Ideas for Civilization 4

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Originally posted by Tatran
This has nothing to do with stragegy anymore.
The game industry moves in to a dead end street.I hope Rise
of Nations won't be the same thing(the screenshots surely look
great).


Hey Tatran I checked out the Rise of Nations game after reading it in your post. It seems like an interesting game however I've been fooled before. Awile back Civ3 and Empire Earth was released around the same time. I turned my back (tear) on Civilization and bought EE because it sounded closer to the type of game i've always wanted to play so I bought it instead of Civ3.
After playing it I was completely dissappointed and luckily the local electronic store I bought it at allowed me to exchange it for CIV3 :)
 
I heard this idea somewhere on the internet, I don't think it was here. Get rid of squares, don't bother with hexagons and the occasional pentagon either (except some infinitesimal level corresponding to whether 32-bit, 64-bit, etc numbers are used). Just have latitudes and longitudes. Wanna build a city halfway between that oil resource and that diamond mine? No problem. Wanna position a unit to cover both? If it's "big enough" and has enough range for a zone-of-control effect, you can.

"Size" of scouts could be smaller than pike units, which might be smaller than infantry units, depending how you want to play it. In Civ3, infantry cost 3 times as much as pikes, and there's no way that outfitting men in plate mail is cheaper per man than outfitting them with rifles and grenades and an occasional mortar (although maintaining supply for the infantry should be more expensive). So perhaps an infantry unit represents 3X the manpower. In which case give it 1.7 times the "radius" (compact formation) or 3X the "length" (defensive line formation). To avoid micromanagement by humans, let formation automatically follow behavior, i.e. when you fortify you are in a defensive formation.

Combining this with the excellent idea of a more flexible "city radius" (worker/farmers can work far-away squares at some economic penalty), and voila! Free of the grid. No more typing "Ctrl-G" (show/hide gridlines).
 
Originally posted by CrONoS_QC
What it can help to make Civilization more fun... More social engineering... Introduce Religion or Social Ideal, cause, be a buddist nation it's completely different to be a Christian nation...

CrONoS_QC

Great idea. The Civ series has never done justice to cultural and ethnic forces. Although Civ3 was a step up in this respect (one of few respects in which 3 was an improvement, IMHO).

Actually I kind of doubt that people of a Buddhist nation behave very differently than those of a Christian one. I think people have an amazing ability to twist religions, philosophies, etc. into agreeing with whatever they believed beforehand, or are inclined to believe. But I digress. Certainly different religions are one of the many reasons why people resist their conquerors and why world-domination-by-force schemes invariably fail. A grand strategy game like Civ, if it ignores these factors, distorts reality in an unappealing way.
 
I like a lot of the ideas here, and I think most would improve the game.

This is however wishful thinking since some of these things have been seen in CTP2 (different unit costs, less discrete method of city management) and SMAC (terraforming), and they must have been left deliberately left out to make the game less complex and more marketable to a wider audiance.

I hope beyond hope that someone out there will create a truely complex, more-continuous (i.e. less discrete) game, but I fear that money is at the heart of all things commercial and this will not happen for a very long time.

@wtiberon:
I agree. Empire Earth sucks. I was fooled in to parting with my money for what was in the end just a glorified Age Of Empires :(
 
A couple of ideas:
1) Civ4 could pick up a lot of good ideas from Space Empires IV, for example a design function for units (far more sophisicated then SMACs simple model, and quite user friendly). Also from SEIV, AI scripts that allow the user to tweak the AI strategies in several ways to create better AIs. SEIV also has a quite elegant optional combat mode where you can control individual units or put them on auto with a variety of move and shoot strategies possible. This combat mode could be made into an excellent short MP game (SEIV has not done this yet).

2) At the simpler level, it would be useful to be able to specify a research path for each civ or at least priorities for an AI so it behaves more competitively, (e.g. Persia could be made to go after iron right away instead of warrior code). It could be made quite sophisticated and allow a wide variety of AI strategies. This is also possible to do in SEIV by the way.
 
