The Official Civ4 Ideas Thread

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maybe an ability to build on marshes and mountins, but with resrtictiions, like only 1 food, 1 shield, and 1 commrence in the city square, and not be able to grow above size 3. this allows you to create cities, that altough not birng that productive, will have a defense bonus (in the case of mountins), and also, sometimes, every part of a city is perfect except for the city square itself, this also helps contolling canal city placement and choke points. this can become a problem if players try building cities exclusivly on mountins to get the 100% defensive bonus, but the 3 pop. limit should be a good be a good balence. this hould be relitivly easy to program, and any space taken up by the new limits should be replaced by the space freed up from the code previpusly not allowing city placememnt, the AI who always has sucked at placement will probably not change it's aproach.

also, like in age of mythology, god powers would be cool, maybe each civ would have it's own power, like the americans could have manifest destiny, allowing half price settlers, and the romans could have rennisance, where every building that is producing at least one culture produces 1 more. this could be triggered by a player at any time they chose, or whenn they enter a golden age i prefer the first one because the AI would probably do a pretty pathetic job at deciding when to trigger it. this would be a nice way to balence out civs, like a civ that right now is really strong may get a weak goled age, and a curently weak civ would have a great golden age. and people who don't like to play as the civ they represent (i.e. an american who hates playing as the americans) this could balence everything out
 
@ybbor

I love your idea about Age of Mythology. That'd be great. They should make an xpak for Civ4 thats like AoM. That'd be awesome.
 
* Peacekeepers. Enableing units to gain experience without going to war.
Weather.
* The random occurance of wet, and drought times increasing/decreasing production of food and population- can add a small effect to the overall game.
* Doldrums and the trade winds effect movment +/- of sailed ships.
Somemore ideas outside the usual I've seen posted.
 
Originally posted by shirleyrocks
A more robust combat system that can take multiple units and combined arms within a stack into account. If you have 10 tanks going up against a single infantry unit, each tank shouldn't have to individually fight the infantry one by one, they should simply be able to swarm the poor guy and get it the battle over with.

Similarly, if the stack of units you are attacking with includes quick, blitz-type units along with strong, brute-force units, aircraft and artillery, your stack as a whole should inherently be stronger...a "whole being greater than the sum of it's parts" type of philosophy.

Oooh yes ! Definitely ! Like the combat system of CTP2... And i'd add, long-distance units shoudl get wiped out by close-combat ones, UNLESS they're protected themselves by close-combat units, in that case they would be really strong... Heck, I loved the CTP2 combat system. It rocked.
 
More oblique ideas.
* Civ's that don't play to their traits either lose or have their trait ability lowered later in the game.
Explaination if a Civ is militeristic and relgious, and doesn't play towards its militeristic trait but more towards a commercial trait, it will lose some of its advantage as a militeristic civ and gain some advatage towards being commercial.
As in my previous thoughts subtle intricies (sp) to the game to add some variation to the game play.

Cheers

And go the Wallabies
 
high scores that can be grouped by level, I hate that regent quick conquest that knocks the emperor high scores down

combat or eliminate the corruption problem somehow, I can understand the need for some balancer to stop the human running away from the AI completely but the current method is not good, one way could a little distance corruption (not 90+%) but escalating costs, ie the 1st temple costs 60 gold, the 2nd 65 gold, the 3rd 70 gold etc etc, same with units

also like the navy ROP thing suggested above
 
People seem to think the next volume of the series should be just more of the same. I think the concept has become stale. There are other games out there that have many interesting ideas.

More specifically the game has to be dynamic - meaning: non linear ! Going from point A to B to C in a boringly predictable fashion. That's what we got with Civ III - and that's what I was refering to as *stale*.

So what would be dynamic ? MOO3 had a very interesting idea - before it was dumped when the project was hacked that is - simulating social groups/factions inside each civilization. These groups would have agendas and exert pressures on the player - from within. This was barely sketched in the Civ series with the Senate vote in democracies/republic governments. I would expend this feature considerably. When the first specialization occurs in a society it divides grossly into 3 main groups: the warriors, the farmers and the priests. The event system in EUII tried this as well but it was clumsy.

What else... The ability for the player to change the game from within - and please nothing that requires to have 5 years of C++ to do it ! No I'm thinking rather of having an "edict law" function that would change variables and the way they interact with each other.

