Ideas to put into Civilization 4: Beyond the Sword

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I'm afraid you've wasted your time researching all this. Ever heard the quote for the Engineering tech in Civ 4?

I haven't wasted my time. Please just leave Scaramanga. You are not being productive.
 
Skell Jell said:
Ok, growing, Thriving, Depression Economies already in the game. But they need to have side effects or a message. So your economy has a ranking:
1. Growing Economy
2. Thriving Economy
3. Depression Economy

1 is the best 3 is the worst.

I would suggest ranking them 2-1-3 (best-to-worst)

Once again what will the side effects be? Are you going to penalize a country for having a depression economy? Reward for having a Thriving economy? Basically kicking a man when he is down or holding him up when he is already on top? The rich will get richer while the poor get poorer? I don't want a mechanic like that in the game personally. The penalty for having a low economy is having a low economy itself, same goes for having a thriving economy.

As for a message, I don't need the game to tell me I am doing good or bad, I can see that for myself. If the game keeps telling me I am doing bad, I will probably get annoyed at it.

Skell Jell said:
I have another thread if you want to visit it:

GOVERNMENT MOD
http://forums.civfanatics.com/showthread.php?t=294607
This is all fine and dandy but will you eventually make the mod or just a bunch of lists of stuff you want in the game? You still haven't discussed any gameplay mechanics in your lists. However, you have now made another list. I would recommend using your government mod as a stepping stone into modding. I would suggest finishing that mod before promoting other ideas. Be careful not to overwhelm yourself.
 
I think some of the Labor civics are just to weak and Slavery too strong

I usually just stay slavery until the :mad: without emancipation is too much

also for economy
Free market is just too good
State property is decent on insanely huge maps
Environmentalism is useless
 
I would suggest ranking them 2-1-3 (best-to-worst)

Once again what will the side effects be? Are you going to penalize a country for having a depression economy? Reward for having a Thriving economy? Basically kicking a man when he is down or holding him up when he is already on top? The rich will get richer while the poor get poorer? I don't want a mechanic like that in the game personally. The penalty for having a low economy is having a low economy itself, same goes for having a thriving economy.

As for a message, I don't need the game to tell me I am doing good or bad, I can see that for myself. If the game keeps telling me I am doing bad, I will probably get annoyed at it.


This is all fine and dandy but will you eventually make the mod or just a bunch of lists of stuff you want in the game? You still haven't discussed any gameplay mechanics in your lists. However, you have now made another list. I would recommend using your government mod as a stepping stone into modding. I would suggest finishing that mod before promoting other ideas. Be careful not to overwhelm yourself.


Ok. I will give you the side effects tomorrow sometime. The mod is in its early stages. It is not very developed yet. I just started the thread.
 
I decided to add just one more idea.

Corruption Mode:
  • Intimidation(when you intimidate certain officials in a foreign Government to give you what you want-not control over a country)
  • Piracy (Slide through enemy defenses to help corrupt a foreign country)
  • Kidnapping (Kidnap a leader, military commander, spy, etc.. for money or other services)
  • Bribery (Bride top officials in a foreign government to give you information)
  • Corrupt Fighters (Certain units in a foreign country come on your side and fight for you if you attack that country)
  • Corrupt Leaders in Power (This means you corrupt leaders enough to join you and spread corruption)
  • Black Market (Allows you to purchase upgrades, units, technology and other from a foreign country)
  • Institute Foreign Slavery (this means you Institute slavery in foreign country, they work for you or become combat units for you)

If you have any changes or suggestions, please respond
 
I think Oil should become far more valuable and rarer later in the game. Make it so the for each oil you control you gain a cumulative benefit with an Oil Corporation (create 4-5 different oil Corporations that can be created later in the game with different benefits like more money or hammer per oil.)
Allow players to drill for oil in certain tiles with a slight chance of success. However drilling destroys and improvements in the tile and can cause :mad: for X turns.
 
I think Oil should become far more valuable and rarer later in the game. Make it so the for each oil you control you gain a cumulative benefit with an Oil Corporation (create 4-5 different oil Corporations that can be created later in the game with different benefits like more money or hammer per oil.)
Allow players to drill for oil in certain tiles with a slight chance of success. However drilling destroys and improvements in the tile and can cause :mad: for X turns.

Yes. That is a very good idea. There will be different oil corporations. Maybe the name of oil may be changed to petroleum (since they are the same) or maybe not.
 
I have only six buildings I think should be added

- refinery
- watchtower
- outpost
- silo(nuclear and non- nuclear)
- Leader's residence (other than their palace)
- Govt. buildings (such as the treasury dept, state dept., etc......
 
If you have any changes or suggestions, please respond

Well since you've already admitted you can't mod and there will never be any more official additions to Civ, I'd suggest you stop wasting your time with all these pointless and silly ideas. Really, Canada as a civ in the game? You do understand the difference between a civilization and a country don't you? Canada, or Kosovo, doesn't not make the definition of a civ by any stretch of the imagination. I'd go on to point out other silly ideas here but there's far too many of them to waste my time with. Besides, others are doing a pretty good job of that already.
 
Well since you've already admitted you can't mod and there will never be any more official additions to Civ, I'd suggest you stop wasting your time with all these pointless and silly ideas. Really, Canada as a civ in the game? You do understand the difference between a civilization and a country don't you? Canada, or Kosovo, doesn't not make the definition of a civ by any stretch of the imagination. I'd go on to point out other silly ideas here but there's far too many of them to waste my time with. Besides, others are doing a pretty good job of that already.

