Ideas for the next expansion (if there will everr be one)...

Ranthar: Historically, chariots preceeded horsemen as combat units, so I think the current system is perfect. I always hated it in Civ2 when Horsemen got replaced by Chariots.

The "Pact" thing people are speaking of sounds alot like SMAC's "Pact of Brotherhood". It even allowed you to enter your Pact Brother/Sister's cities with military units. In particular, this allowed you to conduct aerial warfare from bases in your allies' territory, which'd surely be appreciated by the realism brigade. Likely something rather for Civ IV than for an expansion, tho'.

And like everybody else, I'd like a rehaul of the naval aspect of the game. But again, probably rather for Civ IV.
 
Couldn't agree more with Grey Fox & others with the event scripting. It's something that has to be there to create almost any kind of real scenarios.

What I wish is that it would be a true scripting language! For example, if it would allow something like this it would be superb:

Code:
//Catch the Revolution event
Ev_Revolution_Start(Civ c)
{
  Unit u;

  // wipe out the garrison in the capital
  c.CityList.Capital.Position.UnitList.KillAll();

  // create 20 barbarians and put them into the capital
  ITERATE(i, 1, 20)
  {
    u = CreateUnit();
    switch(c.Age)
    {
      case AGE_ANCIENT:
        u.Type = UNIT_WARRIOR;
        break;
      case AGE_MEDIEVAL:
        u.Type = UNIT_KNIGHT;
        break;
      default:
        //industrial and modern
        u.Type = UNIT_GUERRILLA;
        break;
    }
    u.Owner = CIV_BARBARIAN;
    u.Position = c.CityList.Capital.Position;
  }

  // if revolutionary is a human send a message  
  if (c.Owner.Type == TYPE_HUMAN)
  {
    c.Owner.SendMessage(
      "Sir, troops loyal to the old government have regrouped near "
      "the capital! We must defeat them to secure victory for the "
      "revolution!");
  }
}
 
I havnt read all of these so sorry if im just reitterating something said before.

Barbarians - spare civs can be formed from a large enough group of Barbarians

More diploamcay deals- as was said before pacts, Non agresion pacts, neutrality pacts etc

War - units should be more civ specific
civ specific units should be more powerful

Trade - Trade over the sea shud take the use of boats so u can
snatch a trade from another player (causing anger) or
saying Ill give u wines for say amphibious war and take ur wines back home.

Foreign advisor screen- On 16 civ worlds when a civ is destroyed its picture is replaced by another civ.
U can cycle through 2 different sets of faces
 
Originally posted by Dragon67
This is the civ's I have added into it, and whold like to see them in an expansion:
Asia: Polynesian-Vietnam or The Huns
Europeen: Scotland
Mediterraen: Israel or Saracens
Africa:Ethiopians
America: Incas
I also want more differents kinds of resources and lux to boost the trade a bit.
scotland never had an empire. it was scotland on it's own, they never tookover anything (they did have a scot queen i think in enland, but that isn't taking over)
israel was created after WW2, they would never get in as a civ, more as a place created by polititions to keep everybody happy.
 
I'd like to see the Dutch in the next Expansion. They were THE civ in the middle ages. As special unit you could make a VOC-ship or something, with extra transport capacity, as they were traders. Leader would be Willem II, or if you want to be funny, Maxima.
 
I absolutely loved the Plenatary Council from SMAC. The current UN diplomatic victory is just frankly boring predictable and genuinely no fun at all.

I would have proposals such as a nuke ban, a reduce polution proposal (all civs pay a fixed sum of money to remove all polution squares globally depending on how many squares there were on the map that had been poluted), or maybe even some sort of equivalent of the SMAC planetary govener?

With PTW's new multiplayer feature I could see elections for this becomming rather fun, at least it would be better than clicking a few boxes at the end of the game.
 
I think it would neat to have a Museum as an improvement in the game to add either content faces and/or culture. Also there could quite a few Great or small wonders that could be built like the Smithsonian, Louvre(?), Boston museum of science, American museum of Natural History, plus countless others. I don't exactly know what tech it would go under, (education- however education already has universities so...) but it would be nice to see it added.
 
Originally posted by farting bob

scotland never had an empire. it was scotland on it's own, they never tookover anything (they did have a scot queen i think in enland, but that isn't taking over)
israel was created after WW2, they would never get in as a civ, more as a place created by polititions to keep everybody happy.

I agree with Scotland. I have just created them fore my own, that’s why I listed it.
But Israel, has always exists, not always as a nation, but as a civilisation(a group of large numbers of peoples), with more culture history than America or most of all other nations ever had.
Man, that discussions have been HOT, very hot fore more than 3000 years. That’s why they should be added into civ3. :egypt:
 
Commercial civs get cheap harbors and airports like military civs I'm pretty sure.
 
I would like to refer back to Arc Lite's comment on Dec 16, where he briefly mentions adding a feature to the Diplomatic Screen; to trade military units.

This way, you could support another nation without having to sign a mutual protection pact and thus avoid being dragged into a war you might not want. Supplying this nation with military units could of course have a negative effect of other nations' opinion of you if they do not support this action.

It would just add a bit of 'real life' situation to the game.
 
I'm new to the forum so excuse me if i just end up restating the obvious. Has anyone ever suggested incorperating a game like Civ3 with a game like Empire Earth? I haven't actually played Civ3 much, but what interests me the most about it (as i read in all of your posts) is the way you have to deal with the infrastructor of your society which is something real-time strategy games severely lack. But what if when two opposing militaries in Civ3 met, the game would switch to a real-time strategy interface using whatever units your army has and whatever terrain the army met on? I realize that would be an amazing strain on the computer and would cause some searious problems for online play, but I think that somebody could work something like that out...
 
thats a really good idea hippo pro, I myslef have thought of it but neva posted on it (cough, cough) Maybe somethin like shogun totalwar battle map, thing is, these fights are pointless without armies, so maybe all miliary encouters has to be done through armies(which would be made very easy to make)
 
Hirro_pro: That's something that require a new game engine. Which will not happen in an expansion.

