Ideas for Civilization 4

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Originally posted by Laser guided
People always talk about what they want, well here is something you guys did good this go round.

As far as the modern age is concerned keep out crap that is not realistic or does not exist. i.e. Engineers that can terreform the land i.e. Alpha Centauri!

Desert is desert because of geography and climate, I don't believe science today has been able to overcome that limitation.
That's why it is good that you can't transform land anymore. In Civilization II you had on the end of a game only 'good terrains': all deserts, mountains and jungles were no more. Well, look at that! Isn't that just a bit unrealistic???
 
Originally posted by Laser guided
People always talk about what they want, well here is something you guys did good this go round.

As far as the modern age is concerned keep out crap that is not realistic or does not exist. i.e. Engineers that can terreform the land i.e. Alpha Centauri!

Desert is desert because of geography and climate, I don't believe science today has been able to overcome that limitation.

Actually Scientists are beginning research into ways of reversing Deserts and transforming them (back) into fertile landscapes... http://www.china.org.cn/english/environment/38619.htm is one example of what china is trying to accomplish in order to turn arid land into usable farmland. So don't underestimate what humans are capable of doing.
 
How about if there is too much corruption in a city far away from your capitol it can rebel and create a new nation. Like the British have corruption in Washington and when there is too much America is born!

Also, Where's the Austrailian civ? :confused:
 
How about support for better resolutions? 1024 x 768 really sucks.
 
You know, we went through all this for many years after Civ 2 came out. Firaxis did not listen. So I'm not inclined to get into a thread like this until I know what company will produce a Civ4 and if they value our feedback.
 
Originally posted by wtiberon


Actually Scientists are beginning research into ways of reversing Deserts and transforming them (back) into fertile landscapes... http://www.china.org.cn/english/environment/38619.htm is one example of what china is trying to accomplish in order to turn arid land into usable farmland. So don't underestimate what humans are capable of doing.


Being a human myself I don't think I can underestimate what humans are capable of... besides research is one thing and actually having a solution is another. Basic human activity is the cause of most desertfication today anyway (so let's not fool ourselves). Even the article you so kindly gave us a link to points that out.

Mother Nature stills RULES!!! :queen:
 
Originally posted by puglover
How about if there is too much corruption in a city far away from your capitol it can rebel and create a new nation. Like the British have corruption in Washington and when there is too much America is born!

Also, Where's the Austrailian civ? :confused:


There was no corruption in Washington. The corruption was the over-extension of the British Empire and in their need for more and more revenue to sustain itself we just kindly excused ourselves from their warm embrace.

Besides it would not be corruption that makes a people want to break away. It is a greater sense of self and a feeling of injustice being done to it that makes a people want to break away from their mother land. :rolleyes:
 
Or too many unhappy citizens.
 
LAY LINES & RALLY POINT IMPROVEMENTS...

Anyone remember that old PC game 'Empire'? It was old but had great use of lay-lines and rally points. You could set multiple rally points through different cities. (ie: Tank Built in city A could go to B and then to city C automatically) You could set rally points for Navy, Air and Land units. In CIV 4 rally points could be land military, land workers, trade etc. This would really speed up the end game.
Comments? Does anyone remember that game>>???
 
Originally posted by Laser guided



Being a human myself I don't think I can underestimate what humans are capable of... besides research is one thing and actually having a solution is another. Basic human activity is the cause of most desertfication today anyway (so let's not fool ourselves). Even the article you so kindly gave us a link to points that out.

First of all Laser guided this was in response to someone who believed that it was unrealistic for workers being able to convert desert into anything so you really need to read the context of the post so you can post more intellegent replies...Second I do not despute that humans are PART of the cause of desertfication but the post was only meant to support my argument that humans are capable of converting deserts into usable land...Third I don't see how simply being human means that people can't underestimate human achievements since I'm amazed everyday of the human endevor and your telling me you've never said, "I didn't know they could do that."
 
