News: civ4 features

Hmm... A.I. generals... you know, I shall say this is a good idea on ONE condition: If the A.I. is actually intelligent in the next Civ. If so, having A.I. generals could in fact be quite useful. It would also be interesting to see that play against you during a civil war. "A.I. General Lee has decided to join his home province out of duty, and takes his army with him". Ouch. Interesting, but ouch. Just like in the real world, very painful. But it could make you limit your use of those intelligent A.I. generals.

Also, this general system could be the basis of the A.I. military capabilities. Each general [from different provinces] would have his/her own misions, and overall personal goals... sometimes conflicting with each other. [For instance, like Howe and Burgoyne's differing objectives during the American Revolution. Howe was ordered to assist Burgoyne, but due to his ambitions to take Philadelphia, abandoned Burgoyne to his fate at the hands of Benedict Arnold and the rest of those guys. It would be interesting, I think.
 
Ant509y, I think generals are a good idea, but too difficult to implement. I do have a different idea to represent them, which uses the established GL and unit promotion architecture. Basically, "commanders" would be produced under the same conditions as a GL, except maybe a bit more often. The commander, however, would not be another unit, just a higher rank than elite. It would not include an HP bonus for the unit. Instead, it would give every unit within its stack a +X attacking and defending bonus. Commander bonuses would NOT be cumulative.
 
I do not like the idea of the AI fighting for me!!! It would send lone unit wandering randomly thru' enemy territory! Come on, we've all seen this!! ;)

If the AI was beefed up alot it may be a fun option to "hand the war over to your Generals" which would decrease WW, as the Gov. could claim some sort of "Deniability" if the war went bad. If the Gov kept control and the war was a big sucess then it would bring a period of post-war happiness.
 
Have stacked combat that makes the use of combined arms for battle resolution, rather than the single unit combat resolution that is currently in place. Single unit combat is antiquated gameplay and tedious to boot...

Allow a player to lock-group units and workers for movement purposes, and in the case of workers, to speed up production of tile improvements. The current setup allows for a mass group movement, but the ability to lock a group would allow for more streamlined gameplay. How many times have you wanted to subdivide a large stack to move to two different locations. The current setup does not allow a player to do this easily, but a lock feature would allow this...

Eliminate infinite rail movement - it kills any need to think strategically, and for a game that prides itself on strategy, it is an abomination. Rails and roads should also only improve movement and not commerce. In a related vein, create a separate set of commerce-increasing improvements, and add a multi-tiered tile improvement setup (Mines/Advanced Mines...)

Create sea-based tile improvements.
 
Here are a few things I'd like to see:

  • Give a stack of workers the same command
  • Place boundaries around automated workers (clear jungle but only inside this boundry)
  • A corruption model which doesn't result in totally corrupt cities on the fringes. It would be reasonable to expect that a city would have one uncorrupted shield per population (assuming of course it has that much production to begin with). If that is too much, maybe one shield per 2 citizens.
  • The ability to trade shields and surplus food, both within your empire and to other civs. Example selling iron for 10 SPT.
  • A new building (warehouse?) which lets you save excess shields from a build and get a jump on the next build. Example 25 shields in the bin, producing 10spt, with a build which requires 30. After the build, 5 are left in the bin for next time.
  • Ability to produce more than one unit / improvement in a turn, if there are enough shields. Example, city making 100SPT can build any combination of units and improvements totalling 100 shields, in one turn.
  • Decrease the micromanagement load on large empires by also having strategic controls. (yeah, this is a little vague maybe we can all figure out something)
  • For mod and scenario creators, the ability to set AI strategy (attacker, builder, etc.)
  • Some way to directly view your reputation, and the reputations of the AIs.
  • An optional advisor which says how your rep will be changed by diplomatic and military actions.
 
What I'd like to see:


1. Restore the Civ 2 diplomat/spy unit. I think the current
espionage system stinks.

2. Restore the Civ2 caravan/frieght unit. It wouldn't
necessarily have to operate the same way, but I
think it would be superior to the current trade system.

3. I endorse the many calls for event scripting! And having
a "cheat mode" that allows one to tweak mods while
testing them. And have that mode be flagged so that
a cheater would be obvious in MP games.

4. Like MOO2, have a single screen at the end of a turn that
shows all construction, etc. completed during the turn,
with a notation (color coding?) for those cities whose
build queues have emptied, and need attention..
 