So please don't post ideas that are impossible to do with civ3's engine, those are ideas for the next game. SMAC2 or Civ4 (or so we hope...)
 
Would a less abstract and more detailed resource and luxury system be good or bad from the "game enjoyment" point of view? I think I would enjoy having this fleshed up a bit more, but what's your opinion?

Here's my idea how an enhanced resource system could work:

(Unless otherwise stated the game rules as per current standard civ. Also, for simplicity I will use the word "resource" to mean luxuries as well as the strategic resources.)

New concept: resource points (RP)

Resource points describe the amount of a resource, i.e. resources are no more on/off objects but more like commodities. You are no longer connected to a resource. Instead a place can store/contain an amount of a resource measured in RPs.

Resource sources: A terrain square having a resource produces X amounts of that resource provided it is connected with a road to one of your cities. The amount could vary or for simplicity it could be a fixed amount, say 5 RP / turn.

Resource accumulation: The city nearest to the resource square connected to your trade network accumulates the RPs generated by the resource square. This simply means that your people harvest or dig up the resource and store it in the nearest city. If there are multiple squares producing the same resource they are all added up. Thus having more of the same resource actually means something: you get more of it.

Resource consumption: If a city has a pile of resources, it will consume then. For luxuries this consumption is automatic. A city consumes 1 RP per turn of _every_ single luxury it has available. For example, if the city has 10 RPs gems and 5 RPs ivory and it doesn't get more it will consume in the first 5 turns 1 gem and 1 ivory per turn (2x happiness) and in the 5 turns after that 1 gem per turn (1x happiness), i.e each luxury RP consumed has the same happiness effect as in the current game when you are connected to them. With strategical resources the consumption is tied to production. If a unit (or improvement, etc.) needs a certain resource, then each shield produced towards completion consumes the same amount of RPs of that resource. If the city does not have enough then production stops (and excess shields go to waste) until you can provide the city with the needed RPs.

Using up a resource: Each square having a resource is randomly fixed to an amount of RPs at the start (or when a new resource appears). It is also possible to have an amount of "infinite" meaning that such resource will never be used up. Each turn a resource square produces RPs to a city the amount (e.g. 5 RP as in the example above) is subtracted from the total RP amount in the square. Once this reaches zero the resource is used up and it disappears. E.g. iron doesn't magically disappear. You dig out the amount there is and only when it's gone you have, well, used all of it.

Transporting resources: Obviously if RPs go to the nearest city you need to be able to transport resources to other cities.

Transport alternative 1 (abstract): Each city can be assigned an automatic transport destination (= other city connected by road, harbor or airport) per resource. You are also able to set the amount transported. If the source city has after its own consumption the resource RPs left, the transport amount is deducted from the source city and added to the destination city. Once this is set up it happens automatically every turn as long as the source city has RPs to give.

Transport alternative 2 (detailed): If you want to distribute your RPs around your empire then that's up to you. A ship capable of loading units can load RPs instead. For example at a rate of 10 RPs taking up the space of 1 unit. There are also two new units for land RP transportation: caravan (pre-modern) and truck (modern). An airlift can also be used to transport 10 RP to some other city with an airport. To automate things you have an "auto transport" command similar to the "auto bombard". This command sets a land or sea transport unit to a continuous route to another city and back hauling a set amount of RPs. This continues until you wake up the unit. If the source city does not have the RPs the unit will sleep until woken up or until the next load is ready for hauling.

Resource piracy: If transport alternative 2 is chosen then this offers an obvious new mode of war: piracy. Capture the caravan and the silk is yours. Provided you can move the captured unit to one of your cities, of course. Raiding a transport unit is, of course, an act of war. Unless the capturing unit has a hidden nationality! Yes, now you have a real job for your privateer units...

Resource trading with transport alt 1: Quite obvious, really. RPs are available for trading just like gold.

Resource trading with transport alt 2: Like with alt 1, RPs are available in the trade negotiation window. However, if the deal includes RPs then the supplying party has 20 turns to haul the agreed upon RPs to the buyer. If you can't deliver you break the contract.
 
Originally posted by Chieftess
The ones I'd like to see are:


European: Poland (scientific, expansionist?)

As a Pole I think rather religious & military would be better

;)
 
Originally posted by Unregister
I think it would neat to have a Museum as an improvement in the game to add either content faces and/or culture. Also there could quite a few Great or small wonders that could be built like the Smithsonian, Louvre(?), Boston museum of science, American museum of Natural History, plus countless others. I don't exactly know what tech it would go under, (education- however education already has universities so...) but it would be nice to see it added.

Make a Small Wonder: National Museum, requires 5 Museums, adds lots of culture. Come to think on it, museums add to the scientific base of knowledge, so maybe tie museums in with both science and culture.
 
Originally posted by DANGERBOY
Come to think on it, museums add to the scientific base of knowledge, so maybe tie museums in with both science and culture.
Yes, but don't all Scientific buildings allready add to culture? :p
 
Originally posted by lietkynes
A new design for the foreign advisor screen showing more than 8 civs.

Bombers can definetly sink ships (pearl harbor).


If bombers are allowed to sink ships then ships should be allowed a chance to shoot down planes that try to bomb them; i.e. surface to air missile (SAM).

:sniper:
 
Originally posted by Laser guided
If bombers are allowed to sink ships then ships should be allowed a chance to shoot down planes that try to bomb them; i.e. surface to air missile (SAM).
Couldn't agree more.
 
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