Six ideas that need to be considered.

Mouthwash

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Before I begin, I would like to remind everybody that I have not been on here for quite a while and have yet to play the new version (my last was version 22). So if some of my ideas have already been implemented or have been discussed, please point it out.

1. Realistic trade routes.

I've recently been playing a Rome Total War mod called Europa Barbarorum. It's much more realistic than the vanilla version, and some of my ideas are going to reflect features from it. The first one is RTW-like trade routes.

Like this:


It could be implemented over tiles, for instance, if you had a trade port in a city, you could have trade routes reaching across tiles (scaling to map size and type) to cities within a certain range. If there aren't enough ports nearby or if they aren't upgraded to allow enough trade routes, your loss.

One possible problem might occur if a small body of water gets crowded up and multiple trade routes go through one tile, so we should be able to see detailed information on a particular tile if we click on it or something (information like how many trade routes are passing through it, and details on the trade routes as well). This opens up whole new tactical possibilities such as blockades in open water (which were not possible in RTW due to not having a tile system), trade routes through canals, and making the game a lot more realistic. Maybe it could be combined with that rivers-on-tiles feature I've heard about recently. :cool:

2. Cultural government system.

Another feature from Europa Barbarorum. In EB you have to build a "government" in each city you conquer. There are for types of government (these are only the Roman names):

Italian Regional Government: Only used in the homeland. Allows recruitment of all Roman troops and some elite ones.

Romanized Province: Used in traditional Roman expansion regions. Allows recruitment of most Roman troops.

Lightly Romanized Province: Used anywhere. Allows recruitment of limited Roman troops and some (less loyal) native troops.

Roman Allied State (puppet): Used anywhere. Allows recruitment of few, if any Roman troops but a decent selection of native troops.

I was thinking we could implement something like that in C2C. However, there is a critical difference between the two games- RTW does not have a culture system. In Civilization, we wouldn't be limited to a specified region; the government system would rely upon culture levels.

A newly conquered city would have a low Roman (example) culture level, and at a cost (exterminating some of the populace), it could be increased dramatically. In that way, your starting area could be your homeland, the areas closer to you could be your expansion region, the areas a bit farther away would be less Romanized, and at the edges of your empire there might be puppet states. Puppeting wouldn't be mandatory, because maybe killing 50%? percent of the population would give you enough culture to build the "lightly Romanized" building immediately. I think this makes more sense than having culture be "resource" based.

3. Resource amounts should matter!

I've always hated the resource system in Civ IV. I don't understand how one oil resource is enough and anything over that is just surplus to be traded off. Civ V's solution was stupid as well. I realize this may have been discussed before, but what about providing a boost to production for each resource acquired?

If you want to make swordsmen, each iron resource you possess gives you a ten percent boost to production, with the maximum being +100%, which still leaves room for surpluses. For units or buildings that require two resources, the bonus could be 5% (which still allows for a maximum of +100%). These bonuses could also scale according to map size. Just a thought.

4. Overhaul espionage.

I see absolutely no point to the current system. What we need are spies that go into cities and rack up points for that city alone. In that way, we could have a balanced, interactive, and much more realistic system while getting rid of a source of yet another source of excess micromanagement. Think about it.

5. Make the AI better.

How do you think chess programs know all of those tricks? Unless it's VERY advanced, the vanilla algorithm can't think like that. The programmers will intentionally program specific moves, openings, and strategies into them. We should do the same here, for instance programming Genghis to develop normally but send spies around, and when he finds a possible target, quit all development and rush it (afterwards returning to normal). Maybe Mansa is focused on getting gold, and might build a small empire of rich, vertical cities focused near valuable resources. Izzy will not just be aggressive to heathens and have a higher rate of missionaries, she will systematically focus on converting one or two Civs at a time before moving on (or using the newfound good relations to declare a joint war against the heathens).
EDIT: Seems too unrealistic given the complexity of the game and might make the AI predictable. I concede this.

6. Let us embark units for the love of God!

This was one of the only good ideas Civ V had. I have no clue how hard this might be to implement or if you are willing, it's just always irked me that I've never seen it done in any Civ IV mod. I guess it would open up the possibility of colonial empires. :D


What do you think of all these? I'll go back through it and fix things that you point out are unnecessary, impossible, or already done.
 
