a city and it happens to be able to produce only an odd # of food when it is at maximum production? It doesnt quite make sense that you have to destroy the railroad in an irrigated square just to get to an even #. Then you lose the transportation bonus of having the railroad. Second of all, if you stop and think about modern day metropoli(?), does their food REALLY come from their suburbs? Even if you say that the city w/n the game includes the suburbs and the land around each city is farms, you still cant support a city the size of NYC or Mexico city in the game w/o cheating and putting lots of wheat on a bunch of grassland on the map. Food should be able to be transfered from one city to another, in varying quantities, and maybe even traded w/ other civs. Just like the real world.

Of course, this all might require that another advisor or sub-advisor be created (Dpt of Agriculture/Food advisor). Maybe a screen that has two scroll windows: one w/ a list of all of your cities. When you click on a city name (City A), a list appears in the second scroll window of all cities that City A is exporting or importing food to/from, w/ a # adjacent to each name specifying the quantity in positive or negative #s, relative to what it is doing to City A's food. Then some buttons below window 2 to add, terminate, or edit the quantity of whatever shipment is highlighted in window 2.

Perhaps to control this historically, you can only ship food a certain range in each era, until electricity (or as in DyP, refigeration) is discovered. Also, perhaps the discovery of genetic engineering should increase the food output of each tile by 1 ( or allow a city improvement that does that. Then as Future techs progress, food production increases (by 1 every 10 or 20 techs or so) to reflect advances.

I guess that I am just a little disappointed that I have to control and have thoroughly developed 60% of a huge map just to reach 1billion people. (And the real world has over 6billion!!!) Then again, maybe just a quick alteration to the population counter is all that is needed.

Come to think of it, why cant we ship sheilds either? Name me anything that is produced in this country that part of it isnt produced elsewhere first. If you have a large city sitting on a bunch of grassland, eventually, it is going to have production capabilities just because of its size. Maybe once Railroads or Motorized Transportation is discovered, this could be allowed, to a limited extent. Again, think about NYC. How many industrial parks are there in the lower NY, CT, NJ area? Yet what natural resources are there really around it? Not much, they are all shipped in and it is one of the most productive regions in the world.

I'll get off of my soap box now and go back to lurking.

Dive! Dive............
 
Upon further thought of my earlier posting on trading sheilds, maybe it isnt that shields are traded, but that specialist citizens are created that increase sheild production. This would reflect the size of the city affecting the production, w/o making shield trade necessary. Of course, I would expect more than 1 sheild per specialist. And these shields would be added to the base sheild production, then forge, mill, factory, etc. bonuses applied.
 
I would like more terrain options.

1- I would like coastal regions that units cannot land on, thereby making making harbors and coastal cities more unique and therefor more important. This type of tile should probably be only for scenarios as using this feature randomnly would probably not work.

2- Mountain passes that can only be discovered by scouts. Other mountains can be made impassable, therefore making mountain ranges the natural boundry line they were historically. Again for scenarios.
 
i like the weather thing and the coastal regions....

good for future mods.

we also need a "convert" option for units. We already have capture, enslave, and destroy; now we need convert.

a unit with this tag, etc. could "Attack"(would need new attack anims) another unit but instead of the unit dying upon defeat, it nationality simply changes.

so a converting unit could "capture" any unit on the map. (as long as it can defeat it through the random thing that calculates normal unit victories.)

the unit with convert could still die, however, if it loses in the random calculation for unit victories and defeats.
 
This is more of a Civ4 wish….

I think that there should be another option when taking over a city of “Occupation.” In this mode the occupying power controls the city until it decides to end the occupation. And have 2 options/possibilities for ending an occupation: 1) deposing the regime you were invading, and 2) creating a second government (like East/West Germany, North/South Korea).

Upon completion of option 1, the original leader of that civilization is gone and the occupying power is given an a choice:

A) Withdraw their forces. If the occupying power does this, then all of their units are withdrawn to their nearest city(ies). The new leader of that civilization is whomever is next on the list of Great Leaders. The civilization’s attributes may even then change w/ the change in leader. During the occupation each city occupied gets a freeze put on its cultural value but it doesn’t go down. When the occupation ends, they start gaining culture again.
B) Conquer: If the occupying power takes this route, then a third of the citizens of each city go into resistance, all cities loose their culture value, and citizens are unhappy for a set period of time (similar to the draft or forced labor penalties).

