Some Suggestions

James Hobson

Chieftain
Joined
Jun 9, 2004
Messages
1
To All of My Friends at FIRAXIS:

I have just completed playing a game of the Civilization Gold Edition in its entirety (until it crashed at the end after the launching of my spacecraft. Once the spaceship was completed, I could no longer access the spaceship screen!). I thoroughly enjoyed the experience. During the sessions, I made a list of revisions that I think will enhance the gameplay considerably:


• Nominate a Committee to present game improvements to Sid & Co.

• Promote Annual/Semi-Annual Tournaments that can be entered for a nominal fee of, say, $25, with a nice grand prize for the winner.

• At the start of the game, it would be convenient if the Tech Rate, Corruption, Distance Between Cities, etc. were automatically calculated depending on the map size.

• Make Civilization IV as relevant to reality as possible.

• Include more information in the Civilopedia to enrich the game’s educational value.

• I much prefer the Tech Tree from Civilization II. In the Gold Edition, I think there are too many dead-end techs and it seems in need of upgrading on a chronological basis.

• Bring back Civilization II ambassadors and Wonders animations.

• Reintroduce Fundamentalist/Theocratic Governments.

• Incorporate Economic Victory Conditions.

• Reincorporate zoom levels.

• Incorporate a way to access last ten message flags to make the game more comprehensive and informative.

• Show mines and roads clearer.

• Allow Terrain Improvements to be made in City Squares.

• Allow for the building of canals.

• Allow player to build more than one “forbidden palace”.

• Introduce The Olympics as a Small Wonder

• Offer the player the option of automatically selling improvements a Wonder supports when the Wonder is built.

• I have noticed that building a palace is supposed to cost 100 shields. Yet, in a city space that was producing 20 good shields per turn, it was designated to require 25 turns?!

• Why are pollution-producing coal plants listed on the production menu when the city hydroplant already exists?

• Why would a mass transit system require rubber?

• Bring back casualty reports.

• Let units with movement points be listed first in unit rows of Defense Advisor’s Screen.

• Cities should rotate in alphabetical order in the Domestic Advisors Screen.

• Indicate when defense is inadequate in key cities.

• Allow player to be able to reallocate all city squares of all cities with one click. This should enable player to see where the greatest civil disorder risks are.

• Show progress of production for each city in Domestic Advisor’s Screen.

• Carry over production shields. Why should any that are left over be lost upon completion of a project?

• Wealth seems preposterous: How can production be so much less valuable than commerce? When to upgrade a unit, the cost is one-for-one?

• Allow player to buy/sell/trade units.

• Be able to transfer/sell outposts, etc.

• The cost of stealing a rival’s military plans compared to investigating each city individually seems out of proportion.

• Why are there more Great Leaders for some Civilizations than there are for others?

• I am noticing that when workers are automated, they have a tendency to alter improvements that are already there, when other spaces could be improved on. For example, they might irrigate where a mine was placed when there are several vacant grassland squares available for the same purpose. And are mines truly more valuable than irrigation in open spaces such as plains and grasslands, like the automated workers do? And what would be the best proportions?

• Worker icon is not consistent in Domestic Advisor’s Screen after Industrial Age.

• Reintroduce river mobility.

• I love the computer animation of figures, especially the variations by which different combat levels maneuver. I find it much easier to maneuver the units in the Civilization Gold Edition. It is easier to manipulate units using the Defense Advisor Screen. That units do not get destroyed in stacks is a plus!

• Show all units in a stack when a unit is active.

• Allow units in stack with additional movement points to be reactivated.

• Show all the units that are occupying a space when cursor is placed over it.

• Add the ability to be able to click on the cycle units button and be able to see what units are in a city by dragging the cursor over the city squares.

• Moving units as a stack sometimes does not seem to work properly.

• Allow player to move stacked units by clicking and dragging.

• List stacked units in a more orderly fashion such as by grouping types of units together.

• Allow player to be able to use the mouse wheel to scroll through stacked units.

• Insert an undo button for when a unit goes to a space other than intended, the entire turn need not be replayed.

• Reintroduce ability to transfer food.

• Being that elite forces should be in better condition and well trained, they should be able to climb hills easier when traveling, especially by way of roads.

• Why are roads forbidden to be exploited in rival territory such as when the barbarians invaded the Roman Empire? [But maybe not railroads, except for spies.]

• Perhaps my biggest complaint about the game is that, during the course of a major operation, the action area must be found every time a unit moves.

• Allow player the option of whether or not to occupy enemy space in successful combat (unless combat was among short-range units.

• Attacking unit should have bonus when attacking defending unit adjacent to attacking unit’s city.

• Bring back guerrilla warfare when cities are captured. The greater the cultural value of the city, the more warriors should be produced.

• Be able to select what to pillage.


Thank You so much for all the wonderful and exciting educational entertainment. I have learned much about history and technology and had fun every step of the way. Your Patriotic Patron... James Hobson
 
James Hobson said:
• I have noticed that building a palace is supposed to cost 100 shields. Yet, in a city space that was producing 20 good shields per turn, it was designated to require 25 turns?!

Palace cost increases with the size of your empire. It starts out as 100 shields.

Alot of the stuff you're mentioning is has already been suggested or been added in Conquests.
 
First off James, I would like to suggest that in the future, you organize your ideas into topics and divide the topics in to different categories with appropriate thread titles, such as things to bring back from CIV II. Some of those ideas are recent threads now.

James Hobson said:
• Promote Annual/Semi-Annual Tournaments that can be entered for a nominal fee of, say, $25, with a nice grand prize for the winner.

This could be a cool thing for hard core gamers. And a nice promotional tool for Sid too.

• Make Civilization IV as relevant to reality as possible.
One of the big debates in the civ community is how far to go with balancing Realism and game play (fun) and ease (ie-without micromanagement).
• I much prefer the Tech Tree from Civilization II. In the Gold Edition, I think there are too many dead-end techs and it seems in need of upgrading on a chronological basis.

The purpose of dead-end techs is to for the user to pick between advancing technology and options. Its an example of a tough choice the player has to make.
• Reincorporate zoom levels.
This is a must and will be incorporated in Civ IV through the 3-D world
• Incorporate a way to access last ten message flags to make the game more comprehensive and informative.
Why was this not included at the beginning. I think F9 free- why not use that for this.
• Allow for the building of canals.
This is a hotly demanded item.
• Allow player to build more than one “forbidden palace”.
This would become overwhelming to allow unlimited production of FPs.
• I have noticed that building a palace is supposed to cost 100 shields. Yet, in a city space that was producing 20 good shields per turn, it was designated to require 25 turns?!
This could be as a result of waste.
• Why are pollution-producing coal plants listed on the production menu when the city hydroplant already exists?
Because Hydroplants are not superior. All the powerplants have different benefits and strengths. For example, the Nuke plant has the highest output and has a risk of explosition when the city is in a riot.

• Bring back casualty reports.

• Let units with movement points be listed first in unit rows of Defense Advisor’s Screen.

These would be nice to have back or added. Stats would serve a productive function of the game.

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