Possible new civilization game: make our own!

This idea looks amazing,
I'm not a coder, but I enjoy doing writing civ-pedia entries and other scripts. Let me know if I can help.

Some great ideas already,
love the idea of internal civil wars within a civ.
love the graphics ideas. I always found the 3-d graphics of civ4 took away from the feeling of a strategy game.
I'd like to see the religion aspect of the game implemented.
I agree with what a lot of people have mentioned about the conquest aspect of the game being made more realistically.
An aspect of civ2 I'd like to see again is establishing trade routes between cities to make income.;)
 
Another feature i'd like to see is the return of the ability to make singular and plural civs. Also i'd like to see a separate cultural group for Africa.:please:
 
Another feature i'd like to see is the return of the ability to make singular and plural civs. Also i'd like to see a separate cultural group for Africa.:please:

Everyone would like to see more culture groups because it's so annoying when you are stuck between what to do from only 5 in any mod.
What do you mean by singular and plural?
 
In the civ 3 editer you have option to make singular or plural civs the only use it got was in the Sengoku scenario but i think it has more potentuial.
 
Oh another thing I would like to see is land transport...
You can download it but the AI doesn't know what to do with it which really annoyed me :(
 
Hi!

What a great project. I wish you the best of luck with it.

My ideas/additions are quite big but if implemented early perhaps they could work.

I'd love to see a world like that planned in the Civ 4 mod Gaia...
With withdrawing and emerging snow during winter in the far north.
WIth terrain changing from savannah/desert to flood plains in summer near larger southern rivers and such.



Less important/fancy stuff.
___
Perhaps a system/engine like that in Alpha Centauri would be better suited for this?
Or perhaps its possible with a Civ like to.

I'd also very much like a competent AI and most importantly units having bonuses Vs different units like in Civ 4.

Perhaps a less ambitious form of religion could also be included. I think the one in Civ 4 was to much. But perhaps having the same religion as someone ellse would give you some minor relationship bonus or something?

A religious mod already exist for Civ 3 so perhaps this could be independentl done by others anyway.

Armies should consist of only one unit to make it easier for the AI like they do in some mods. So as soon as you load a unit into the army it becomes 3 times stronger than its normal form. Check out the byzantium mod for this.

I have a few more ideas but I wouldn't want to rush you! Good luck again!

Oh I saw those screenies and I came to think about something.
Perhaps some tiles can be like they are now at the shores and un-boardable. Meaning you can't drop any units there amphibiously (except perhaps special forces) while on other, more beachlike shores you can?
 
That's not a dream, that's a nigthmare. It will be much better than Civ 4
:lol: I agree Totally Steph!
Personally, I do not believe I would like the Multi-tier Map situation even though there are psople who seem to want it.

As CiaranB123 mentioned...Setting the AI so they will Use Land Transports is another Very Important thing to add.

I will also add that it would be Very Helpful to be able to "Paradrop" Naval Mines into the Ocean where they could be Immobile and function as they should Rather than having to set them as a Ship so they can move where they are wanted. A Ship should also be able to Transport another Water Craft. This would at least allow Naval Mines to be transported as a Water flagged Unit for placement. Ships do carry Marines and their Water Transports as well as Life Boats so the above settings should be added for use if possible.

IF anything is emulated, I believe it should be CIV III Conquest but with added settings that will make the Editor much more Usable and the AI more Effective with the many different games that can be made from it.
...The Graphics and Interface will no doubt be changed and improved but I see no need to Drastically move away from the Basic CIV III Conquest Game in general. IF I am not mistaken, this was the Reason and Goal for trying to get the Source Code in the first place.

Please stay basically with CIV III Conquest with the Goal of adding the many Improvements we have all wanted and needed, especially in the Editor and settings that will allow the AI to do what we want such as use Land Transports and settings that will allow ships to transport Naval Mines.

...Not sure what all you can and or want to do Steph but making Drastic changes with everything will require many years to complete.
 