Regarding the technological development - this too has to be much less linear. Civilizations are products of their members' interaction with their environment. Therefore a different environment means different priorities which in turn mean different technologies to solve the problems encountered. That's why the wheel was never implemented in America before the Europeans came. So making the technological choices available dependant on the environment would be animprovement on what exist at the moment.

Other secondary ideas:

- minor powers/civ - so expand on the goody hut thingy;

- and RPG aspect with characters (generals/ministers/scientists/ etc) each with their stats - and acting as independant agents;

- flexible cultural groups (but I think this has been implemented in C3C);

- add religion to the mix.

- diplomacy need to be enhanced - see Star Empires 4 and EUII if you need inspiration

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Well that's it for now.


G.
 
SCIENCE:I want the Scientific Advisor to tell me list me nations that have techs I can buy and nations that I can sell tech to. It's so slow to go through all the civs and see who has the latest tech.

MILITARY: Units should be able to fortify even after moving.
-Possibity of bribing enemy or barbarian units.


SUPPLY: Cities can help out a poorer city by sending excess grain.
-Luxury should be sold by amounts.
 
Have a special interactive feature between Firaxis games; for example, something that happens in Pirates! will affect your current Civ game.
 
what I'd like-

the ability to make things quicker by combining the recources of surrounding cities eg. If I'm building a battleship, using one city eg. Glasgow to build it will take 10 turns but if I group that construction with another city eg. Edinburgh then it will be completed it 6 turns.

Just think of it as the hull and weaponry is being made in Glasgow but all the computer components are being made in Edinburgh then transported to the ship, saves Glasgow having to take more time to make it.
 
sorry, jthought of a second idea.

the ability to build (and then sell) units to other Civ's. Everyone's been doing it for years (Russia and America during the Cold War) you're Spain and a little civ like....... erm.... say Korea doesn't have the tech or the recourses to build Artillery but they do have a border with someone you don't like (Japan) so you sell them the units for whatever (this might have been suggested so sorry)

It'd work just in the diplomacy screen. A new menu called "Units" and its like Luxuries except instead of for 20 turns it could be like.... 10 units of "tanks" or something and you can set what cities you want to do it in. You build them then they give you money if not then they call you a swindler and your rep goes down.
 
This'll be a nightmare to program, real hard to implement and take up a fair amount of computer power, but having a revolvable, zoomable sphere would look soooo good. I downloaded a free one from

http://www.3d-world-map.net-software-download.com/

Check it out and just imagine your civilisation marching across the land.
 
The mathematics can be programed quite easily using fibonnacci algorithms. And this would be the half of the game thats still missing.

Editor Requirements
This requires an "Economical Improvement" Flag for buildings in the editor, programing that Improvement to have a stock name, editable possibly. The resource requirement choice box already exists in the Civ3 Editor, keep it in the Fourth but have it as a selection box. The "Economical Improvement" flag would just make the requirement city-radius specific. Also a "Produces Resource" selection box would be required. (The Economical flag has to already exist, otherwise the Smith's Trading Co. Wonder wouldn't do what it does, right?)

Introduction
Have a separate stock for each economicly related city improvement (i.e. Marketplace, Bank). The Stock Markets in each city would be one stock in unity, an example of your modern day NASDAQ, but each additional Stock Market in each city would strengthen it in price and stability. The Smith's Trading Co. Small Wonder would then become a civ related Small Wonder such as NYSE, AMEX, or NIKEI (a civ-specific Exchange); Strengthened(as in Weath & Growth) by the direct effect of the all Stock Market Improvements. The Individual Stock Markets in each city is strengthen by the collective strengths of the businesses in the relevant city (Explained below), and the population size & unemployment rate.
Multiple Exchanges for specific civs could become a civ specific strength or weakness. Civ's Exchange(s) in relation to each other would denote relative currency value and nothing more. A Candaian dollar doesn't always equal a German Mark, but it can be worth more & less. This has a direct effect on Gold when exchanged in diplomacy with other civs and importation & exportation.

