Possible new civilization game: make our own!

I think it would be cool if you could set different things making other stuff... sort of...

eg. If you have 2 factories, you could set one making tanks and another making rifles, instead of just the city building one thing every turn.
 
I think it would be cool if you could set different things making other stuff... sort of...

eg. If you have 2 factories, you could set one making tanks and another making rifles, instead of just the city building one thing every turn.

That brings up another idea. There should be a way of limiting what a city can build based upon where it is or what is in it. So for instance a Chinese city within the Chinese empire could build say first rate combat units. But any captured cities which don't reside within the cultural boundaries of China proper would have to create second rate units or something like that. I've been wrestling with this problem in the Civ III mod I've been working on. For instance I don't want to be able to build battleships on Guadalcanal island. But with the trade options in Civ III all cities in the empire can build the same types of units through trade routes. So the only option in Civ is to eliminate trade routes altogether. Not a very satisfactory solution. :(
 
That brings up another idea. There should be a way of limiting what a city can build based upon where it is or what is in it. So for instance a Chinese city within the Chinese empire could build say first rate combat units. But any captured cities which don't reside within the cultural boundaries of China proper would have to create second rate units or something like that. I've been wrestling with this problem in the Civ III mod I've been working on. For instance I don't want to be able to build battleships on Guadalcanal island. But with the trade options in Civ III all cities in the empire can build the same types of units through trade routes. So the only option in Civ is to eliminate trade routes altogether. Not a very satisfactory solution. :(
In CivIII you can easily solve it by using resources in the city radius, as long as you work with real world map, and can use unit producing building.

This being said, the production of cities and the technology model have to be seriously redone.
 
Steph... I know you are serious and if anyone can have a chance of Accomplishing it YOU can :)

After all is said and done with all the Desired Settings and preferences stated... YOU must decide on what is Possible for you and that you believe you can accomplish.
If I know anything it is this... WE must Champion our own Goals. This is because We know better than anyone else, the Details involved with our personal goals and Only we can make that happen. Help by any Kindred Spirit is always appreciated and will speed the process but in the end, it is the individual with their Goal who must Organize and instruct anyone to help them in what they alone see more clearly.

Perhaps I can Help you in some way with Graphics or other areas... I am very serious about anything I work on and Your Endeavor is Certainly worth while.

It has been my desire to Finally complete EFZI2 and I am working on that now. This is because I Always finish what I start. Hope to Complete it This Summer.
I will try to keep informed about your pursuit of this New Personally Improved CIV Type Game and If I can Help you, I will.

...We ALL want we want and I hope you can sort through all the desires to come to a Reasonable List of what you can do...even with help.

Most people know what they want but have no Good Idea of what that means to accomplish.

Keep Organized and On Track for the basic Goal.

IF this Endeavor comes to Fruition...it will be a Meritorious Accomplishment that will stand above the CIV Game for personal Modding and Gaming purposes. I regret the NO answer regarding the Source Code that you would have kept Proprietary for use but this No answer can serve to inspire better end results without it :) Endeavor On :rockon:
 
Very neat looking screenshot, especially the coast.

Another thing to think about is multiple maps, or layers. I loved how CtP had the space layer above the regular terrain, that alone was so cool. Using that kind of layer system would allow fantasy mods to have an underground and sky, like ToT and, would give sci-fi mods a double zoom kind of system/galactic or planet/system/galactic view.

And about the conquests problem, perhaps the 'occupy' could be a stage between enemy controlled and player controlled, which would give the enemy some time to recapture their city with all the culture and improvements, replacing the resistance phase. Individual mods could change how long this period is, or a player could be prompted to actually annex the city, which would add financial burden and would anger the mother country. You could purportedly keep it occupied forever, or barely any time at all, or give it up to the mother country for cities they occupy, or even set up a puppet government. That's a whole lot, but it would be very cool.

Wow, stole the words right out of my mouth. Seconded; all of it.
 
There are a great many things I would like to see in a Civ type game that are missing from the Civ series.
Absolute #1 on my list is this:
I would like the ability to come back from the grave. That is to say if my civ gets wiped out early I have the option of letting the game continue as a spectator and rejoining later if/when the opportunity arises. I often want to see how the game would continue even without my civ. Also being able to rejoin later opens opportunities for revenge...

In order for this to be worth while there will need to be frequent opportunities to reenter the game. Here are a few ways this could happen.
1) Barbarian promotion. Allow barbarian settlements to become new civilizations on occasion. If there is a spectating player he becomes the new civilization.
2) Civil War. If civil war can occur then a spectating player can become the rebelious faction and reenter the game that way.
3) Revolt. If a conquered population is able to carry out an armed revolt against the conqueror this becomes an opportunity for a spectating player to reenter the game, perhaps even leading his original civ again.
I am sure other circumstances can be thought up for a player to reenter the game.
Also I really like the idea of having new civs appearing throughout the game as it will make things more interesting IMHO, as well as more like history.
 
