Editor wish-list

How about the ability to adjust the maintenance cost on a unit per unit basis (similar to the way we can adjust hit points for units). That way a Warrior can have maintenance cost of 1 gold, but a Battleship would have a maintenance cost of 3 or 4 gold.
 
Two things I'd like the most:

Show all map option for scenarios.

Set dates and length between them. Like, if I was making a scenario of Operation Desert Storm, I'd have it at least on a weekly basis.

"January 12, 1991" and the next turn would be, "January 19, 1991."

I'm sure you get the idea.
 
I dont know, that this is mentioned or not already, but modders and scenario maker are really need the ability to pre-set the diplomatic settings.
 
Originally posted by Gorgoroth
I dont know, that this is mentioned or not already, but modders and scenario maker are really need the ability to pre-set the diplomatic settings.

i agree to setup initial alliances or states of war. in a multiplayer game perhaps one civ could make peace or withdraw from alliance, but that'spart of the fun - they have to start with rop/mp
 
It's always irked me that an early unit can travel anywhere without limit -- ever have a five-hundred-year-long war betweeh Zulu and German knights? Or a Roman legion show up at the gates of Beijing?

Even the earliest great empires tended to have cities as their targets of expansion -- certainly, Alex the Great was after cities. And the Romans, in the largely non-urbanized west of Europe, were forever establishing colonia etc.

SO -- I'd love to see a flag limiting the distance a unit can be from a friendly city! This limitation can change as technology improves and would of course, at some point, be dispensed with altogether.

Always musing on how to best leverage the excellent Civ framework to better mimic historical reality --

Oz
 
I think we need a new option, called permanent alliance. MPPs lasts for 20 turns only, so if we will be able to set the diploatic standings and it will last for 20 turns only, thats like nothing.
For historical scenarios we need an option like this!
 
Originally posted by sprnv8
How about being able to Add, Delete, Rename(can do) Terrain.
Ex.: Mars Scenario: Being able to Add Terrain for that Specific Scenario, that won't mess with your other Scenarios.

It would be nice:goodjob: :goodjob:

yeah we need space terrain choices, like red, white, blue, and gray plains/hills, plasma [yellow or bluish white] rivers and coasts/seas/ocean.... that would be nice have alternate roads/railroads , goodyhuts/bandit camps, the building on main map could be redone... sounds cool...


other resources too like methane, photons, - cattle,wheat
 
-ability to enable/disable razing of cities (scenarios or in game)

- for scenarios add in objectives... for example a designer could make a scenario where the objective is to capture 3 out of 5 cities, upon which ends the game. Capture those 3 cities and win... the opponent could have similar objectives as welll.
 
How about the ability to make the map wrap with different widths at different lattitudes for a spherical world effect. Also "OR" prerequisites and oceanless maps. I really like the way way the 1.29 patch lets you redistribute resources. Oh, and I would like to program worker automation (one worker per city, staying in the city radius, first connect all cities with roads and railroads, then improve all citizen worked squares: initially mine all grassland, starting with any with bonuses, then irrigate all desert and plains, cut all forest and jungle, mine all hills mountains and grassland--except that every worker builds a road or railroad first thing on entering a square without one. Or whatever formula you like, not rows of irrigation and mines by whether the coordinates are even or odd. Too much irrigation: definite human advantage there. Just takes mostly managing workers. Also it would be nice to be able to draw prerequisite lines and move boxes on the tech tree in the science advisor so that if you redesign the tech tree the science advisor is still usable.

And ultimately it would be nice to integrate several games so you could have something like the Civ game as the overview game, with the ability to focus down on the city in a simcity like fashion (or leave it on default management). So you could have lots of little tech advances that have meaning in that micro context without giving a major new unit or something. Alternatively narrow down focus on the tactics of one battle and enter an associated battle game on scale where the big division sized units represented by the civ 3 units are broken down into subunits and one little civ3 skirmish is resolved by this whole other game you play in its entirity. Someday.

And I'd like to be able to put desert right next to tundra without having grassland in between.
 
Originally posted by ozymandias
It's always irked me that an early unit can travel anywhere without limit -- ever have a five-hundred-year-long war betweeh Zulu and German knights? Or a Roman legion show up at the gates of Beijing?

Even the earliest great empires tended to have cities as their targets of expansion -- certainly, Alex the Great was after cities. And the Romans, in the largely non-urbanized west of Europe, were forever establishing colonia etc.

SO -- I'd love to see a flag limiting the distance a unit can be from a friendly city! This limitation can change as technology improves and would of course, at some point, be dispensed with altogether.

Always musing on how to best leverage the excellent Civ framework to better mimic historical reality --

Oz

I second. Always dreamt of it but did not think of so simple and practical a flag. Great idea, hope it turns real. Could be used for motor units in modern times as well (supply bases still live on).
 
