Editor wish-list

suggestions:
Shield box modifier for hurring building (ie. shields use for cost/people is actual times this divided by 4.) This would allow different hurring costs for different govt's.
Change when people start creating pollution from "metropolis" size city to a possibly different size(ie. metro is size 12 but pollution starts at 10 citizens).
A "no pollution" option box in modpack.
Add many currently usused icons just so people don't have to ask someone else from forum.
Allow "cost factor" for human players from default 10 to any number.
Being able to change distance factor for corruption silimar to "percent of optimal cities"
Ability to save modpack as text file to view perhaps more easily and also load from text file.
Change ability to build forbidden palace(any small wonder with "reduce corruption" set) from half of optimal number of cities to a changable number(I made optimal number very high so the forbidden palace couldn't ever be built be me until I
changed it from "small wonder-reduce corruption" to "center of empire").
On domestic advisor screen the ability to sort not just by excess food/shields/commerce but also but food eaten/shields wasted/corrupt commerce
(probably by a second click).
Transfer all "wonder only" and "small wonder only" options to any building, specifically "resources must be inside city radius" so I can create a "geothermal vent" resource allowing special plants but only available to certain cities.
Show hit points or vet/elite... status on military adviser screen.
Have terrain box show improvements as well as terrain, resources, and food/shields/commerce.
 
All of these suggestions are great, I have a couple more:

* Ability to zoom in and out.
(Not just one zoom or two but 5 or 6, great for making land masses where you want them)

* ABILITY TO CHANGE THE CITY RADII!!
I mean, you can change the amount of resources a square makes, but then the city radius is still huge. I just wanna be able to make it so it doesn't expand... Like: an "expanding City radius On/Off" check box.

Oh also I had a really cool idea!
To assign tags to squares. Example: You discover a new continent and step onto it. A little window pops up and says "You have discovered North America!..." But that's not all. Wouldn't it be cool to assign different bonuses to these tags. Like say; You discover a small island that holds some significance, and then it says "You discovered 'so and so'! Your discoveries make your culture increase it's borders!" Then in all your cities you culture points would fill (just for this one turn) and your borders increase... That would be so cool! Maybe you would just get some gold, maybe you could choose a civ advance, maybe you get contact with the closest civ... or you can complete your next built wonder in one turn... whatever you name it. But oh yeah, the tags can only be discovered once and by one civ.



p.s. Also Dan, if you get around to reading this, I'd like to convey my thanks to you and the Civ team. You have reassured my confidence in the gaming industry. In that past while, I have seen many games that just don't make the cut, teams made them, but it looked as if it was judt for the money. It's nice to know that the Civ team is out there shooting for such high quality, and it's REALLY great to see someone from a computer game team out there in forums talking with their fans! I take my hat off to the whole Civ team!
 
Don't know if it had been said before: (too drunk to care)

1. ALL US TO HAVE BARBARIAN UNITS BEYOND HORSEMEN AND ARCHERS. At present primative barbarian is a warrior, advanced a horsemen...if we put the advanced one as a riflemen we'd be surely attacked very early by riflemen barbs. Can we have the full spectrum with barbs advancing with the eras.

2. A remove cultural flip during WAR option.
3. A MOVE STACK UNIT OPTION.
4. Waypoints for built units to move to...

That'll do till I'm sober.
 
possiblity to upgrade to uu. now a regular unit can be upgraded to a uu. like:

chariot --> horseman --> knight --> cavalry

but if you are playing as japan:

chariot --> horseman x samurai --> cavalry
 
I WANT the editor to allow me to have the SAME STRATEGIC RESOURCE be visible on the map with the discovery of multiple technologies.

e.g is lets say iron becomes visible with the invention of iron working. I WANT to be able to place iron resources that are viable in terms of being used as IRON for special units etc THAT appears with a later tech e.g steam engine.

Thus for oil, at first only the more obvious deposits are discovered but as technology progresses more oil deposits become visible.

AND AND AND

Can we have the option to limit settler/unit construction to cities of a certain size? E.G have a toggle to decide whether the smallest city that can build settler/unit is BLAH (1,2,3 etc). I could see plenty of uses for that.

AND AND AND

Sea improvements...e.g oilrigs to access oil at sea? It would be brilliant if they had an ENERGY model in the game...e.g coal, oil, gas, wood, sugar, nuclear to produce electricity vital for blah, blah and computer :)
 
Most basic thing of all: Let us plop cities and units on the map! The "scenaro editor" is a map editor, you can't actually make a scenario you can only change the rules of the basic game, starting with a settler and a work in 4000 BC....
 
