Skell Jell
HistoryHermann
I have another thread if you want to visit it:
GOVERNMENT MOD
http://forums.civfanatics.com/showthread.php?t=294607
GOVERNMENT MOD
http://forums.civfanatics.com/showthread.php?t=294607
I'm afraid you've wasted your time researching all this. Ever heard the quote for the Engineering tech in Civ 4?
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.
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.Skell Jell said:I have another thread if you want to visit it:
GOVERNMENT MOD
http://forums.civfanatics.com/showthread.php?t=294607
without emancipation is too muchI 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.
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 causefor X turns.
Also, Canada's unique unit would be...?

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.
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'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.
No offence to anyone but this is one of the funniest threads ever, particularily some of the grammar and replies to posters![]()

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.