Businesses & Stock
When a cartain technology that is researched, the ownership of resources is changed slightly. Each resource on the map changes to a ownership of a certain type, depending on government type. Democracy allows for a Capitalistic economy allowing for more wealth gaining, but more volatility. Communism would lead to a Marxist type economy, all businesses & corporations being owned by the state, and only directly affected by outside stock effects. One type has many stocks that are unstable, but few uberwealthy to strengthen the general economy, the other has mostly stable stocks but near to no wealthy ones.

Resources are under control of the city that is the closest, and is owned by the relevant business created by the improvement that is now available in that city's production window. Markets & Banks would basically be modern Wal-Marts & First National Banks; Airports & Harbours would become you Airline & Cargo companies, with their strengths coming from their city's population (everybody borrows & has money; businessmen travel & imports have to come somehow, right?). These are hard coded, and are the basis of your economic stability. Once an Economical Improvement is built the relevant stock is opened at a price & begins to fluctuate over time.

There are additional "Economical Improvements" that are available at there own relative technologies, which have already been suggested. Such as the Steel Mill, which takes Coal & Iron to produce Steel and allowing for Battleships & possibly an improvement; or the Refinery, which takes Oil and makes Gasoline, Lubricant and Chemicals. These have been explained and would be VERY useful in this way, along with their original purpose. And the mind can always come up with another one.

Also Science Improvements could become businesses that only consume resources to produce more science funding. And there effective pricing would be based on how much Science funding there is altogether, and the relevance of the Tech being researched to that Scientific Business. (Like Pharmecutical Business when researching Modern Medicine). Also allows for more relevant Techs to have a purpose.

Now each "Economical Improvement" that is built is a business and acts as one. They employ your population, and contribute to your unemployment rate & GNP (It has a Purpose Now!!!). Its price is affected by these two variables and can grow and prosper, or splatter like a marshmallow under a falling brick. How you govern has a direct effect, such as War Weariness & the additional Economic Legislation (How good your businesses, Exchange(s) & Index are doing). Which your action on raising tariff rates, taxes & the Interest Rate (all of which deposit into your treasury), along with your governing your importation and exportation.

Importation & Exportation
Civs could combine strengths for wealth by signing "Economic Pact" Treaties, agreeing to lower Tariffs on the partner civ to a certain level. "Tariffs" would contribute directly to your treasury and be hard-coded into the game as a part of the Tariff/National Interest slider choice much in the same way as the Tax\Science\Culture slider.

Lower the Tariffs and your Interest has to go higher, because of the increase of importation causes more jobs & more spending, thus more wealth, thus more borrowing, thus more wealth. When Tariffs are raised importation becomes expensive and more reliance is give to domestic business and loans aren't so hot right now & need to be encouraged. All much the same way as real life.

Your Importers would be first your Marketplaces which import luxuries & Foods, then the individual businesses that exist in your cities that are producers of refined reources, like that Steel Mill. The selections for these would be hard coded into the City Screen or the Right-Click window. You can choose your importer in a window for that importer that shows a listing, displaying the Exporters of the required resource, civ owner, and price. You can also choose to stop importation, and turn that importer "OFF" and pay a lower upkeep (gotta maintain it, sry).

Your exports generate wealth for the individual business that owns each resource you have in your control. You can divert exportation by right-click on a resource on a window appearing listing what business require it and at what price they'll buy it at or stop it all together. Your own businesses requiring that resource won't have the Tariff and will be lower priced, or course. Be careful not to change it alot because each time you do, your exporter under-bids the current supplier to that business (If there is one). You can turn off, and thus stop exportation of that resource

(Embargos have suddenly taken a more interesting approach).

I've read about the contracting of Units to other countries and this can have a direct effect on the selling civ in this manner. Each citiy's Production Window could become a business with a stock and their wealth is derived from the production. When Units are sold to foreign markets, the Contract is the decider of the growth; Domesticaly, it would be your government's military unit upkeep. Production of Improvements just adds to the population wealth and effects the Marketplace and Bank improvements.

Also, I wanted to think of the possibility of a cargo ships being built and designated for trade routes between harbors. I've posted about this before, jus' not sure where, but this really gives subs a REALLY good use. I'd use this as a way to create a cargo business with a harbour and then that cargo company owning each Trade Route connected to that city with cargo ships .