No. It's a good idea because maybe someone will pick up on it.
 
No. It's a good idea because maybe someone will pick up on it.

Not a chance, you're ideas are flimsy at best and unworkable for the most part. No serious modder would even consider most of the ideas you're spewing out here. How many posts do you have to recieve telling you that you have some bad ideas before you take the hint?
 
I little tip for you Skell Jell. Instead of carrying on about what you want in your game, why don't you stsrt doing some modding and finding out what's actually possible to do? I've had a number of ideas that seemed good at the time but when I tried to actually implement them in the game I found out that the engine couldn't really deal with it. Now maybe I could make them work if I knew how to do C++ programming and be able to change the core game, but since my knowledge is limited I've had to settle for what the game will actually allow me to do. Which is still quite a bit. Unless you take the lead yourself and start working on your own ideas then no one else is going to jump in and just do all your work for you. Why should they when they can just do their own mods?
 
I'll echo Willems sentiments. Go read through the ideas and suggestion forum and see just how many ideas are thrown out there WITH gameplay mechanics being discussed. Then see how many have actually been implemented through a mod.(Even ones I find spectacular) Listing ideas without any gameplay references is the easiest thing to do (the smallest amount of effort goes into this part of modding compared to anything else) but isn't worth discussing unless some gameplay mechanics are visualized first.
To approach this long list rationally, you will need to explain WHY each individual one of these features will bring something to the game that it is missing. So many of the 'renaming' or redundant ideas will be scratched off. Then you have to invision a way that these will work in corelation with the rest of the game. That is when discussion comes in for me to se if anyone can find reasons why my mechanics may appear imbalanced or too complicated/needed and then add it in and balance each out through playtesting and whatnot.

You should also work on understanding the many concepts and mechanics present in the game already so that you can better grasp the reality of implementing certain things. Its one thing to say "I think borders should be able to be negotiated in the game". That statement is made alot and dismissed alomst everytime because of the difficulty of implementing such an idea. It is entirely different to say, "I have an idea of how border negotiations can be brought into the game" followed by an explanation of how the mechanics would work. The second one leads people to discussing it and expanding/improving on it. The first type of statement leads nowhere in particular. Usually resulting in thumbs up or thumbs down comments but generally is not constructive.

Below is a thing I started typing that I felt was coming off too abstract or something but didn't want to just delete it:

I am working on learning C++ to implement some ideas I have been aching for. I have alot of disorganized ideas on this forums as well as in notebooks here at my house with gameplay mechanics pre-visualized so once I understand how to code in C++ I 'just' have to do it. But some ideas I have are going to take me a while to figure out even knowing how to code because they are new systems altogether in the game. You have many things like that in your lists. So I would recommend working on expanding on those ideas by explaining exactly how they will incorperate into the game which means learning current game mechanics and how they will effect your own.
 
Not a chance, you're ideas are flimsy at best and unworkable for the most part. No serious modder would even consider most of the ideas you're spewing out here. How many posts do you have to recieve telling you that you have some bad ideas before you take the hint?

Just leave. You have nothing productive to say.
 
I'll echo Willems sentiments. Go read through the ideas and suggestion forum and see just how many ideas are thrown out there WITH gameplay mechanics being discussed. Then see how many have actually been implemented through a mod.(Even ones I find spectacular) Listing ideas without any gameplay references is the easiest thing to do (the smallest amount of effort goes into this part of modding compared to anything else) but isn't worth discussing unless some gameplay mechanics are visualized first.
To approach this long list rationally, you will need to explain WHY each individual one of these features will bring something to the game that it is missing. So many of the 'renaming' or redundant ideas will be scratched off. Then you have to invision a way that these will work in corelation with the rest of the game. That is when discussion comes in for me to se if anyone can find reasons why my mechanics may appear imbalanced or too complicated/needed and then add it in and balance each out through playtesting and whatnot.

You should also work on understanding the many concepts and mechanics present in the game already so that you can better grasp the reality of implementing certain things. Its one thing to say "I think borders should be able to be negotiated in the game". That statement is made alot and dismissed alomst everytime because of the difficulty of implementing such an idea. It is entirely different to say, "I have an idea of how border negotiations can be brought into the game" followed by an explanation of how the mechanics would work. The second one leads people to discussing it and expanding/improving on it. The first type of statement leads nowhere in particular. Usually resulting in thumbs up or thumbs down comments but generally is not constructive.

Below is a thing I started typing that I felt was coming off too abstract or something but didn't want to just delete it:

I am working on learning C++ to implement some ideas I have been aching for. I have alot of disorganized ideas on this forums as well as in notebooks here at my house with gameplay mechanics pre-visualized so once I understand how to code in C++ I 'just' have to do it. But some ideas I have are going to take me a while to figure out even knowing how to code because they are new systems altogether in the game. You have many things like that in your lists. So I would recommend working on expanding on those ideas by explaining exactly how they will incorperate into the game which means learning current game mechanics and how they will effect your own.

This thread is a way to narrow down my ideas so maybe someday i can send it to Firaxis. They may consider it for an addition to CIV 4:BTS or maybe CIV 5.
 
No offence to anyone but this is one of the funniest threads ever, particularily some of the grammar and replies to posters :lol:

It is a funny thread. I agree with you since i am not the best typist. :lol:
 
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