Some ideas for next expansion.

Desert-Fox

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1) Something for water tiles(Wonder, tech or building) so each water square produce +1 hammer.

2) Divine Right : First discoverer gets also free Prophet(Islam is quite underpowered due the late appear).

3) Theocracy : You can forcefully burn a nonstate religion from your city(If it is not founded by you). Your city should be atleast size 7, you lose 1 population and get 3 unhappiness.

4) Environmentalism : Each city grows 2 pop point when food supply exceed the limit.
 
1) Civil Wars!!!!!!!!!!!!!!!!!!!!!!!

2) Hereditary Rule - a tile already producing 2 shields produce one more.

3) Pagan Temples - in the early game if you don't have religions you can build pagan temples. 75% the price of temples, provide 1 happy face, can train 1 citizen into priest, but no culture.

4) Cannot adopt religious civic other than paganism without a state religion. (i recently had a very annoying situation where a religion-less Hatty adopts Theocracy)

5) Economic civics should be available quicker: Free Market with guild, maybe?, and Mercantilism with civil service?
 
1) The Ai do war with each other more oftern (i'm in 200bc and theres only been 1 war with agressive AI turned on)

2) dales combat mod should be put into the main game files (M,A,D nukes, missile code etc)

3) something done about the lack of sea use (AI build and use ships/carriers more than they do now, a sea tile improvment like mines or something to protect from the AI subs dropping spies on your land)

4) UN could have peace keeping missions if its voted against you or the AI you'll see UN units attacking mines Iron, copper, aluminum, etc; for 3 turns

5) barb's that build cities could turn into a civilization of its own (how do you think we got here?) you could pick the number of barb cities you want to be able to turn into a civ at the start of the game in the options

6) helicopters that can fly on water aswell as land, I know theres a mod for it but this should already be in the game. I mean who knows a helicopter that won't fly over water?

7) Add the units that are missing from civ3

8) Remove "you traded with our worst enemy" or at least don't let them remember for the rest of the game
 
3) Theocracy : You can forcefully burn a nonstate religion from your city(If it is not founded by you). Your city should be atleast size 7, you lose 1 population and get 3 unhappiness.

This makes sense to me, as theocratic states aren't very tolerent of other religions. I would perhaps lesson the unhappiness and add that non-state religions can't build religious building in the cities which are converted to the state religion. The population loss would reflect religious progroms.

Civil Wars!!!!!!!!!!!!!!!!!!!!!!!

Again, it would be the player's option to enable this or not. The question is when is a civil war triggered? Maybe if two or more civic changes are made within five turns? The more changes are made within a shorter amount of time the more serious the descent. Perhaps is a newly conquered city is not sufficiently garrisoned what was anarchy can become civil war? Perhaps war weariness can become civil war after a certain number of turns? There are a number of things which could cause for help prevent civil wars from errupting in a civ.

Cannot adopt religious civic other than paganism without a state religion. (i recently had a very annoying situation where a religion-less Hatty adopts Theocracy)

I don't know if I would go this far, but it doesn't make sense to me that someone could adopt theocracy without having a state religion first.

Economic civics should be available quicker: Free Market with guild, maybe?, and Mercantilism with civil service?

I agree, but am not sure about the specifics and how that should work.

Boneys26, what level are you playing on? I'm just playing on Chieftan and sometimes the AI does seem a little dense or slow. Maybe that says that I should step it up a notch? I have also noticed that the AI don't seem to attack each other very much.

If the UN was in place, UN peace-keeping missions might be a nice addition, as well as mandated relief to impoverished areas. UN troops could become involved in your conflict, or you might have to supply troops to the UN to help resolve another conflict. By this players may have to help pay for workers to build improvements in impoverished areas, or supply workers.


barb's that build cities could turn into a civilization of its own (how do you think we got here?) you could pick the number of barb cities you want to be able to turn into a civ at the start of the game in the options

This would mean adjusting the AI for barbarians, otherwise I don't see how they would be able to advance into a civilization. Perhaps, the AI would change if they had a certain population or land area by a certain date, or an encounter with some civ which impacted them, say, for instance, a missionary or higher tech civ which "gifts" them a technology, to start them on the road to civilization. Perhaps it would just be a matter of the cultural power of a civ over time having an impact and not necessarily extending its borders, but "flipping' the barbarians to a civilization.

Remove "you traded with our worst enemy" or at least don't let them remember for the rest of the game

I agree that the AI leaders have too long of a memories about both positive and negative events. Alliances change, times change, etc. but the AI stubbornly remember some ancient slight or kindness.
 