A general problem with the game that i came up against when playing last night (relating to armies):

1) You cant unload units from armies (afaik)
2) You cant upgrade your armies without unloading units
3) You cant attack multiple times with an army made soley of units which CAN attack multiple times.

Have i made a mistake, or are these difficulties actually there?

A
 
To Dan at FIRAXIS,

You mentioned that easier changes would be implemented and gave as an example of a change that would be difficult, the ability to create more worker jobs. How about the ability to "duplicate" worker jobs instead?

So you could build a "fortress" (Current)

and build a "Wall" (new)

The function, increased defense would be the same, but the graphics would be pleasing.

You could then make the "Long Walls" of Athens and "Hadrian's Wall"

It would be nice if you could edit the defense bonus points as well, so a fortress is better than a wall, but.

Also, you could copy the "Fortress" function and make a "Moat" around your city, that gives negative defense.

There are several other insteresting seige warfare type improvements that could result from the simple ability to copy the worker job.
 
One more thing, not especially to editor but:
Naming islands, rivers, mountais/-ranges, continents, deserts... and so on. I really liked that in SMAC, but I'd like it more, if you could pre-name them already in the Editor... or, when new formation is found, then the game would ask name for it...
Yep, that sure would add to the game!
 
The thing which I think severely limits the mod-making possibilities is the limit on the operational range of aircraft. So my biggest wish is RAISE THE LIMIT ON OPERATIONAL RANGE to at least 120.

I think having the limit at 8 is ridiculous - especially on huge maps.


In order to make things balanced, maybe it could be possible introduce a range modifier for different map sizes.
 
O.K. Dan, one of the problems that some of us (well at least one of us) have/has is that we don't necessarily know what is hard-coded and what is an easy tweak. So my list of additions, some of which I and others have previously noted, to assist mod makers is:
- a larger range of building 'attributes', e.g. a sawmill would add n shields per forest/jungle tile worked in the city radius. If that can't be done, what about a flat '+ x shields' for that improvement, rather than the +50% currently available. Same thing for, e.g., stone masons and hill/mountain tiles.
- a capability to increase food production with a city improvement, such as a farmers market that adds + n food per turn. That would make those really bad cities near luxury/strategic resources a little bit better and would mimic the improved efficiencies of private farming and/or the ability to ship excess food within an empire.
Note: I don't need the buildings (although some 'spare' graphics would be nice), just the capability of assigning a wider set of attributes to city, or for that matter, Wonder, improvements.
- a second level of irrigation as per Civ2 to further increase food production. This would replace the RR function that currently does that and leaves the railroad for shield improvement and rapid transit (all those RRs are so ugly and the Civ2 farm graphic was nice).
- a capability to 'double work' all tiles would be nice, either two levels of mining/irrigation or one of each.
- very limited terraforming capability - maybe just plains and deserts - would be nice but it would have to come late in the game and would therefore be of limited use.
- the ability to add new terrains.
- the ability to add and see more resources.
- more control over the terrain generated in random maps.
For Fantasy mod makers:
- the ability to assign different basic terrain values to different civs (races), e.g. elves can move quickly through forests and get extra food and shields while that same would be true for dwarves and hills/mountains. I have a feeling that this will be one of the tough ones.
- the ability to generate and store an additional 'material' - i.e. in addition to food/shields/gold - such as 'manna' with 'manna' specific resources and improvements - see Master of Magic. I suspect another tough one.
- the ability to make race specific tech trees or at least some of the techs in the tech tree only available to certain races.
And in general:
- a civmod.bic file which can be broken down into components and is separably copyable so that different parts of different mods can be joined easily.
- a simple way for the graphically challenged to add resources, units, improvements and Wonders to the game.

Thanks for asking.
 
Change the general setting "citizens affeced by each happy face" to "faces affecting each citizen". It seems TOO easy to get happy citizens in this game. When I spy on rival cities they have 0% lux rate and several unhappy workers but are in democracy. If I tried that in civ2 I would collapse instantly. Even halving the number of faces for a citizen from 1 per citizen to 2 faces to change a citizen's mood would be helpful.
 
I know a bit of programation, and I know that there´s a “main core” of the game that can´t be modified easily, but there are another things that can be done just adding a few more variables in the game.
It would be possible to make this?:
To create an editor of specific habilities (like “industrious”):

1st variable: Wonders affected by this specific hability (in order to determinate the golden ages)

2nd variable: Buildings affected by this specific hability (in order to determinate the buildings that cost less if you have this hability).

