Editor wish-list

Modify governments to be more realistic. War weariness in a democracy for example. War weariness should only trigger if:

1. The democratic nation started the war. (5 turns)
2. The war is dragging on and you are at a stalemate. (not making any headway for 5 turns)
3. Losing cities and not retaking them. (5 turns)

If you are attacked (i.e. another civilization declares war and actually starts attacking) and are winning, it should not trigger at all. Otherwise we never would have won against Japan and Germany.

Movement is ridiculously slow. I can't imagine it taking 6 years to move 6 tiles in enemy territory. Hence a war that would in the real world last 4 years, lasts about 40 in the game.

Either that or we can just set war weariness to low in the editor ourselves.
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Religious societies should have more than one turn of anarchy between governments. Put back fundamentalism as a government. One turn of anarchy for a religious society to go to fundamentalism, normal anarchy to go to another form.

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Expand the diplomacy screen to accommodate all civs in the game, not just 8. If you are playing against 8 civs, you never can see the actions of one civ, even if you have an embassy. If you have 15 opponents, you never know what the other 8 are doing as far as trade, war, etc. This is a big beef of mine.
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I think that's all for now.
 
I just cant believe they shipped the game not allowing you to place ceritan civs in certian locations... you can never have any sort of worthwile historical scenerio (e.g. WWII, or Civil War) and playing on the real world map is usless when the Americans start in China and the Aztecs start in Russia and so forth.

The other rant is how could they even think for one second to remove the Spanish from the Game? One of the most influetianal forces in history were the spanish (E.G. the entire continent of south america, minus brazil, ring a bell?) Also, my favorite Civ, the Celts, were removed! I was very disaponted. But they are bringing them back in PTW along with a better map and scenerio editior this june so the game will get A LOT better!
 
Welcome to the Forums Myke,

Both the issues you posted about have been clearly recognized and addressed in an expected patch later this month or by including the Spanish in the XP that will come out later this year.

The Spanish will probably not play substantially different from the existing India Civ because India and Spain will share the same advantages and behavior traits (religious/commercial). The UUs for the two civs will even fill similar niches because the spanish UU will be light cavalry and will occur somewhere between knights and cavalry. A slight difference in the aggression settings could be expected but otherwise same soda, just a different can.

You can find some of these items by searching and scanning the list of posts in the general forum as well as here in the creations topic area.

Good luck
 
I want to see the abillity to add more resources. 8 Luxury resources is just too pathetic. I also want the total number of resources alowed increased beyond 36 and the abillity to control the distribution of those resources better I want to be able to raise the numbers above 300, etc.
 
Each Civ should have its own unique city graphics, so that the egyptians have EGYPTIAN graphics, India has INDIAN graphics...etc I hate playing with the egyptians when they have greeco-roman graphics!

If this has been metioned already then i'm making even clearer!
 
Okay I have a couple suggestions:

1. Conquering a CIV without commiting genocide...ie Israel, for 2000 years they had no country and in 1948 re-founded a coutry for themselves...Also it would be cool if a random event could occur sometime, in the ex-capital of the conquered civ, where a uprising begins backed by other civs, so that the conquered civ could reform. (Note:If a WW2 scenario is created, and Germany decides to take over the whole of France, the French wouldnt be obliterated. Once the Allies take control of Normandy a Paris, it hists back to French control).
2.Travel through Allies city, or payment to travel through some cities...This way you could have a Suez and Panama canal.
3.Random events, so you could have a earthquake destroy the Colossus, or the statue of Zeus sink in a boat during transport.
4.Have a place city here....So that if you had a scenario of Alexanders expiditions to the east, as one of the victory conditions you would have to put a city of the coast of Egypt called Alexandria, and keep it.
5.Climate changes...Every turn each locality has the 25% chance to land in either spring, summer, fall or winter. This would add much depth seeing how many great leaders (ie napoleon) were turned back because of rough climate.
6.A way to reserve resources so that when you ran out of oil you stilll had some.
7.A mix of multiple civ living in close proximity on a island creating a "New Union" (ie USA).
8.Historic site names, names of lakes, rivers, mountains, volcano, and oceans.

I believe all these would greatly improve gameplay.
 
Also patriotism under democracy, if your attacked you should have some kind of advantage like one unit enlisted per city or something
 
A scenario flag allowing civs to survive even if they have no city or settler. This would allow scenarios where one player starts with a homeless army, and is going to conquer a nation for himself.

Bill Billingsley
 
I would like to be able to generate random maps with certain terrain types ruled out. For instance, I'd like to be able to create a world without surface water by ruling out coast, sea, ocean, and rivers. Also I would like to be able to paint my own terrain map and then have the editor randomly place resources.