If the occupying power does not take all of the invaded civilization, the occupying power has the option at any point in the war to set up a second government. This would in effect be creating another civilization on the map. The new civilization would be of the same cultural group as the one it was taken from. (If you took Roman cities, then the new civilization would be another Mediterranean one, such as Greece or Carthage.) This new civilization would automatically have a mutual protection pact and right of passage with the occupying power. All units of the occupying power would immediately be removed from the occupied cities into squares immediately adjacent to those cities. Or maybe have the option of granting units to the new civilization. (Granting units would be nice to have back in the diplomatic screen anyway.)

Speaking of Rights of Passage, it would be nice if those could be one way. Say if you need to get through Civilization A to invade Civ B but don’t want Civ A’s units in your territory, then allow purchase a Right of passage through Civ A’s land for gold or a technology or something.

On a completely separate note, it would be nice to be able to build bridges over costal squares. It gets very annoying when you have use ships to transport units 1 or two squares when you know that in the real world you could have just built a bridge there. Maybe this ability doesn’t come until the discovery of steel. Have it so that you place your worker/laborer/engineer and the bridge command brings up something similar to the “Go to” command (a line showing the quickest route) to say where you want the bridge built to. This would in effect make two continents into one as far as wonders working for continents goes. But bridges would be susceptible to naval bombardments. It would also probably have be an automatic update to a railroad movement cost upon the discovery of High explosives since steel can come before that.

Natural disasters would also be something to add to the game, especially droughts. The civilization that created the huge land drawings in South America (I cant remember the name of them) dissolved/died out because of droughts in the area.

Also, would it be possible to somehow reflect international trade in items other than resources? Like a Civ that is exporting goods/services of some sort. I don’t know if it would be possible to export shields in some way to reflect this.

Just some thoughts….
 
First of all :

* Abilities to Add Eras

And a specific editor for Era (it's a bit difficult to put the techboxes on the Era page).

A flag for Naval Aircraft could be a good idea.... because i've never see a B-2 or a B-17 take of from an aircraft carrier.....
 
Originally posted by Mackel-Loos
First of all :

* Abilities to Add Eras

And a specific editor for Era (it's a bit difficult to put the techboxes on the Era page).

A flag for Naval Aircraft could be a good idea.... because i've never see a B-2 or a B-17 take of from an aircraft carrier.....

1. yes
2. i belive you mean graphic placement of advances on screen, this is much needed.
3. a C130 can land on a carrier - not easy, but it has been done 1963 a C130 transort plane landed on a carrier but may make it high odds of crashing...
 
2. Yep, i've tried to create my own TechTree... but i have some problem with Techboxes : how the techboxe placement work ?

Where is the (x=0 ; y=0) of the coordinate system ? :mad:
And are they pixel or an other unit ?


3. Yes, I know, but it's not very reallistic.
You can mentionned the Tokyo raid (B-25 Mitchell) too...

I like to have a specific flag for naval aviation because it's more reallistic..... :p

V+
 
You know what I'd like to see? A Graphical Tech tree Editor. It is very hard to make or edit a tech tree.. alot of trial and error. I wish you could just drag the boxes around....
 
WE NEED LANDMARK COAST AND LANDMARK TERRAIN SETTINGS FOR ALL THE OTHER TERRAINS!

MUCH NEEDED! (maybe in the next patch.....please?:love: )
 
I'm not Mackel-Loos, but thanks, Gen.Dragolen
 
Goldflash,

You're welcome.


D.
 
Ideas listed from Easiest/Most Likely (IMHO) to Hardest/Least Likely (IMHO)


Improvement qualities to be changed from flags to values when possible. (like with Production, Pollution, and Culture are)
such as
+50% Research
+50% Tax
+50% Luxury
+1 Water Food
+1 Water Production
+1 Water Trade
+1 Anti Corruption Building
Pollution Resistance (both building and population)

If possible multiple 'power plant types' (so you can only have one of 3 different 'Type A buildings', only one of 2 different 'Flavor B buildings', etc.)

Allow all Flags for Small Wonders (except ones like Manhattan Project and UN that actually Have a Global Effect)
Allow as many as possible for buildings (anything that has a local effect)

Multiple Government Requirements for a building (as in this government Or that one)

Multiple Building Requirements (as in this one And that one)
......................