A couple of ideas:
1) Civ4 could pick up a lot of good ideas from Space Empires IV, for example a design function for units (far more sophisicated then SMACs simple model, and quite user friendly). Also from SEIV, AI scripts that allow the user to tweak the AI strategies in several ways to create better AIs. SEIV also has a quite elegant optional combat mode where you can control individual units or put them on auto with a variety of move and shoot strategies possible. This combat mode could be made into an excellent short MP game (SEIV has not done this yet).

2) At the simpler level, it would be useful to be able to specify a research path for each civ or at least priorities for an AI so it behaves more competitively, (e.g. Persia could be made to go after iron right away instead of warrior code). It could be made quite sophisticated and allow a wide variety of AI strategies. This is also possible to do in SEIV by the way.
 
Originally posted by Ayatollah So
I heard this idea somewhere on the internet, I don't think it was here. Get rid of squares, don't bother with hexagons and the occasional pentagon either. . .

Besides the goofy Trade and Diplomatic AI being a lot smarter in a future game, I agree completely that we are nearing the end of the square/hexagon model. That's a good idea from you.
 
In Civ 4, perhaps they could include immigration as a concept. This would be closely linked to culture.

Basically, if you're culturally superior to another nearby civ, and if the other civilization's citizens become unhappy, there is a chance that, instead of the regular culture flipping, that the unhappy citizens defect and move into your nation looking for a better life (If the problem is really bad, then the entire city can defect like normal). Basically, the other civ's city loses a population point, and one of your cities gains a population point.

The new citizens would move into either the closest city with room to accept additional people, or the one with the highest culture rating. They would remain as their regular nationality, like if you had conquered another civilization's city, until a certain period of time where they would be assimilated and become regular citizens. It would probably take a shorter period of time for citizens of a similar cultural group (European, Asian, etc.) to assimilate than one of a different group.

But, there might be a drawback to this, since natives of your civilization living in a city with a lot of immigrants might begin to feel uncomfortable (and become unhappy faster).
 
As many allready has mentioned, I too, want to see Civil Wars, "new nations" that comes form revolution etc. You might want to repell (spelling) the revolt, or accept it and gain possitive diplomatic points.

Could be in a way that the Vikings could be Norway, Sweden, Denmark etc. Norway could then be divided into Iceland perhaps. And so furth. Perhaps it could be so that the "city names" had stats like "culture, people; norwegian, swedes, danes" Or a specific region could revolt... Anyway I good idea that some has come up with here.

I also want to see total capitulation. That I have overrun 70% of a civs cities, and would no doubt also run over the rest, that the civ could capitulate, living me all their cities. If an allied of that civ captured one of these cities however, that city becomes the original owner againt if you know what I mean.

So say in a WWII scenario, Germany has captured France. But US forces liberated Paris and suddenly the French is in the game agian...

Also, allies should be able to move troops, into the same tiles, move ships into eachothers cities. So that if a civ is struggling, an allied could send some troops in to defend that civ. And also, as someone else has mentionen give or sell units to eachother.

Propably mentionen lots of times before; Air-units beeing able to sink ships, kill land units. Sea-units beeing able to kill landunits with bombardment, able to shoot down airplanes (rarely that would happen I guess)

More peoples than civs... If you know what I ment, that not all people have their own civilization, they are just parts of one major civ. Beeing able to name the Barbarian tripes when you put them out on the map (in editor) And as other have said, let them have more meaning that today, kind of like a mini civ (and when a major civ is beeing killed, perhaps that mini civ could take their place?)
 