I'm playing warlords level with ragging barbs, agressive AI and random personalities, 9 civ's, conquest victory only

@Dimaliok Dales combat mod has cuise missile in it and it is coded in so the AI use it 2 but it isn't annimated:( and it can move to other squares without having to end its turn in a city/carier like civ2/3 and it doesn't kill the defending unit off just damages it alot, I would like to see the return of the former cruise missile and para's. I think it should have been in the warlords xp but fraxis seam to be missing the point that most of us wanted to keep the old units from past civi days even if they added the code for us and one unit i'm sure the modders would jump right on it a kick out aload more units
 
Favourite features for an expansion pack:

1) Random Scenario Generator/Quick Scenario Set Up - Choose the civs, leaders, tech age, number of cities, alliances, wars, resources + generate the scenario randomly.

2) Something like GalCiv2 DA's epic story generator (they had something a little bit like this back in Civ1, if u checked the files in the game directory)

3) Better map editor

4) Easy way to use original game main menu and music for title screen, instead of the ugly one from Warlords.

5) More control over the exact number of continents/islands.
 
I think some of the traits need to be changed.

Expansive should have a slight military advantage because how can you expand without a military advantage? And get rid of +3 health. I don't think it's that useful.

Charismatic is way overpowered. Get rid of one of the effects, probably the +1 happiness from Broadcast tower and monument.

Imperialistic should have a city maintenance boost. Like -25% less city maintenance or something before courthouses because it's expand and maintain an empire in the game if you're not financial.
 
Favourite features for an expansion pack:

1) Random Scenario Generator/Quick Scenario Set Up - Choose the civs, leaders, tech age, number of cities, alliances, wars, resources + generate the scenario randomly.

2) Something like GalCiv2 DA's epic story generator (they had something a little bit like this back in Civ1, if u checked the files in the game directory)

3) Better map editor

4) Easy way to use original game main menu and music for title screen, instead of the ugly one from Warlords.

5) More control over the exact number of continents/islands.

I like all of these ideas, though I can't speak about Warlords since I don't own it yet. But I definitely like the idea of the random scenario generator and the additional control over the number of islands and continents.
 
If I might be allowed to make a suggestion, it would be nice if some of the more professional modcomps and modpacks (like those from Dale, jDog, TheLopez, Jeckel and Impaler for instance) could be made a part of the official game-if only as options at the start of the game. The reason I say this is that there are all these fantastic mods out there, but unless you are prepared to take the time to merge them all, then you can only have one going at a time-and good luck trying to get players in MP games to agree on using mods ;). If they were merged by Firaxis, however, and made "OFFICIAL", then both these problems would be solved-and think of the huge amount of time that Firaxis would save in not having to code this stuff themselves!!!
Thats not to say that the other expansion ideas here aren't really brilliant-'cause they ARE-its just that many of them are already IN the game, albiet in unofficial MOD form!

Aussie_LUrker.
 
Oh and, btw, you are right on the money there Bast-trust another Aussie to come up with such brilliant ideas ;). When I think Expansive, I think "Manifest Destiny"/"Westward Expansion", but when I think Imperialist, I think Rome, Spain or Britain-lording it over a vast number of disparate, but pre-existing, cities.
Therefore, I think Expansive leaders should have a bonus to Settler and Scout production, wheras Imperialist Leaders should get a reduction in city maintainance. To me this just makes WAY more sense!
 
A few ideas for the expansion:

1. When you build a nuke you should have to place a secret silo somewhere within your cultural borders, allies cultural borders or vassal's. You then target the nuke for which ever tile you want be it an enemy city or, more importantly
an enemy nuke silo.

2. You can also store nukes on some sort of new advanced sub for a moving silo of sorts.

3. Once you've targetted your first nuke a red button should appear on the interface. This, obviously fires all nukes at same time at their targets. Take out all the enemy silo and you've won a nuclear war because there will be little or no silo's left to retaliate!

4. You can also activate nuclear missiles individually by clicking on the silo if you need.

5. Heres where espionage comes in... the silo's are invisible to the enemy and can be built under improvements or secreted away under hills. Spys are the only way to locate them for targetting. They must enter the tile where the silo is to see them. Hence spies, who are pretty lame in the game currently have a much more important role.

Further spy stuff:

1. Spies should be able to steal a certain ammount of beakers towards a new technology from foriegn cities, never of course, the full tech since this would massivelly overpower them, like in civ 2.