In CivIII you can easily solve it by using resources in the city radius, as long as you work with real world map, and can use unit producing building.

True but this is not an ideal solution. The build times then become homogenized for all cities. Building an autoproduced tank in one city takes the same time as any other no matter how big or small the city or how much production capacity in the city.

Also there's the 256 building limit and I'm still a little skeptical on how well the AI will utilize Civinator's ingenious method of creating multiple unit lines per building (at least until I learn more about it).

Then there's the issue of how effectively the AI will manage switching unit producing buildings to meet military needs. Unit producing buildings would need to have the toggle, "replaces all buildings with flag checked" or else a player could load up a single city with 50 or so auto-production buildings and spam units at an incredible pace. Will the AI effectively and economically build different unit producing buildings to replace current ones? When a city needs to switch between fighter production and defensive land unit production will the AI do this?
 
I like the ideas that I've seen, but I also have a few things to add.

I like one idea that I saw talking about layers. I would also like to see layers added to combat. I'm not sure how naval combat or air combat would work out right now, but as far as land combat, each unit (i.e. tank, infantry, etc) represents not a single <insert item here>, but a company, platoon, or battalion. I would like to see a zoom feature when combat is initiated. Let's say two opposing tanks met in battle. The camera would zoom into a battlefield with the predominate terrain that the battle was taking place on. Instead of just two tanks fighting it out, there would be multiple units that you could control. You could have the option to skip and the combat would be auto determined by the computer just like civ is now, or you could elect to control your individual tanks and try to win the battle that way. This would be a very nice feature if the battle is a critical one, or you were trying to defend an important city, like a capital or major production center.

I have a game called supreme ruler 2020. Supply lines play a major part in combat and whether or not you have control over a certain region. I would like to see a system in place similar to this game, but maybe a little more indepth. On supreme ruler, your units have a certain amount of time that they can be deployed outside of your supply zone radius. If you want to resupply them, you have to use things such as supply planes, supply trucks, or supply ships. If you don't resupply them, your units will just sit there, unable to move, or fight, and would slowly lose health (to simulate the men starving) until they die if they are not destroyed by the enemy first. This way things like roads and railroads would play a bigger part than just serving as trade routes and increasing movement, because you would need roads to supply your territory in order to keep it under your control. In order to prevent there being too much to do, you could automate supply vehicles and they would move unnoticed. You could set a certain route that the supplies would travel and take special care to defend those routes. This would add more realism to the game so you could more accurately recreate scenarios like the battle of the Atlantic. This would also serve the purpose of making the player consider waging war more carefully and keeping the AI, especially on harder difficulty levels, from landing a transport full of advanced units on your land and then tearing through your less advanced defenses with just those few units.

Am I making any sense here?
 
OH YES. I'm not sure if this is possible, but there is something that I don't believe has been mentioned yet that I would like to see happen.

Multiple leaders for one civ. Not meaning you can play as Napoleon or Joan of Arc. Meaning you can play as Napoleon AND Joan of Arc. Perhaps as you change era's you change leaders, just to be a BIT more accurate so that you don't have 1 leader living 6050 years
 
I like one idea that I saw talking about layers. I would also like to see layers added to combat. I'm not sure how naval combat or air combat would work out right now, but as far as land combat, each unit (i.e. tank, infantry, etc) represents not a single <insert item here>, but a company, platoon, or battalion.

If this idea is like, for example, if you have 2 tanks on one square and an infantry attacks it, both the tanks would engage in battle not just the one, then I think it should be like that too...
 
Maybe you could customize companies. You could have a tank company with an infantry platoon attached. This would serve to effectively simulate the combined arms concept. This wouldn't replace armies, but it would make an individual unit more effective. The problem is, getting the AI to use these features.
 
Work in progress map engine

Forests.jpg
 
Looking good there:goodjob: is there going to be multi tier maps like the civ2 midgard scenario?
 
Looking good there:goodjob: is there going to be multi tier maps like the civ2 midgard scenario?
Not decided yet, but I don't see why we couldn't make it if we make our own, we are FREE from the evil oppression of Firaxis / 2k games ;)

Ares de Borg said:
Looks good. Where did you get those cliffs?
Made specially for the game by a French artist.
I hope he'll be able to do the rest of the map graphics.

But if you are interested, you're welcome aboard.

And something that may not be obvious... The forests are built dynamically from individual tree graphics (so two forests will almost never be the same!) and with different density (light medium, heavy)
 
I hope he'll be able to do the rest of the map graphics.

But if you are interested, you're welcome aboard.

I'm quite busy at the moment, but I could provide some texture patterns if that would be of any help.
 
And something that may not be obvious... The forests are built dynamically from individual tree graphics (so two forests will almost never be the same!) and with different density (light medium, heavy)
I noticed right away. That itself is really cool, and makes this Civ III look-alike look more like a Civ IV look-alike.:)
 
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