So far with the map I'm close to civilization standard, with a few variation:

- I don't want a limit. You should be able to add as many different type of mountains, vegetation, terrain as you want.

- I want the different direction to be different. The North coast of a one tilen island could be a cliff, and the south a beach. When building a road, I don't see why it should link to ALL the adjacent tiles with a road, etc.

However, I think we should not have CivIII to close in mind.

Like the remark about culture group. Why should we have culture group? Wouldn't it be easier for instance to have individual city graphics and citizens icons for each civilization?
 
Each civ as its own culture. I think of culture groups abit differently Steph my comrade.

-Common technologies
-Some overlapping units(but with different graphics)

Some civs would could share the same city graphics though, in certain periods, like Khmer and Burma.

I would have an epic game with Empire Earth as the model for ages:

Stone Age, Copper Age, Bronze, Iron, "Dark Ages", Middle Ages, Renaissse, Age of Reason, Industrial Age, WW1, Atomic Age, Information Age.

Then the fun part...

Synthetic Age(true AI, robots for combat and non-combat purposes, advanced genetic engineering etc also aerospace travel, commercial and military), Nano Age(truely advanced robotics, space colonys in the solar system, energy based weaponry, basic starships.), and the Quantum Age(advanced starships, think Starcraft)

I would give different civs different futurist units based on their culture, and my personal preference. A good example is Redalert3 for this.

Wonders would be buildable, by all factions. But heres what I would do differently, the graphics would vary by culture. I think if China had built Rome's collisium, it would look different :).

I'd include Religion, with religions buildings, techs and UUs to go with them. They would add things to the tech tree, and influence your development. They would spread differently.

I think the Civ4 civics idea is a good one. I'd also include Unique Civics for some civs. Roman Republic for the government for example.

I'd include these civs:

Iroquois
Lakota
Seminole
Haida
Mississippians

Chinese
Vietnamese
Khmer
Burmese
Thai
Koreans
Yamato
Ainu

Malay
Samoa
Hawaii
Rapa-Nui
Koori

Aztecs
Mayans
Olmecs
Teotihuacan
Zapotecs

Incans
Moche
Nasca

Arawak
Maphuche

Spain
France
England
Poland
Austria
Germany
Norse
Russia
Romans
Byzantines
Portugal
Macedonia
Sparta
Athens
Byzantines

Sumerians
Akkadians
Babylonians
Hittites
Asyria
Persia
Carthage
Egypt
Hyksos

Arabs
Ottomons
Israelis

Nubia
Ethiopia
Maasi
Zulu
Benin
Mali

Maurya
Harrappians
Chola
Mughal
 
I would like to set terrain passability by unit/unit type. In other words if develop a mod with space, and large planets with various earth terrains (plains to Mountains) to include sea/ocean, I'd like to be able to set what can travel in what based on the unit/terrain. Thus an advanced space ship with anti-grav could travel on everything, an anti-grav tank on most ground terrains and sea coasts, or something like this. May not be easy but would add that additional level of flexibility to game mods. Also if can add new terrain types then can have more flexibility as to how used.
 
I always thought it was weird that culture played such a large part in the game.... really culture should be based upon who starts near you not a predefined thing...
I fully support this project and wish I knew more then HTML and XML... Just try not to get to over whelmed really... I don't want to see you burning yourself out over this, as cool as it would be...
 
Each civ as its own culture. I think of culture groups abit differently Steph my comrade.
You are completly missing the point. A list of age or civ, or culture group, is useless. This is a modder/ scenarion maker job, and is irrelevent for the design of the game engine.
What is important is:
- Do we want different building for each civ?
- Do we want flavour units for each civ?
- Do we need ages? Should it work differently?
- Is is possible to have civ specific tech? how should it work,

If the engine allows that, then you can add whatever civ/age you fancy.

In other word, don't let yourself be trapped by CivIII, think broader, in term of mechanism, not in term of implementation of the mechanism.