2. Which technologies should be down to the type of buildings and units garrisoned their and their related technology. Obviously, in the case of say, 'Corporation', you'd have to go to the city with 'Wall Street' in it. This would stop spies gathering info from smaller outlying cities that don't have, for example, a 'research lab', and therefore stealing info on 'Computers' would be impossible.

3. Jails, Scotland Yard, Barracks, Palace, Forbidden Palace, Versaille and the number of units garrisoned in a city act as counter espoinage measures making it harder for spies to complete their missions and less sucessful if they do.

4. A new wonder should be introduced that makes all financial and science buildings add a small counter-espionaged bonus perhaps. FBI or MI5 wonder or whatever.
 
Civilisations since time immemorable often used foriegn troops from conquerred lands or allies. Imagine an exotic army of Immortals, Jaguars and Praetorians invading a mutual enemy under your command... or just an easier way to feed a civ fighting an enemy in proxy, without getting your hands too dirty:

1. Simply have an option for trading units on the diplomacy screen.

2. If willing the civ will offer you up some troops. They can be traded for gold, resources, tech or some of your own troops or simply demanded as tribute.

3. Once a deal is done the alloted mercenaries come under your control whereever they maybe. (Of course you must have scouted out the city before hand).

4. However, these mercenaries cannot be used to attack their original masters for 10 turns although they will defend within your cultural borders. This would avoid any buying masses of troops from a civ merely to destroy the civ immediately afterwards before they can regarrison. You can still attack the doner civ with your homegrown troops but mercenary troops can only defend in your cities and forts and otherwise surrender like workers if attacked by doner civ troops out on the battle field.

5. Furthermore, mercenaries cannot count the troops in the doner civs city or pillage doner improvements for 10 turns.

6. In every other respect they act as if they were you're troops and do become your troops after 10 turns.
 
Nephrite said:
Favourite features for an expansion pack:


4) Easy way to use original game main menu and music for title screen, instead of the ugly one from Warlords.

Hear, hear! I hate that stupid tune. Also, I think the new leaders should have their own distinctive melodies. As it is, Stalin shares the same music with Catherine, Churchill with Victoria. The melodies announcing them should be obvious: the beginning of Beethoven's Fifth Sympony ("Da-da-da-DA!") for Churchill, and the Russian national anthem for Stalin. It was he who scrapped "The International" as the Soviet national anthem in favour of the melody that is now the Russian national anthem instead. The melody introduced by Stalin was replaced by something else after the dissolution of the Soviet Union but was then reintroduced because the Russians liked it better. (It *is* a better melody, and furthermore, it probably reminds them of their time of greatness.) Also, I don't think much of the "melody" for Ragnar. Why not play "In the Hall of the Mountain King" by Grieg when Ragnar is talking to you? (And remove the gross way Ragnar and Hannibal wipe the snot away from under their noses.)

Öjevind
 
How about adding 'aging' as a factor. When people become 'aged' they cost food and money but do not work. Every city has an index for 'average citizen age' (or make it a civ level index, should also work). If you grow a city too fast during one period but stops growing after a while, the city's average citizen age increases -- less productivity and more cost, more unhappiness. If you don't control it, then your young people may not like it and will go to other countries and things get out of control.

Then adding to the 'aging' factor, you can have another factor as 'life expectancy'. When your civ is more advanced, life expectancy increases, which, at first would be beneficiary (increasing from 30 to 60, for example), but later would cost you dearly in medicare. Life expectancy can be linked to your civ score.
 
Couldn't a city's population continue to grow, particularly late in the game with the tech of medicine, and still have an aging population? In other words, the birth rate remains the game, but the life expectancy is increasing due to improved medical treatment or healthier living conditions. The same number of people being born, but the older population not dying off and being replaced.

I'm not sure that I like this idea simply because it implies that the elderly are just a drain an economic drain on a society once they are no longer working. They add to a society as well in ways that aren't easy to calculate. It is largely through the elderly that matters of culture in a civilization are passed from generation to generation. I suppose that this could be viewed as a good or bad thing depending on what cultural values are being passed on (ie. hard work v racism, for example). Kind of like a draft button, there could be an euthenasia button or maybe it could be called the Soylent Green or Logan's Run button. Just kidding, of course.
 
boneys26 said:
3) something done about the lack of sea use (AI build and use ships/carriers more than they do now, a sea tile improvment like mines or something to protect from the AI subs dropping spies on your land)

You know, they considered including the ability to lay mines in coastal waters when they were working on Civ I. Nothing came of it, unfortunately; they probably thought it would make navalwarfare/smuggling spies/smuggling caravans into enemy cities too difficult.

They also considered including Charlemagne. I'm still curious about what exactly that meant.

Öjevind
 
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