6. Let us embark units for the love of God!

This was one of the only good ideas Civ V had. I have no clue how hard this might be to implement or if you are willing, it's just always irked me that I've never seen it done in any Civ IV mod. I guess it would open up the possibility of colonial empires. :D


What do you think of all these? I'll go back through it and fix things that you point out are unnecessary, impossible, or already done.

Don't see what you mean :confused:

We can already embark units, AND have colonial empires. Even in Vanilla :confused:
 
Don't see what you mean :confused:

We can already embark units, AND have colonial empires. Even in Vanilla :confused:

Lol. I meant Civ V style, without needing naval units.
 
Aside from "realism" (a sucker's bet at the best of times in Civilization, which is about immortal god-kings ruling contiguous empires that stretch from the dawn of history to the space age in vanilla, and prehistory to the far future in C2C), what is the gameplay benefit of most of these?

I'm not saying there isn't one, just that realism is not a reason unto itself. You're saying these ideas need to be considered. That's a pretty bold claim to make.

More importantly, C2C is currently sitting on major features that are largely or completely undeveloped, most notably the entire future era and the AI's use of existing features. Adding entirely new subsystems (or whole systems) or changing existing ones from the ground up is just going to leave it in a perpetually incomplete state.

Realistic Trade Routes

I'd like to see more and different things done with trade routes as well, or, at a bare minimum, the existing system made more transparent to the player. This seems like an interesting system.

What's the direct benefit of using it, though? AFAIK, it's possible to blockade/cut trade routes by blockading ports and cutting roads already. Not, admittedly, through rivers. How would this change the way trade routes work, and why would it be an improvement? How would the AI cope with it?

Cultural Government System

Again, this sounds interesting. However, there aren't nearly enough cultural units for it to matter, and it would almost always be beneficial to leave new cities with different cultures to get different cultural units.

Resource Amounts Should Matter

In another thread I mentioned hating how lack of a resource locks you out of units entirely, rather than just making them more costly. Under such a system, one way to make multiple resources matter would be to have them drive down unit costs even more.

Why is a single Oil source sufficient? Consider that there are generally only, what, a dozen or so in the entire world? They're sufficient because just one represents the entire oil reserve of Siberia or Saudi Arabia.

The real question is why are only the incredibly rare and bountiful super-sources of a resource counted for anything.

Overhaul Espionage

I don't understand what you think is wrong with the current system, how you want to change it, or how Europa Barbarorum handles it. An espionage overhaul might be worth doing (it's not that great of a system), but what justifies putting it on the front burner, or, at this point, any kind of burner?

Make the AI Better

A Civ situation with just one city per side and one unit per side is fantastically more complex than an entire chess game, at least the way an AI can understand it.

Locking individual leaders into a specific opening won't make them better. It will make them more flavorful, but also extremely predictable. That won't make them play to win or make the game more fun for the player, and it would be an immense amount of work.

C2C is making AI improvement (and sorely needs it). The KMod base, which I'm not sure C2C is using, makes huge AI improvement to the vanilla game.

However, due to the complexity of the situations in Civ (especially C2C, and these suggestions would all make it even more so), and the frankly atrocious AI we were saddled with from the base game, improving the AI is a matter of fits, starts, dedication and gradual, incremental improvement. There's no silver bullet for it.

(Well, there *might* be - genetic algorithms. But I certainly have no idea how to code a frontend that could run the AI through thousands of iterations to test for greater success, and I'm not even sure it's possible with the Civ 4 executable.)

Embark Units

I'd be okay with this. I'm also okay with transport ships, though. What is it about them you dislike so much? (A lot of people do, to the point Firaxis decided to enshrine this change in Civ 5, but I haven't found them to be all that much of a drag.)

Note that this would break a lot of AI code that's been hard-fought-for.
 
I'm not saying we should get to work on all of these immediately, I'm just saying that they should be considered at some indeterminate point in the future.

Realistic Trade Routes

The current system of only blockading ports is extremely limited. This way, even naval combat and trade becomes tactical. The AI might be programmed to place higher value on canals and chokepoints, and a "trade empire" will actually have some meaning. I can't comment on what will happen in practice; I'm just throwing the concept out there.

Cultural Government System

You miss the point. It doesn't necessarily have to be about units, it could relate to stability or how effective that city is in general.

Resource Amounts Should Matter

Maybe this could be optional for each game. I just hate how G.E.M. makes a mockery of resource trading.

Overhaul Espionage

Again, I never said it was urgent. EB espionage is realistic (except for the spies dying of old age) and most importantly, fun.