JSnider said:
I would like to set terrain passability by unit/unit type. In other words if develop a mod with space, and large planets with various earth terrains (plains to Mountains) to include sea/ocean, I'd like to be able to set what can travel in what based on the unit/terrain. Thus an advanced space ship with anti-grav could travel on everything, an anti-grav tank on most ground terrains and sea coasts, or something like this. May not be easy but would add that additional level of flexibility to game mods. Also if can add new terrain types then can have more flexibility as to how used.
This is of course a basic requirement. The terrain engine should be very flexible to allow this kind of options.

jewmpaloompa said:
I always thought it was weird that culture played such a large part in the game.... really culture should be based upon who starts near you not a predefined thing...
That's because Firaxis also screwed the culture group... If you give Camel units to Arabia it looks historical... But if you start in tundra area, it looks stupid.
If you give every civ camels and make camel resource in desert only, it partially solve the problem... Except then you need to make camel for everyone, and you can end with Viking camels :crazyeye: Not very historical.
A very simple solution is to associate each civ with a "preferred" terrain, and even on random map, place the starting point of the Arabia civ near a desert, and Scandinavia up north.

jewmpaloompa said:
I fully support this project and wish I knew more then HTML and XML... Just try not to get to over whelmed really... I don't want to see you burning yourself out over this, as cool as it would be...
Well, for people who wants to support the project and don't have skill, donations are always welcomed ;). I've set up a Pay Pal donation accessible from my CivIII utilities website (link in sig).
 
- Do we need ages? Should it work differently?
- Is is possible to have civ specific tech? how should it work,

- Honestly I really enjoy the free flow that CIV 4 allows for their tech tree. That and the type of unit vs. dif. type bonuses are some of the aspects of civ 4 that help make up for the horrible graphics and weird rpg crap...

- I think that you should allow civ specific tech, it allows so much more modding potential (as far as your original game that would be up to ifyou want it to be present)... you could set it up similar to units in civ 3 were modders could select which civs can research it... just some thoughts...

- Also Steph I would donate some unfortunately right now I have zero gold and might need to disband a few units to pay off the civilization of college.... ;)
 
You mean like an APC or how chariots are supposed to work?

Yea like that :)

Sword_of_Geddon said:
Stone Age, Copper Age, Bronze, Iron, "Dark Ages", Middle Ages, Renaissse, Age of Reason, Industrial Age, WW1, Atomic Age, Information Age.

That would be alright for ages but with Early, High and Late middle ages and maybe not copper age and WWI and WWII together, with atomic age as cold war age or something...

Steph said:
Well, for people who wants to support the project and don't have skill, donations are always welcomed . I've set up a Pay Pal donation accessible from my CivIII utilities website (link in sig).

I would but you have to be over 18 :(
 
- Do we want different building for each civ?
I'd say to allow for a large (I'm not sure unlimited would be possible) amount of culture groups.
But for the most part, I'd say leave the civs alone (how they work at least), but perhaps there could be a brainstorm of additional traits to add to the civ.

But I would like to see colonies somehow work. Better than the colonies of Civ III now. I'd also like to see wars work better (an occupy mode, and perhaps a way to capture a few key cities like you said before and win the war, but have a chance of them coming back)
- Do we want flavour units for each civ?
I say make maybe 1 or 2 civ specific units, and maybe have some overlapping cultural units, but I'd say pretty much keep it the same way it is right now.
- Do we need ages? Should it work differently?
I vote ages, yes, but perhaps an ability to add more ages
- Is is possible to have civ specific tech? how should it work,
I'd say make civ specific techs work similar to how it works with Civ III mods. have the tech have a pre-requisit of a non-tech age that is granted at the beginning, or something like that. But culture specific techs might work too, in order to allow certain units or certain buildings to be built in one area, but not another (eg-ball courts for Mesoamerican Civs but not European civs, etc...)


but those are just some ideas... don't necessarily need to use them
 
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