Explorers earlier
Frigate and Galleon time longer-this would enhance Privateer's and Man O War's worth
Leader=fleet in navy battles
Have spies-as units- limit to to amount of cities owned and real expensive or something
More governments
Can have allies in cities and can buy a unit or something from them cheaply
flame units --a defensive fire/ancient-medieval
air/mobile units/-industrial-modern
Advanced Flight earlier-perhaps a real quick path to it following Flight, after all, paratroopers came right after WWI
Speaking of which, how about a new tech line that has (Flight) -bi-planes/recon.-airports(Radar)-bombers--spitfire/radar stations/
Advanced Flight/Rocketry
1 defense on subs and a bombard attack , that can occasionally sink something.
 
I would think that a Random element...
a natural catastrophy-earthquake/plague/Volcano Monsoon, or(as has been mentioned before) a Civil War -or your Guerillas rebelling-
this random disater thing could be perpetually floating around waiting to hit somewhere.
The guys that have the game figured out may be held in check.
Also, I mentioned new govs in an earlier message.
Specifically Socialism/Facism/Oliarchy/Religious- -whatever -its -called -when- the -church- runs- the state.
Also how about showing any Great Wonder on the map near the city where it is built. Perhaps it takes a tile , but like adds the best benefits to that tile, ie mine etc.
 
Well, i would like to see more differences between civs. Differnet graphics are ok, but how about differnent names and capabilities for units? Like the celts could have powerful attacking warrirs, but no good at defending. And different techs as well. This would make the game much more varied playing as a middle-estern country than a western power. Alo, someone mentioned in an older post, i would like to learn to program, and any help would be appreciated
 
Originally posted by Seelmeister
Well, i would like to see more differences between civs. Differnet graphics are ok, but how about differnent names and capabilities for units? Like the celts could have powerful attacking warrirs, but no good at defending. And different techs as well. This would make the game much more varied playing as a middle-estern country than a western power.

What we could do is have the units attack and defense be based on how much training you give them not on the civ they belong to. For example:

As the Celts you draft an army or raise a professional army and spend money training them if you train them each turn they would gain a certain level of expertise...However if your nation has never been to war then you could only train them to a certain level and that level is related to your civs war experience.
 
Yeah, but i mean taking into account the way the real life civs thought. Russia could have larger armies, but badly equiped and out dated. The germans could have the prussian guard regiment, which was really strong. The english longbowmen could have better range than the others etc. But yes, having some sort of training program would be good. In peacetime you could build up well trained recruits, but during the war it would be a rush to get them into the fray. Also, how about unique regiments, like the black watch, the prussian guard etc.
 
Thats what I'm saying you could chose at the beginning of each turn how to upkeep your soldiers...You could do the minimal which would mean poorly armed and trained, up to maximum which would could be a significant portion of your treasury. This way a civ could build a large army but if they poorly maintained it you could imitate the situation in Russia.
 
More Civs, definitly..but longer timeline good god no
 
bewebste, TheNiceOne, proletarian, wtiberon

How 'bout these apples?

You guys keep forgetting the strategic nature of Civ. Call To Power sucked BIG TIME in my opinion!!! I don't want CTP3!!!

The current production system may not be the best, but the one you guys are proposing is way worse!

Allow CTP to die and go away for wasting my $50 bucks!!!

If you want closer to realism then cities should be able to produce more than one thing at a time. Since when does me training an Impi keep me from building a marketplace?!?!
 
Originally posted by Czarina
How about the occasional natural disater? There was a show on awhile back, called Catastrophe, and it outlined how one massive volcano eruption affected civilizations across the globe for hundreds of years afterwards.

Say a tsunami hits your coastal city so you lose some population points and improvements; or an earthquake reveals a new source of gold, iron, or other resource.


I miss those Civ1 man-made and natural disasters :cry: Without aqueducts it was only time before your marketplace would go up in flames!
 
No 3-D please! Please NO Three-Dimensional!!

If Barbarians settled cities, they'd no longer be Barbarians! PTW barbarians are cool the way they run from you. Gotta chase those mama's boys down now.

No bombard for archers otherwise why take the time to invent catapults?

Fanny Brice... you've got some good ideas!
 
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