Auto-Govern
Your Economic Advisor would also be the one how could control the Imports & Exports based on your requirements, which is choosable in a drop-down window in that Advisor's Screen or the individual City Screen, but only if you choose not to directly control it. These would be Export(Wealth Effect), Import (Cultural Effect), War Economy (Which tries to be self-sufficient), and Growth (A combination of the Three). This would probabliy work best as a copy of the Tax/Science/Culture sliders

The Major Additional Screen
The final addition would be the Stock Listing screen where you can take your treasury and invest, buy low sell high. The added effect is that if you own the majority of a business' shares you control it (Import & Export) and get a dividend from any shares you hold (related to its Weath & Growth), even if its physically in another civ. The Buy/Sell drop box would be much the same as a Bid/Ask screen on a Level II system. Make money and control, only reason for this screen. This screen is where most of the coding would be.

:D <=== You doin it right?

The one thing that makes this work is the movement of stocks is directly linked to every civ's population in total & their relative wealth level. A Third world civ could hardly stand up to a economic beast. Since the Exchanges decide the currency ratios, it is possible to export something for cheaper than domestically selling it. Importation from a choice of multiple suppliers generates competition & simulates real life, while contributing to population happiness and culture value. Embargos would have a direct effect on related business, and could also be resource specific (No Uranium for You!!) Distances between Suppliers & Consumers effect the pricing and create some remarkably realistic situations. Also being able to own Cargo companies can lessen this effect. A state of War between you and a Civ would "freeze" assets that you control that is physically in that Civ.


Application

Economic War, Economic Opportunity and Economic Deception. Quick Funding for a impromptu war or the slow takeover of a belligerent. Control of your interests while staying peaceful. Endgame would become much more involved, and quite possibly never-ending. Also allows for a whole new way to use espionage & smuggling.

The Editor would allow for great expansion on this idea with jus' those editor abilities listed. Someone can find a use for a "Children's Charity Organization" improvement cominations, or a use for an Internet Common Market that imports everything cheaper.

The prices stated for in the Importation/Exportation windows for each business are not acutally exchanged, but effect the relevant business' wealth & growth. If you were buying supplies for the cheapest price and selling your product for the highest I'd say your growing, but how long have you done it? Their wealth is decided by the city's population & national unemployment rate and is reflected as a price & stable price range, this increasing is Growth and is reflected as the price climbing stably but if it stays increasing is up to you.

This ability, in its entirety, would become available in stages. The marketplaces & banking would come first, during the Ancient Age, and resources would be treated the usual way. Importing & Exporting would come second, during the Middle Ages (research Merchantilism), with resources coming under business control and help prepare them for the next step. During the Industrial Ages, Economics could be researched, changeing the businesses to stocks (they publish there own, when you build your Exchange(s)) and begin the Economic Revolution. Then in the Modern Times, tech & research business could be available at choice Techs, so as to diversify the choices and create more competition & volatiliy.
 
Features:

(1) A new engine that could support detailed diplomacy.

(2) UN Council, similar to SMACx, where global decision-making policies are decided.

(3) Damns: A civ could damn rivers that inturn would deny freshwater to an civs down river and increase food production to surrounding tiles.
 
To expound on the idea of labeling areas of the map:

Have both pre-made and user-defined landmarks, ala SMAC.

Later governments could declare them to be national parks or landmarks. These would give a commerce and cultural bonus.

It would make some interesting choices early in the game. Do I settle this forest area now, or wait til democracy (or whatever) and declare it a park?
 
Originally posted by stratego
MILITARY: Units should be able to fortify even after moving.
That eliminates the point of frotifying, the point of fortifying is if a unit has nothing to do, it can use it's energy to give it a devfensive bnonus. if you could fortify after mpving, you could have everyone be fortified every turn, and then there would be no point to fortifying, as every unit would always be fortified
 
One thing I would love to see is the inclusion of more realistic terrian. Maybe moving water or grass swaying in the wind? How bout some wil life or more detail? The units need to look like a mass group of soilders. Not one person! These are my suggestions.
 
Originally posted by The_Inforcer
One thing I would love to see is the inclusion of more realistic terrian. Maybe moving water or grass swaying in the wind? How bout some wil life or more detail? The units need to look like a mass group of soilders. Not one person! These are my suggestions.

Animated terrain!? Great idea. White horses on the oceans, Flowing rivers, fields of corn. Great thinking.
 
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