A scroll bar for the luxuries in the city screen, just like the improvements and wonders scroll bar.

This would allow mods to have more than 8 luxury resources. Right now, if a city is connected to more than 8 luxury resources, you only see a certain random 8 of them in the luxuries box on the city screen for that city.

Also, I had a size 12 city with no happiness improvements connected to 12 luxury resources. Now, this should theoretically be 12 happy citizens, right? What it had instead was 6 happy citizens and 6 mad citizens. :confused:

So if the game is geared to only accept a certain number of luxury resources or such, I wish they would un-hardcode that certain number and let you change it in the editor too.

So to sum it up, that is three things:

1. A scroll bar for the luxuries displayed in the city screen.
2. A check into game mechanics to make sure luxuries are giving their proper benefits. (12 luxuries = 12 happy citizens?)
3. Add the number of luxuries figured into AI calculations to the editor (default of 8, should be able to make it smaller or larger).
 
Originally posted by LouLong


I second. Always dreamt of it but did not think of so simple and practical a flag. Great idea, hope it turns real. Could be used for motor units in modern times as well (supply bases still live on).

If the mechanism is ever implemented, an Industrial Age addition could easily be to have the distance traceable from either a city or railroad tile.

Musing Away,

Oz
 
I don't know if someone said this already but what I would really like is a custom music selector whith a browse option that could handle more formats. I like some background music, but that modern age kenny g stuff......:suicide:
 
Originally posted by Gorgoroth
I dont know, that this is mentioned or not already, but modders and scenario maker are really need the ability to pre-set the diplomatic settings.

and knowledge of the world map settings as well. The civil war scenarios just look silly when your playing one side invading into darkness, when we all know the North and South had geographical understanding of the other sides.

Civ relations are essential as well, they were available to scenario makers in Civ2, why they took it out in Civ3 I dunno.
 
Originally posted by Tholish

And I'd like to be able to put desert right next to tundra without having grassland in between.

that and use grassland/desert/plains/tundra as a base terrain type. It always annoys me to see hills & mountains with a grassy base in the middle of a tundra climate.

So theoretically you could have desert climate hills & mountains and would look like they are actually in a desert, and so forth.
 
I'd like to see a Satyagrahi unit , or at least an option in the unit editor so that if a unit is killed it increases the war weariness of either the unit civ or the civ of the killer.

I don't care if its the India UU, but to be truer to the full scope of history, and since this game is called Civilization and not "Uncivilized", there should be some reflection of the impact of anti-war, civilized groups and their impact on civilization. Gandhi had a gigantic impact on the West, just as MLKing had on the US, and these things should be in a game called Civilization.

And of course events and more diplomatic options. Like someone said, this game still hasn't caught up with Civ2 in those respects. Its sad that there is a thread here to debate whether SMAC or Civ3 is the better game. Civ3 should have been made with the strong features of SMAC added to Civ2 and then some. Instead, we are waiting (hoping) Civ3 will one day catch up to those old games in a lot of their features.
 
Truly agree with you! Why is Civ3 playing 'catch-up' with it's previous release?!! Diplomatic setup and able to see map from start is something I miss. Sheessh! Need to set everything in the 1st turn and release a scenario as a save game file to counter this problem. But it will be difficult for people who wish to play a different civ or set difficulty. We can only hope Firaxis do something...
 
Should be possible to edit trade related stuff, like:
colony has harbor and/or airport trade ability;
capacity of (rail)roads, harbors, airports, import/export
from/to foreign civs;
time/tech dependend developing of mentioned things above
 
I guess what I'll say has already been said. But I won't create scenarios unless it's done.

1- We must be able to edit diplomatic and trade agreements. This way, we could consider an exchange of oil between two civilizations during a war. For example, a today's scenario where Saudi Arabia gives oil to the US in exchange of an alliance protecting them. A war scenario without that kind of agreements will never be realistic.
We can maybe also put an option to say that these agreements are fixed for the whole scenario... well it's just an idea.

2- The ability to choose the mood of all civs between each other. We can imagine a table with all the civilizations where we can choose from "Furious" to "Gracious" and also where we can choose "Unknown". This way, we would be able to have civilizations that know already each other at the beginning of a scenario.

3- The ability to discover the whole map for the scenario. In a ww2 scenario, it's sad Germany doesn't know the existence of an island in the west called Britain.

4- The ability to trigger off events. For example : "If we take Berlin, the scenario is over and you win". An other example could be : "In 1778, French troops give soldiers and ships during the Independance War". By the way, it would be great to be able to pop up messages that explains why we suddenly have new units.

With all these things we could make great scenarios. We could make a world war 2 scenarios starting in 1939 when Germany has a gigantic army where the goal is to get Berlin orn if we are Germany, to invade them all. To make peace to Berlin wouldn't be possible because the fixed diplomatic agreement avoid us to make peace with them.
 
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