3rd variable: “X” Bonus added (or substracted) to “Y” parameter of the cities (for example: “+15%” of “culture”). There can also be more than one bonus.

4th variable: Starting knowdelge.

Only by adding 4 variables, you can make a huge variety of special habilities (and that means a huge variety of new civilizations), giving an inmense possiblity to the scenario creation.
:scan:

Another thing that would be nice to see in a future editor is the possibility of to determinate the level computer AI, and modificate it each era: For example: Germans: Ancient: Normal. Renaissance: Poor. Industrial age: Very good. Modern age: Good.
And also give their AI´s priorities (like: "create city improvements" or "defend city X").
I knwo that it´s almost impossible to make this, but I´m tired of unrealistic AI´s in the game that have huge differences between a game to another. Is good to have different types of oponents, but is unpleasant to see the Zulus making peace treatries with everyone, the germans dissapearing in the ancient era or the Persians ruling the modern world. It´´s suppoused to be a historical game, or at least try it.

That´s all for now, I hope that some things that we are putting there can be done in a future.
 
If possisble a simpler way of making your own units(graphics and all)
 
I dont know if it has been posted before, but i would like to be able to play on and make flat maps (like in civ 2).

This would be nice when playing in Europe and such maps where you are not supposed to be able to go around the world.
 
I'm not sure if this has been suggested, I only got half way through the second page when i started skimming, quickly. I'd like to be able to modify a units worth. This is a bit vague so i'll explain.

It seems to me that every unit is worth so much, all of them being 1. What i mean by worth is, when your military advisor rates the strength of your military against another civ's to either weak, average, or strong it seems to be simply adding up all the units per class (air, land, sea) and then doing some basic math. Each unit seems to be worth one point though. This can become frustrating when your military effectiveness is comprimised by the fact that they have a higher rated military then you, but they have only 30 more units then you comprised of Hoplite's or Swordsman. I'm not sure if im 100% correct on this evaluation of this process but I believe its close.

I'd like to be able to modify how much they are worth such as.

Swordsman - 1
Knight - 2
Calvary - 3
Tanks - 4
Modern Tank - 4

yadda yadda yadda. This kind of is an entire modification of the value process of the game, but I think its a ligitimate request for mod makers who want to change this aspect. I'm sure I have other thoughts on what i'd like an editor to be, i'll just have to remember them.

I thought of a couple other.

-The ability to have an Improvement/Wonder require more then one improvment/wonder to build it and the ability to make it available to more then one government.

-The ability to modify whatever resource becomes obsolete to whatever technology.

-Ability to add new Technology Era's.

-More slots for starting technologies for Civilizations for scenario purposes.

-To add a Rotary Air unit classification for the helicopter.

-A unit capability for Transport Carrier, able to transport units that can transport other types of units. Just that for every unit on the Transport that being carried a slot is taken up on the Transport carrying the transport.

example
-Carrier - transport capacity 4
-Helicopter with paratrooper aboard- transport capacity 1, left 0
-Carrier with Helicopter aboard - Transport capacity 4, left 2

-Lastly, ability to modify or add/delete Civilization Characteristics (i.e. Religious, Expansionist, Industrious...)
 
My wish list:

- Add more zoom levels to the game

- Add zoom levels to the editor

- Add mini map to the editor

- Add the possiblity that when your cities riot, there is a percentage chance that they will revolt and become a new civilization with a name list you can edit like the barbarian tribes.

- Add more calamaties rather than just disease in cities near jungles and flood plains. We still suffer from earthquakes, hurricanes and terrorists in the 21st century. Maybe add the terrorists thing as a more advanced barbarian.

- Add ability to force peace between two or more other civs so you don't get a black mark when you have a military alliance with another civ and want to make peace with the civ you both are at war with.
 
should add a new unit class for the helicopter (this prob need to be changed in the game itself but in the editor we should be able to select units to be air, ground, water, and helo)

so helis can move like ground units, but can go over water...
 
For Dan if he's still reading this thread:

Do the following in your mind fall in the category of doable/likely within framework of game, per your previous posts?

*Optioning bombardment to allow wiping out units - the ships and planes debate

*an air defense value for units or giving the SAM benefit to units

*new terrain improvements like the airbase, radar station, ect

*extending range allowances per posts above

*general blurring the lines in the editor to mix/match abilities between ground/air/sea units - somewhat like in SMAC
 
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