My thoughts are that more random factors would be helpful:

MILITARY

(a) friendly fire (every now and then a unit attacks a unit from the same civilisation; most likely to occur in jungles)

(b) mutinous troops, every now and then, they decline to attack
or if fortified run away without even engaging combat

(c) fog (EMP), night etc where neither side can see

(d) for ancient foot armies, limited food supplies; after so many turns away from city or fortress; units take damage and die; unless caravan resupplies them

(e) horse units have to stop on grasslands or plains maybe every fourth term to eat or risk starving; with mounted units reduced to foot units

(f) for modern armies, limited ammunition and fuel; after so many part battles artillery and tanks run out of ammunition, after covering so many squares, mechanised infantry and tanks have to be refuelled by tankers (like modern mini-caravans); if not supplied within so many turns; they become ordinary infantry units

TRADE

combine civ2 caravans (bonus only) with civ3 (ongoing routes)

FOOD

cities joined by roads and harbours share a food bank

more types of food squares e.g. potatos, rice

occasional famines with particular crop failures

RESOURCES

should distinguish between raw material (iron ore) and processed material (steel) requiring improvement


CITIES

disasters; such as they should catch fire, be flooded
(e.g. if by sea or on lake or river)

munitions work; increase supply of weapons

oil refinery: must have one to process oil

blast furnace: must build one to process steel

enrichment plant: required to produce usable uranium
(for nuclear power plant or weapon)

occasional diseases that stop production from animal scares,
kill injure your cavalry

food can be imported as a trade item
occasionally there would be famines

aircraft factory to produce aircraft


LAND

a real spherical map would be nice
more types of animal squares e.g. camels, horses, llamas, elephants
love ToT muliple worlds

MOVEMENT & WEATHER

there should be a prevailing wind that changes;
this would influence archer and cavalry battles;
and blow sail ships about; freak rains would undermine
railroads and turn roads to mud; hot weather occasionally
melt frozen ground; sandstorms prevent troops from
moving in desert

SCIENCE

research should not be so controllable; only able to set direction e.g. artistic, civil, social, theoretical, weapons

WEAPONS

am in favour of having new mine laying ability and the ability
to carry and lay a mine (land and sea)

loved the ToT invisible units and the Civ2 partisans

DIPLOMACY

combine both aspects of Civ3 embassy and Civ2
diplomats (but not too powerful)

OTHER

I loved the Civ2 wonder movies
preference option to see building completed (cf Civ1)
city view should show part build buildings

RELIGION

Abstract (Greeks: increased Science)

Bloody/Sacrificial (Aztecs, Carthaginian?, Vikings, Zulus: reduced Science and reduced War Wearyness, populations reduced by 2 on capturing cities, half captured slave workers killed off)

Earth/Gaian (Incas, Indians and Iroqois: improved happyness, reduced shield production)

Harmonious (Babylonians, Indians and Tibetans: improved happyness, increased war wearyness)

Mechanical (English, Germans, Hittites, Romans: increased shield)

Mystic (Egyptian, Persians)

Philosophical (Chinese, Russian: reduced unhappyness)

Rationalist (French and Americans: increased commerce and science, increased unhappyness and war wearyness)

Zealous (Arabs, Japanese & Turks: reduced war wearyness, no banks or stock exchanges)

Maybe each tribe could have two religious traits!
 
Just a few random ideas:

1) Civ traits is a nice system to see return but I hope there would be more different traits plus each civ having their own unique ability besides a UU that differentiates them from another civ with the same traits.

2) I think it is about time elevated terrain was created in civ for a more 3D world. Somehow merge the terrain concepts of SMAC and Civ3 while keeping it simple.

3) More UUs not sure how to implement this yet,

4) Much stronger AI personalities; ie the babs should pursue culture more agressively and a civ leaders agenda should affect how the deal with you in negotiations. The different civ3 chat lines were nice and unique but had no real affect.

5) Male and female civ leader for each civ; why must I be forced to be Joan'of'Arc? Why not choose between King Louis as well. Sorry if i spelt that wrong French civers.

6) More cultural power for defense: Building strongly needs to offer defense before you are attacked Currently your cities may flip back if your a strong culture civ but if the enemy takes bases because of your paltry defense and then razes them you have no culture flip defense any more.

7) Wonder movies and animated advisors like civ2. I can't believe I'm asking for graphical features from an 8 + year old game :crazyeye: Hell the advisors weren't very useful, but neither are civ3 ones, but at least the civ2 ones were entertaining :)
 
Originally posted by warpstorm
C3C was widely tested (hundreds of testers) for over 6 months before release. One of the problems is that games development was still going on till the last minute.