Not really an editor request, but I also think there should be spinoff civs. Every time a city goes into civil unrest there is a chance it will switch to a spinoff civ. The spinoff civs for each civilization come from a list like the list of great leaders. For England, the first spinoff Civ would be America. For America the firs spinoff Civ might be the Confederacy, or Burrs Empire or the Bear republic. A spinoff civ has all the techs of the parent civ, all garrisons change over, and all buildings change over, including cultural ones. However, they don't have a palace, though perhaps you could start them out with one free Leader.
 
But the most important update would be a diplomacy Editor in the Szenario Editor!
 
yes diplomacy will be essential in making complex world situations in scenarios. Ive also been thinking of spin off civs it would be great to see human kind evolve into various ethnic groups. I think insdead of culture flipping if a city is in distress for a long time to uprise and from a new civ BUT the government has an option to use the remaining troops to root out resistance in the city and if they are sucsesful then the uprising recedes but if they are unable to stop the citizens then the troops are converted to the new civ. This should happen most when u have set up a new city (or captured) far away from domestic influence and shouldnt happen in highly sophisticated cultures. Like the old spanish empire or British commonwealth or even the Americans with Alaska and Hawaii and countless other little islands in the pacific and carabien.
 
Here's a few on my part:

Ability to easily go through Leaderheads (like you can change units images).

A program that makes a new folder for a unit with appropriate files when it is renamed, and folders for a scenario alterting existing units.
 
The ability to change min/max reasearch turns for each era seperately.
 
The ablility to change or add the positon of the resources specificly stategic resources in a saved Game.
soundguy_99
 
Id int know if this has been sugested before but:
I want to be able to lock the Map edges. So in a European Scenario you have to go through entire Europe to attack, say England if you are the Greeks, not sneak over the Map edge and attack from West.
Or can we do this already?
 
(unless some have already been mentioned...)

  • Ability to assign more worker jobs in the city screen:
    Corruption Fighter (for a lack of a better name) - Reduce commerce or shield corruption, thus 'converting' a corrupted commerce or shield icon to non-corrupted one.

    Waste Management Official - Lowers pollution (i.e., that "permanent" pollution icon)

    Space Age Farming (again, for the lack of a better/known name) - Adds more food (would be great for those cities that are just 1 food short - and thus always starving)
  • Ability to assign tasks to workers other than mining, irragation, roads and rails. This would mean unhardcoding the terrain. ;) That way, you could add, say farmlands (over irragation).
  • Ability to adjust (and add) modified terrain output (roads, rails, irragation, mines).
  • DIMPLOMACY! :D I think there's enough rants on this one...
  • Ability to add/delete eras, and a visual aid to reassign the tech boxes (rather than the X,Y field)
  • Ability to edit the city screen inside the city (amount of food, worked tiles, entertainers, taxmen, scientist, year the city was founded, what the city is currently building and how many shields it has worked towards it...)
  • Include a toggle switch so show the full city radius when placing cities. (I know it could sort of be done by setting culture to 10, but the culture borders "jump" a tile or two sometimes)
  • Include the affects of food/shields/commerce (in the Improvements Screen) for land improvements, not just water.

That's all, for now... :D
 
Farmland.... Please bring back the Farmm-Land "Advanced Irrigation" technique. Thats a big one.

Engineers are still better then workers in my book because of the 2 movement points, can't you make that an improvement workers gain with the automobile & oil or better yet, steam engin and coal? Thats pretty important.

Engineering, god damn desert squares are SO useless, you can't even IRRIGATE them anymore, and we can certainly do THAT in real life, why not in the game?

We can trade other reasouces, why not excess food per turn? to help out the god damn small useless desert cities, or make the trade between my own cities at least! That happens in real life.

Teraforming, can't we terra form something? please? or like I said BRING BACK IRRIGATION!!!

If you bring back farm-land, and implement irrigating Deserts, you could make a little flag on the desert squares that would diss-allow them to be farm-land maybe, 'cause that might be a bit extreme.

Deserts = desert & tundra I guess.

okay. thats my rant. ~Q
 
Originally posted by El gran capitán
* Edite and create civilization characteristics like "industrious", create new ones as "colonizative" or "tactical". This will allow to make a HUGE variety of civs.

* Narrative events, random events, "year events": you can edite an event and make it happen after a determinated number of turns, no matter what the player does, for example: you are making an scenary of the Roman empire, to represent its decadence, you create huge hordes of barbarians in the IVth century.

* Edite new technologies.

*Create specific civilization techs.

*Make an intuitive graphic editor for the units.

* To put more specific units for the civilizations, and decide to enable or disable the "golden age" effect for some of them.




i'd like to see a graphics level that could get icons from another file [resource icons into your icon file and shadow files ... i cut and paste, but in the editor would be good
 
hey, could theyput an option for units for a required improvement?
make first ships bebuilt in "shipyards" timber requirement is not difficult... as of 129f...
 
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