Multiple barbarians for different eras would be good

......................

More customization of Corruption (make the level of corruption one setting, the 'flatness' of it a flag)

......................

More types of movement restrictions like 'wheeled' either through Unit Flags (Wheeled, Tracked, Mounted, etc.)
Combined with terrain flags (impasable to Wheeled, " " to Tracked, etc.)

OR through unit specific lists (similar to the 'Ignore movement cost of' X terrain, a 'Cannot Enter' X terrain)

Other movement flags like
'limited movement on Railroads'
'No effect of Roads'
etc.
or a number of others for units.

Make Land, Sea, and Air Not mutually exclusive categories, but flags that allow certain things

Air/Land/Sea units each can attack units of their own type (with cities regarded as Land units)...this would allow 'Hover'/or 'Amphibian' units

Movement is then handled by the other flags

......................

More Worker action and Terrain options would be nice

.....................

Allow some of the things that are hard coded 'Army' to be seperated.

For example a unit flag that says
(Unit may not be normally produced)
as well as a Flag that say
(Unit Requires X Cities for support)

In which case the unit either has to be produced by upgrading another unit [a Military Leader would 'upgrade' to an Army]
Or by
being produced from a building (either automatically like Crusaders)
or with a Building flag of
(Allow to build 'Unit')


Also change the flag of
'Requires Victorious Army' to 'Requires Victorious [Unit]'
........................



OK this is Now a extreme Civ 4 type wish but

Food Trading (allowed by cities connected to the Capital by railroad).. any starving connected city is gains one extra food and the connected city that has the largest surplus production is decreased by one.

This would accompany

Starvation unhappiness.. when starvation was greater than or equal to the food cost for maintenance, there would be additional unhappiness generated.

Have the total Unhappiness be preserved even when unhappy individuals are made specialists.

Then have Rioting One of a number of things that happen when a city is unhappy have the city also generate 'Rebel' units that spontaneously attack your garrison troops.. if they win the 'Rebels' then either become a new Civ with an immediate culture boost in the conquered cities, and some techs or join another Civ... here is where the Shunned/Favored Governments could come in.


Also prevent 'losing all cities' from being the end. Allow a civ's people to rebel recreating it
 
I really like your idea of flagging for unit types to create the amphibious units. This would greatly help in getting leaders out of victorious elite Naval units if leaders were amphibious.

In addition to your food trade, Maybe every X # of future technologies that a civ develops, each square produces an additional food or sheild, whichever it is producing more of to reflect advancements in technology towards production. This would allow for further growth rather than cities just halting their growth. (Maybe even the development of genetic engineering should be the first step in this to reflect genetically engineered crops.)

I agree with the barbarians. You are always going to have seperatists occasionally rise up in any civilization.

Some great ideas there! :)
 
Another one would be different upgrade options
'Upgrade in field' or
'Upgrade in city' or
'Upgrade requires X building'

Particularly the 'Upgrade in field' so that there was some way to easily upgrade Workers (to say movement two Workers that can build road easier or Combat Workers, etc.)
 
Originally posted by Krikkitone
Another one would be different upgrade options
'Upgrade in field' or
'Upgrade in city' or
'Upgrade requires X building'

Particularly the 'Upgrade in field' so that there was some way to easily upgrade Workers (to say movement two Workers that can build road easier or Combat Workers, etc.)

perhaps a field upgrade but its resources should be on the tile or an adjacent tile. perhaps it could require a victory to upgrade as well.
 
Actually, just do the resources the same way workers do resources for Railroads, the worker that builds a railroad has to be connected by the trade network to Iron and Coal..the same thing would work with 'field upgrades'
 
Was sorting through a pile of cd's last weekend and came across SMAC. We really need some terraforming options for the modern era to reflect our ability to really make a muck-up of the environment.

Besided pollution clean up, workers should be able to raise land from the sea (the Dutch have been doing that for about 400 years already), to dredge new shorelines in or out a square or two, and to do some landscaping to cut down mountains, a la open pit mining. The new airport in Tokyo is on a man-made island too.

Another future wonder could be making Atlantis. Granted the idea is to finish the spaceship and get the HE-double hockey sticks off this rock before it gets blown to smithereenies, but it would look pretty cool to have a new subcontinent in a convenient place.


D.
 
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