Make the AI Better

I'll concede this one.

Embark Units

Only if it's worth it, I guess.


Also, the entire hero system desperately needs to be made optional for each game. I can't stand them and never use them even if I can. And wasn't there a nomadic prototype the was being discussed a few months back? I'm just trying to catch up on things here.
 
Realistic Trade Routes

One thing I would like to see done with trade routes is give the player control over which cities to trade with and which not to. I don't mind there being defaults if the player never wants to mess with it but having a choice would be nice especially with the way crime and disease will be working.

Cultural Government System

Some methods that may or may not be similar to what you're mentioning are in design stage at the moment. Some of what YOU are discussing seems to be in part an idea to give each culture some specific unique civics, which was an idea floated in the forum elsewhere but hasn't really gravitated here... yet. Probably a good idea but a long ways off.

Resource Amounts Should Matter

Another concept many have brought up, including myself, and may eventually become a project to address. Its just tough to determine an exact method is all. They DO matter for corporations at least.

Overhaul Espionage

I get your points as to the flaws in the espionage system and how they could be improved. But the current system works and is one the ai understands so its not likely to undergo much of an overhaul anytime soon.

Make the AI Better

Koshling's a genius in this dept. Its under not only constant ongoing adjustments and improvements but is also a very current project to address a number of ai improvements. So yeah... noted and under development (always.)

Embark Units

I must admit I really don't know what you're talking about as Civ5 broke the Civ chain for me by restricting to one unit/tile in the first place. Thus I won't play it. But if you're suggesting a way to do away with transports... ugh. I don't think I like the sound of that.


Also, the entire hero system desperately needs to be made optional for each game. I can't stand them and never use them even if I can. And wasn't there a nomadic prototype the was being discussed a few months back? I'm just trying to catch up on things here.
What makes the hero system not work for you? Some specific points of feedback aside from 'can't stand them' would be helpful to improving their design. I actually REALLY like them. But I like to hoard as many little game bonuses as I can and they offer more to collect and utilize.

The Nomadic Start is a project that will eventually get well fleshed out. All developers here are interested in the project, but none are committed to it right now due to other projects we're involved in. We also haven't really completed a design plan for it yet and are still debating some points on the matter, points that none of us seem to be quite ready to fully discuss out yet due to our own goals taking immediate precedence. So its something that's coming, and probably fairly soon in comparison to other projects, but may require a bit of patience still.
 
I have suggested that military only heroes, those that can't build achievements, be off if the Great Commanders option is off.

I think that Great Commanders should also be expanded to introduce doctrines like in Total War, previous version of RI, and the lesser Military Instructor. The lesser military instructor allows units to be trained in a city eventually getting 1-2xp or a promotion available from that city that they don't have. The more lesser instructors the faster the training.

After doing some reading on nomadic cultures, I a not convinced about our current direction. However I think it is a lack of diversity issue rather than just what we have being wrong.
 
Embarking units ala Civ 5 means that a land unit can be moved onto a water tile and will essentially make it's own transport ship. It's... okay, I guess? A less granularity/less micromanagement option seems like kind of a strange fit for C2C, though, and I've never understood the hate-on a lot of players have for transports.

The idea of being able to specify trade routes sounds very cool.

As for heroes, I personally find them unbalanced, but in a way that will presumably be fixed over time. The AI doesn't seem to get and use them effectively. Maybe they are using the ones that create Achievements and I'm just not seeing it happen, but I've never seen a military hero in an AI's stack.
 
I must admit I really don't know what you're talking about as Civ5 broke the Civ chain for me by restricting to one unit/tile in the first place. Thus I won't play it. But if you're suggesting a way to do away with transports... ugh. I don't think I like the sound of that.


What makes the hero system not work for you? Some specific points of feedback aside from 'can't stand them' would be helpful to improving their design. I actually REALLY like them. But I like to hoard as many little game bonuses as I can and they offer more to collect and utilize.

1. Nothing to do with 1UPT. It's just better and more efficient, for the player but especially for the AI. Maybe this could also be optional?

2. They're wild cards. Totally unrealistic and yet another element I have to incorporate into my strategy. I will not lead an invasion with freaking Lara Croft. What's incredible to me is that this was made mandatory in the first place.
 
