One thing that should not be changed

WS78

Chill moan!
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May 23, 2004
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Name a concept that should not be abandoned in the next installment.

I think the culture/border idea should remain or be expanded.
 
I agree that, though it can be 'expanded and improved upon', the underlying premise of borders and culture should remain in the game.
The only other thing I can really think of is Diseases/plagues and volcanoes. Of course, these too could be expanded on and improved.
Everything else, IMHO, is up for grabs.

Yours,
Aussie_Lurker.
 
Turn-based gameplay (although Soren said this is a given)
 
i would make an ajustment borders create both a political and culture border have culture border extend only to the point where ur cultrul is so if u capture a city and has no cultrul there is no cultrul border, however there is a politcal border, but the politcal border covers you actual border and can only expand if threw a cultrul flip or some sort of capture of another city. also enemy soilder\units can go into cultrul border but not in politcal borders also this idea would have to use the province idea so that u wouldnt have a piece of land inside ur cultrul border but it would not be in a city radius and not within politcal borders


YES NO MAYBE
 
Fresh vs salt water! This was a major improvement in Civ3 from Civ2. :goodjob: to Firaxis for that one!
 
Unique Units. I really liked these in Civ 3, and want them back-heck, I also want more, such as hopefully unique buildings, with each building having a different name and look per culture, and each nation having it's own unique building all to its own.
 
Well, there's a lot of things that would fall into that category.

As far as the most vital of them, WS said it with turn-based gameplay (obviously).

As far as the non-obvious stuff that I would like to remain, my vote would probably have to be with a type of resources and trade system (though Civ 4 will no doubt have something to do with them, but it's hard to pick something obscure AND vital :p).
 
Corruption needs to be improved, not dropped.
 
warpstorm said:
Turn-based gameplay (although Soren said this is a given)

If they changed this, I would have no choice but to not buy the game.
 
Off the top of my head...

KEEP (AND IMPROVE)

- culture
- cultural victory
- culture linked borders
- mod tools
- scenarios
- armies
- great leaders
- small wonders
- fascism


KEEP, WITH SERIOUS NEED FOR IMPROVEMENT

- multiplayer
- fast games (CTP, Regicide, need more...)
- resource-tiles
- embargos
- corruption (or some kind of detriment to a wide pluralistic empire)
- the lack of AI gang-bangs (good, but more competition would still be nice)
- feudalism, communism, democracy
 
Build units with improvements (like Tank factory produces 1 tank every 10 turns)? There's no such thing as "every city can build a stealth bomber". GRRRRRRR
 
Bibor said:
Build units with improvements (like Tank factory produces 1 tank every 10 turns)? There's no such thing as "every city can build a stealth bomber". GRRRRRRR


That was in Civ3? Whoa. I'm really out of it.
 
I think it was more in the scenarios. Some of those were really neat, and I'd like to see Civ 4 hardcode some of the really cool things about the scenarios.

Culturally sensitive tech trees (middle ages)...
Culturally sensitive wonders (middle ages)...
Culture-linked abilities (mesoamerica)...
Economic victory (age of discovery)...
Unit-producing buildings (age of discovery, middle ages)
Need X number of a building type for a wonder (middle ages)

Putting these elements in the context of an open game would add a new dimension, a new strategy, more choices.
 
I am a simple fan, so I would just say...whatever you do, don't make the game any less fun:)
 
Although I do like the concept of 'unit producing buildings', I would also like them to extend the concept in order to make buildings a prerequisite for building certain units-much the same way that certain buildings are prerequisites for OTHER buildings.
This would work in much the same way as the current 'Knight Templar' and 'Statue of Zuess' wonders, its just that it could apply to Small Wonders and improvements just as equally as it could to Great Wonders, and it wouldn't produce units automatically every X turn. Instead, you would NEED that building in order to build the unit AT ALL! Hope this makes sense!

Yours,
Aussie_Lurker.
 
Hearing you loud and clear, Aussie.

I mean, how could you build a fleet of bombers without an airport?
(well, maybe not the best example, but trying to illustrate comprehension)
 
One possibility is that they could have building 'automatically' build certain units, but the buildings would be very expensive to upkeep. This would require that you create a serious 'wartime' economy. This could, theoretically, be done now with small wonders, but would take quite a lot of work.
 
i have already done this with my ww2 scenario.
it's really not complicated at all....
the upkeep of the building absorbs the cost of the unit so that
there is no free unit. i simulated this with the synthetic oil the germans used in ww2.
the building is a normal improvement that requires certain resources within its city radius and it's cultural so that it disappears when the city is captured (wouldn't want russians producing german panzers).


rcoutme said:
One possibility is that they could have building 'automatically' build certain units, but the buildings would be very expensive to upkeep. This would require that you create a serious 'wartime' economy. This could, theoretically, be done now with small wonders, but would take quite a lot of work.
 
Wow.. Surprised no one said it. Maybe I am the only one that felt this was one of the biggest and kewlest improvements to the game.
RESOURCES!

These have changed tactics and strategy entirely. Its just such a beautiful concept :D
 
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