You're saying that hundreds of experienced game testers and Civ players missed the bombard bug, and other show-stoppers, over 6 months of testing? I think not. I agree with your comment about development though. Rushed, last-minute, incomplete. Whatever internal procedures they have for code quality were probably left in the dust. I hope this time they really do draw from the pool of incredible talent they have available and get some hardcore gamers, especially Civ players, testing their betas. I also hope that the game publishers/distributors took a nice financial beating the last time they rushed Civ III out and decide that the $$$ is there for the making if they just lay off the Firaxis team and let them deliver their best stuff from the get-go.
 
I hope this time they really do draw from the pool of incredible talent they have available and get some hardcore gamers, especially Civ players, testing their betas.

Yes most people would be only to happy to test and report on a beta version. I understand that firaxis is wary releasing a beta, concerned that noone will buy the retail. Just lock out many civs and restrict the ai opponants. Creates a tighter testing area then anyway. Easier to compare results etc. Beta versions should be public though to make them exclusive to hardcore civers would be foolish as the majority of the market are pre-monarch diff players.
 
I wish I had time to write all of the ideas I've had or at least second all of the good ideas I've read here that inspire me, but here are some that I felt should be posted (sorry if some are repeats):

World
- Realistic spherical world with more dynamic changes in geology; over 6000 years, islands vanish, mountains grow, rivers change dramatically, deserts appear and disappear (In 4000 BC, most of the Sahara was actually lush tropical grassland.)
- I'd like to see multiple zoom levels on this world, so it's possible to view just a few cities up close or your whole country, or the whole planet.
- I'd love to see cities get much larger, from tiny hut settlements to huge metropolises. Settlers could be much cheaper, and cities could start out much smaller and have a risk of dying out on their own. Also, I'd like the city graphics to represent what is in the city, not just the size of the city. Even if this is not done for ordinary buildings, I think it should at least be done for wonders. Large wonders like the Great Wall or the Pyramids should be visible on the main map (outside of the city icon).
- More natural disasters! All the time!

Religion
- I don't think religions should be restricted to what Civ you use, like the traits are now. Civs should be able to choose their religion, or have it changed through interaction with other civs. You could maybe set a "state religion," but with distance from the capital that power could be less effective (like corruption gets worse farther from the capital) so that cities that are far away from the capital and close to another powerful religion could be converted to that religion (and maybe that will aid in that city doing a culture-flip). I liked EdwardTheKing's religion post, and think that's a great idea, except that I just think religions should not be linked to specific civs, and that civs should be able to change religions like governments. Religion should be something that can be influenced by the player (like building temples and imposing a state religion) but is ultimately determined by the citizens of your empire.

Government
- Governments should be customizable, not just flat all-encompassing rules. There could be a government "template" like Republic or Communism or Monarchy, etc., but it should have many little facets that are selected by the player. For instance, free medicare (which could increase happiness and growth but cost money), free market vs state-controlled market, representative government vs. non-representative. That way governments could change gradually over time, and change would be more frequent, rather than having one or two major revolts in an entire game.
- Like I stated about religion, government should be influenced by the player, but ultimately determined by the citizens. Obviously a fascist government would not be effected by citizens, but a democracy would be very effected. The citizens could demand certain government aspects (like petitioners do in Sim City) and you could choose to either appease them or oppose them. Rulers who do not listen to their citizens would face more riots and possibly be overthrown or have a civil war or something like that. There needs to be more stuff like that in Civ.

Trade
- Everything should be tradeable, from food to goods, to shields, to military units.
- I liked the way trade routes worked in Call to Power 2, with illustrated routes on the map, and the option to pirate them. Also, I liked that the distance of the route provided a trade bonus.
- You should be able to buy more resources for more happiness. For instance, if China is selling me spices, I should also be able to buy French spices, and Indian spices. Maybe extra spices give less of a bonus, but I think they should still be trade-able.
- There should be a lot more resources, and maybe increased value for having multiple resources. Say for instance I have saltpeter. Maybe 1 saltpeter gives me the ability to create musketmen in 5 cities but to create musketmen in 6 to 10 cities, I need 2 saltpeters. More resources should pop us as time goes on, so that once gunpowder is invented, there's a few saltpeters, but by the time rubber has been discovered, saltpeter is all over the map (sort of how Civ3 justifies that infantry doesn't need saltpeter because by this time, it common all over the world), only this illustrates it in game mechanics rather than just fading out the need for it. That way a tiny island civ would have to either buy saltpeter or buy the actual military units, but either way it's more realistic and illustrates how civs are all dependent on one-another.