Some methods that may or may not be similar to what you're mentioning are in design stage at the moment. Some of what YOU are discussing seems to be in part an idea to give each culture some specific unique civics, which was an idea floated in the forum elsewhere but hasn't really gravitated here... yet. Probably a good idea but a long ways off.

What? My idea has nothing to do with that. The "governments" I'm talking about are regional ones, for each city. They're buildings.

On a side note, all of the cities with the "homeland" government could become part of your historical homeland, which opens up all kinds of RFC-like possibilities.
 
1. Nothing to do with 1UPT. It's just better and more efficient, for the player but especially for the AI. Maybe this could also be optional?

Embarkation just makes it easier to destroy incoming invasions. The AI knows how to build an Armada to launch an invasion. It just does not do it in c2C often. Although I suppose it does mean you would need 6 times the navy to stop an invasion since you will need to defeat each troop unit rather than just the troop transport carring those troops.

BTW has anyone else notice that sometimes the troops in a transport that is sunk make it to land?
 
6. Let us embark units for the love of God!

This was one of the only good ideas Civ V had. I have no clue how hard this might be to implement or if you are willing, it's just always irked me that I've never seen it done in any Civ IV mod. I guess it would open up the possibility of colonial empires. :D

Besides the Hex tiles and one unit per tile, the embark feature was one of the top things I HATED from Civ5. Planning out how your units cross water is one of the things I love about Civ4 (and other games like Age of Empires). Land units turning into ships seems like super cheese to me. What are they pulling a boat out of their butts? Or are they like transformers that can turn into boats?

Also having land units instantly turn into boats takes away from amphibious or flying units such as hovercrafts or airships which main strength is that they can go from land to water without boats.
 
Besides the Hex tiles and one unit per tile, the embark feature was one of the top things I HATED from Civ5. Planning out how your units cross water is one of the things I love about Civ4 (and other games like Age of Empires). Land units turning into ships seems like super cheese to me. What are they pulling a boat out of their butts? Or are they like transformers that can turn into boats?

Also having land units instantly turn into boats takes away from amphibious or flying units such as hovercrafts or airships which main strength is that they can go from land to water without boats.

You hated hex tiles? That's not a criticism I've ever heard. >.>
 
You haven't looked very hard then; didn't much care for hex tiles either. :p


And yeah, land units magically transforming into transport ships was stupid as hell. A few galleys with the transport upgrades (+escort fighter ship or two of course) can transport a lot of units so it's not like you have to wait until more modern transport ships in C2C to launch those oversea invasions.
 
1. Realistic trade routes.

Something like that was in Call to power and entire map was cuted by this trade routs lines. It were everywhere and makes map ugly and hard to understand what going on. So enable it only as an option please.
 
And yeah, land units magically transforming into transport ships was stupid as hell.

Yes, it's unrealistic, but the gameplay value / comfort factor cannot be underestimated. This should be clear to anyone who's played Civ5. In Civ4 it's a major hassle to settle and improve an island empire or perform an invasion from the sea.
I think some mod or some such attempted to balance the Civ5 system by removing gold or resources each time a military unit transforms into sea transport, I can't rememeber where I saw it. Anyway, easing sea transport (before undersea tunnels) is a noteworthy suggestion from the OP.

The rest of the suggestions I don't have much of an opinion on, though. Resource management would be such a major system change, I feel it would take a lot of time and testing, but it might be worth it.
 
Anyway, easing sea transport (before undersea tunnels) is a noteworthy suggestion from the OP.

I for one wouldn't want it to be standard/mandatory then, I happen to like building and caring for my mighty sea-conquering armadas. :D
 
Maybe it's me, but I didn't understand the full value of the embark function. I much prefer just loading them on a ship and transporting them. There are very few things I like about CIV V. The graphics and sound are pretty much it. Comparing it to CIV IV is like paying a lot of money at a fancy restaurant for a beautifully crafted dinner made with the best ingedients but such a small serving that it's ultimatley unsatisfying then going home to a thick slab of homemade meatloaf, mashed potatoes, green beans, gravy, then sitting on the couch to undo your belt, belch, and think "now THAT was a meal!"
 
You haven't looked very hard then; didn't much care for hex tiles either. :p


And yeah, land units magically transforming into transport ships was stupid as hell. A few galleys with the transport upgrades (+escort fighter ship or two of course) can transport a lot of units so it's not like you have to wait until more modern transport ships in C2C to launch those oversea invasions.

I actually like hexes and 1upt but units transforming into ships I could do without
 
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