To wtiberon

First of all... then why post a link for an article about converting desert back to usable farmland.

Second of all... human activity and all we stand for is the cause of any increased desertfercation beyond the natural process.

Third of all... yeah I'm really underwhelmed by human achievement, we suck big time! What dopes we are for not advancing very far from the invention of the wheel.
 
Storage Pit for Shields

I don't know if this has been mentioned in this thread, but i believe a storage pit where you could store shields (for example after switching your production to a less costy improvement/unit), the x-tra shields could be stored and used next turn.
With time, we could upgrade the pit to a wider one, etc.
That would be nice especially if a player does not have anything special to build, and does not want to switch to "wealth".
 
Originally posted by Globetrotter
Storage Pit for Shields

I don't know if this has been mentioned in this thread, but i believe a storage pit where you could store shields (for example after switching your production to a less costy improvement/unit), the x-tra shields could be stored and used next turn.
With time, we could upgrade the pit to a wider one, etc.
That would be nice especially if a player does not have anything special to build, and does not want to switch to "wealth".

Its been mentioned that perhaps one could build more than one unit at a time but as far as storing shields that is not a bad idea...perhaps a tech called conservation later in the game would allow for storing unused shields.
 
Originally posted by Globetrotter
Storage Pit for Shields

I don't know if this has been mentioned in this thread, but i believe a storage pit where you could store shields (for example after switching your production to a less costy improvement/unit), the x-tra shields could be stored and used next turn.
With time, we could upgrade the pit to a wider one, etc.
That would be nice especially if a player does not have anything special to build, and does not want to switch to "wealth".
This is a good idea, but then you will have a manner for HurryProduction that is not the GreatLeader. If they should do this, there also has to come a successor for the CaravanHurry-trick. And of course, just the disbanding of Units.
 
Originally posted by Globetrotter
Storage Pit for Shields

I don't know if this has been mentioned in this thread, but i believe a storage pit where you could store shields (for example after switching your production to a less costy improvement/unit), the x-tra shields could be stored and used next turn.
With time, we could upgrade the pit to a wider one, etc.
That would be nice especially if a player does not have anything special to build, and does not want to switch to "wealth".

Yeah, I replied to this one on another thread also. Instead of a pit why not a warehouse type city-improvement that could store X amount of shields. That way at least there will be a cost associated with having extra shields laying around.

Besides it definitely won't be like the Caravan rush because they already removed that feature a.k.a. Civ2.
 
The only problem I can see with being able to maximize shield production is that by creating more units or improvements it would slow the game waaaay down...already on huge maps with 12 civs or so the game damn near locks up by the modern age...if one was able to create more units faster than this could be a problem.
 
Originally posted by dguichar
Yes... maybe i could be contradicting myself.
I never saw any special difficult in having multiple professions for my colonists at Colonization, so i thought it may be a good adition in the next Civilization's step. But if somebody found out a higher deegre of complexity on it... let's go for consensus.


Hi dguichar, I found the specialists to be utterly maddening in Colonization. To use them right required a mind-numbing amount of micromanagement. If it could be streamlined so that you don't screw yourself if you don't MM it, then I guess it'd be ok.

Cultural assimilation should be pretty easy in cultural similar civilizations. But in order to assimiliate a different culture... many diplomatic efforts must be done, to make sure that the civilization A can understand civilization B so called "cultural" merits.

Something reasonable with cultures that evolve could make a decent mini-game so long as the player only needs to nudge it every 30 turns or so. One of the biggest cultural impacts IMO is corruption (real-world, not civ type). If corruption gets too big a foothold then its almost impossible to advace reasonably well. Despotisms could evolve toward more corruption naturally. Of course despotism sucks anyway, so maybe this isn't needed.
 
I love Puglover idea about having a city that's too corrupt possibly have a revolution. I'd say that factor, plus a factor like unhappiness and a cultural conflict should result in a potential revolution, spawning a new civ...
 
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