Production
- I definately want to see the option to build buildings at the same time as military. This allows for more types of buildings and more types of military units, making the game more versatile.

Civs
- I want to see the option for Civs to change names mid-game. Civs can split in two, you know? For example, say you play as Rome. Mid-game maybe your civ has a revolt and halfway-through it splits into Rome and Byzantines, forming a new Civ. Well eventually you decide you want to rename Rome to Italy. Same country, you just gave it a new name. Why not? You can rename cities afterall.
- Splitting of civs is a big thing for me. I want this to happen a lot, even if it's just one-city rebellions that need to be quashed. Each Civ could have a list of names of civs that can form from it. For example if you play as England and there is no USA on the map, say England gets to big... it could split into England and the USA. Then later it could split again -- in to England and Australia. Or Canada. You get the picture. This allows for more playable Civs. The civs can even share the same city name list or have their own new ones.
- Along the lines of splitting civs, I loved that nationality played a part in Civ3, but what if the nationality could revolt and change back into a civ? Say again that you play as England. Say you conquer India completely, eliminating it from the game. But then say that you treat the newly conquered territory really bad and they revolt and try to split from you. Rather than change into the USA, since there would probably be a majority of Indian people rather than English people in the cities, it could split away and turn back into India, bringing the civ back into the game.
- Allow 1 golden age per era, not just per game. If the science method mentioned below is implemented, this would make golden ages more random and less in-the-hands of more experienced players.

Science
- I love the idea of science not being controllable. You just get to pick the field (like military, cultural, civil, social, etc.) If this idea is implemented than you could even base science on resources, like no shipbuilding if you dont have wood, no guns if you dont have saltpeter (you'd have to trade for these resources to discover the tech on your own). That way civs that lack in some areas could excel in others. Say you're an isolated island civ and you don't know anyone else... why on earth would you discover advanced military techniques if spearmen suit your civ fine? You could just research advanced literature, government, and things like that. Then later if another civ meets you, you could trade civs, or they could use their advanced military to try to conquer you. You may have been the only civ in the world to have an advanced government at that time, and the information could be lost to the ages when you get conquered. Things like that have happened throughout history.

Well that's all the time I have to write right now, I'd love to keep going. I'll post more later I guess.
 
I know this....
When I am done with a scenario, I would LOVE to have a better overview of what happend, special occations, how GOOD I was..
PLEASE.. for heaven sake, dont forget to make a complete list of all LOSSES taken and all KILLS made. I really really want to see these numbers. It is actually painful to be finished with a scenario after 3 days, and only 1 minute of hailing me after I am done. I want to go to the hi-score list to review my wins.. (and also defeats) I LOVE to have it stored on my computer for ALL time.

ok ??
 
Originally posted by brianshapiro

...
art
philosophy
literature
politics
...etc...

literature is an artform, therefore the list becomes:

art
philosophy
politics

and i should add

sports
environment

Keep civilized

David
 
Originally posted by Serutan
What I'd like to see:


1. Restore the Civ 2 diplomat/spy unit. I think the current
espionage system stinks.

2. Restore the Civ2 caravan/frieght unit. It wouldn't
necessarily have to operate the same way, but I
think it would be superior to the current trade system.

3. I endorse the many calls for event scripting! And having
a "cheat mode" that allows one to tweak mods while
testing them. And have that mode be flagged so that
a cheater would be obvious in MP games.

4. Like MOO2, have a single screen at the end of a turn that
shows all construction, etc. completed during the turn,
with a notation (color coding?) for those cities whose
build queues have emptied, and need attention..

I disagree with 1 & 2. I really prefer to have an abstract system in those game aspects... having more units moving around slows everything. Also, i remember when the computer subverted a tank from me with a warrior (when did warriors had diplomatical abilities?)

But i really agree with 3 & 4. Specially 4, it's easy to forget what you've done.
 
Originally posted by EdwardTking
My thoughts are that more random factors would be helpful:

MILITARY
(d) for ancient foot armies, limited food supplies; after so many turns away from city or fortress; units take damage and die; unless caravan resupplies them

(e) horse units have to stop on grasslands or plains maybe every fourth term to eat or risk starving; with mounted units reduced to foot units

(f) for modern armies, limited ammunition and fuel; after so many part battles artillery and tanks run out of ammunition, after covering so many squares, mechanised infantry and tanks have to be refuelled by tankers (like modern mini-caravans); if not supplied within so many turns; they become ordinary infantry units

FOOD

cities joined by roads and harbours share a food bank

RESOURCES

should distinguish between raw material (iron ore) and processed material (steel) requiring improvement

SCIENCE

research should not be so controllable; only able to set direction e.g. artistic, civil, social, theoretical, weapons

RELIGION

Abstract (Greeks: increased Science)

Bloody/Sacrificial (Aztecs, Carthaginian?, Vikings, Zulus: reduced Science and reduced War Wearyness, populations reduced by 2 on capturing cities, half captured slave workers killed off)

Earth/Gaian (Incas, Indians and Iroqois: improved happyness, reduced shield production)

Harmonious (Babylonians, Indians and Tibetans: improved happyness, increased war wearyness)

Mechanical (English, Germans, Hittites, Romans: increased shield)

Mystic (Egyptian, Persians)

Philosophical (Chinese, Russian: reduced unhappyness)

Rationalist (French and Americans: increased commerce and science, increased unhappyness and war wearyness)

Zealous (Arabs, Japanese & Turks: reduced war wearyness, no banks or stock exchanges)

Maybe each tribe could have two religious traits!

The religion idea is amazing... but some names may not be adequate. Zealous is intended to represent islam & shintoism... i'd rather prefer Faithful. And Observant instead of Mechanical... that last one sounds too little religious

I agree with food for units... but do modern units doesn't eat?

Everything else is pretty fine, except from bringing back such units as caravan and diplomats. Abstract system is fine, as i stated in another post in this same thread.

Keep civilized

David
 
One thing they HAVE to bring back is individual music for each civ. That was one of the coolest flavor parts of Civ1. I loved hearing "The Battle Hymn of the Republic" whenever America contacted me. I loved hearing Beethoven's 9th when cities celebrated "We Love The King Day." I loved that each civ had it's own song. There are tons of copyright-free musics that have an ethnic feel that the developers could use for this if they don't want to hire a composer. But I want civ-specific and era-specific music instead of this "generic universal soundtrack" crap.
 
Originally posted by Kaboth
7) Wonder movies and animated advisors like civ2. I can't believe I'm asking for graphical features from an 8 + year old game :crazyeye: Hell the advisors weren't very useful, but neither are civ3 ones, but at least the civ2 ones were entertaining :)

You are Einstine sir. The E to the MC squared. Like a double clock speed micro-processor. We're number one in SCIENCE!!! (Very rough Quote!).

:rotfl:

That speach made by the modern science advisor in Civ2 made me giggle every time! I would actually go to the advisor screen in dull moments just to get him to say that! It was even better when the Entertainment Advisor (i.e. the Elvis Impersonator) chipped in afterwards with "Yeah man, that was good!".

Ahhhh, happy days! You have to bring them back for Civ4. PLEASE!!!
 
I really agree with this. Those features may have been just as useless as the ones now, but seriously, they added so much color to the game. Wonder movies, animated advisors, and special music. Headlines, Pliny's frequent trips around the world... come on, those are classic!
 
hi here are a few things

A- Nation flags a captial need to fly a flag of each nation for example london need to fly the english flag.

B- farmland you can farm any where but if you are by fresh water you can irrigate the land making it have more food

C- religion and religious GLs that can expand culture or convert a noncaptial city to your cause you can not convert city bigger than size 8 i have read a few good religion ideas i like them.

D- villages can appear on the map around a city if a city is to crowed for example berlin had 12 population and could grow no bigger with out hospitial people would move out a build small villages thay provide 1 food 1 trade 1 production for the parent city you can farm mine rode build fort over villages and they will still be there but you may pillage them but it will make your people mad

E- roads should look different in each age Acient they wiil be dirt roads middle ages they should be cobble stone industrial pavement streets morden highways this will be graphic only

F- more than one UU for each nation for example germany will have the panzer german spearman and crusader
 
Originally posted by playshogi
Except that some countries never "advanced" i.e. India is still pantheist. It is already slightly offensive that the Civ series makes Monotheism an advance over Polytheism. If they want to enhance the current culture model, that's OK, but introducing "real" religions into a fictional game is a big mistake IMHO. I'd rather see them spend the time developing a more sophisticated government model. However, if they do, then they ought to introduce a more realisitic combat system too. From the brief remark "Introducing more sophisticated concepts of unit experience and upgrades", it sounds like they are still planning to keep the one on one combat again.
\

Bosy pantheism is counter productive. Any relgion that requires thousands of tons of grain to feed a few cows and rats is. Now if these sacrifices are neccesary or not is up to the individual but lets just understand why monotheism is much more affluant than poly or any other except atheism.
 
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