The Official Civ4 Ideas Thread

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I think, the Civil War is a great idea.... there should be only 2 ways it can happen first one is

In a Revolution

In a Revolution there is a chance that a few cities don't want to be part of your new country, and might seperate. You can either let them stay seperate, or invade them.

the other one is

If there is Civil unrest, a city might turn to its own.
 
Originally posted by hahntsak
1. 30 +civs if older machines slowdown just say so but let us try.
2. 9+ civs in MP and have MP from outset
3. more than one UU in some civs like Medival japan, ww2, napoleonic, etc
4. group Units like all asian civs could get some units unique to them, mesoamerican, etc.
5. civil wars and unions. as civs disapppear new ones could emerge as result of civil war. also as one civ was down to last city, it could be harder but it to could culture flip. [last several cities in one turn]
6. deduct loading & unloading from railroad fro movement.
7. fix time problem [railroads in BC? c'mon]
8. more terrain options even if limited to edited scenarios[i was glad when marshes came back in c3c]
9. at least a graphics/ animation import/export in editor. and integrate a text file updater so when you want to add units/civs/etc it's easier and more seamless.
10. naming points on your map [within game being played] and others couldget that when given your map. great for MP.
11. more levels to barbarians multiple sea and few more land units levels perhaps let barbarian dinosaur herds players have to wipe out... and barbarian tribes can keep tribal name upon capture. and barbarian pirates when anyone has privateers
12 goody huts randomly assigned bnarbarian tribe names and retain imprint of tribe name rather than just 'barbarian'.
13. major and minor civs [weaker AI only civs], less than major civ but more than barbarians.
14. maybe in industrial age buildable canala that small naval unitscan traverse? or at least for trade use.
15. ROP made by one party granted to another the right. mutual rights must be expicitly stated so.
16. be able to rename your leader name/ title, civ name, adj/noun for subjects within gameas long not in use should be okay.
just a partial list..

Yeah I like some of those ideas alot, ive been suggesting 30+ civs for a while, my computer could handle 31, but your right worn other about using 31 because it could take them 10 minutes between turns as the game advances. More barbarian levels would be great, have a guerilla as a modern day barbarian.
 
Originally posted by immortals84
I always here proposals about civil wars, what about this:

-If a certain percentage of your cities revolt, have the AI take control of them for a duration depending on the power of those cities, then have it send units to attack your content cities. And not just two parties, how about up to 5 opposing parties. This will result in a five sided civil war to determine your new government. And if you lose, then your capitol city would change to one of your cities on the side of the victorious party. Every civ should ahve at least one civil war.

What happened to Barbarians taking control of captured cities like so in Civ2. I lost a city one time and had to fight the units it produced, that was cool.

Again if this exact idea was posted before, please forgive I have not read them all.

To add on to one of my origional posts, even though this is kind of obvious, but this civil war idea could alow the game to implement more government types. For every form of government that you have discoverd, a party will uprise in support of that government. The wars will be more difficult on harder levels. And the type of units the revolts send will be based on the modern day barbaric units. Or later on fanatics and guerillas.
 
What I'd like is "Volunteers"....

like, ok lets say I invade Rome as Spain, I have destroyed the Roman empire, but in the Rome Cities, I can "Draft Volunteers" (I know thats an oxy moron but.. Firaxis can think of a better way) when I get Volunteers, I get Rome's UU's, so from the town I get a Conscript Legionnaire!

It happened alot, like look at WWII, there were many Waffen SS volunteers and in Czechoslavakia, they got Tanks.

I would love the ability to be Spain and get volunteer UU's
 
This thread is huge! I'm writing this before reading the full thread, so forgive me for any repeat ideas.

  • Negative Civilization Traits
    A set of traits with negative effects that would help create even more distinction between the different civilizations. For instance, America might be +(industrious) +(expansionist) -(education), Scandinavia might be +(militaristic) +(seafaring) -(population growth). I understand this could make people a little touchy as it involves nationalistic negative impressions that are broadly applied, but it could go a long way to adding more flavor and uniqueness to each civilization.

    One of the more monotonous aspects of Civ3 is that every other civilization seems to be militaristic and religious. This would help alleviate that dreary lack of variation.
  • Supply Lines
    I would very much like something to represent supply lines for military units outside your cultural borders. Let's be honest, a lot of historical conflicts weren't as dramatic and noble as we imagine but mostly involved armies attacking each others' supply chains. Military units which are not supplied will lose HP and effectiveness until a supply/support unit can reach them. Lack of supplies can't kill a military unit unless the unit is in a tundra or desert tile, but it will make military units a lot more vulnerable to enemy attack.

    There are very good reasons non-combat personnel outnumber combat personnel in the modern U.S. military and it would be nice to see some of those reasons reflected in the next Civilization game. Speaking of the U.S. military, I think certain units should require more support than others, particularly modern units.

    You could create different kinds of supply units for each major era, with the more modern supply units being faster and more mobile (air-dropped supply units would be very cool). This would make it harder to invade remote cities, and harder still if you try invading remote cities during the ancient era.
  • Cultural Mass
    This would be a refinement of the cultural borders idea. You know how some civilizations are entirely contained within a single cultural border, while others are divided into multiple non-contiguous cultural regions? Actually, it seems that in Civ III, the majority of civs (player and AI alike) get divided into non-contiguous regions, which is a very poor reflection of reality.

    My solution to this would be to have bonuses and penalties applied based on something called "cultural mass." Each contiguous region bounded by a unique cultural border has a certain cultural mass associated with it. The cultural mass is simply calculated by adding up the cultural output of all cities within that cultural region. The cultural mass of that region is then compared to the total cultural output of the civilization to determine some kind of bonus and/or penalty (perhaps applied to production or commerce or corruption/waste).

    Here's an example: you build a new city on the outskirts of your civilization. Until that city gets its first cultural border expansion, it is its own little cultural island with very low culture output (probably zero or one per turn). This city would suffer penalties until that first temple (or whatever) causes a border expansion that links up its borders with the rest of the civ's cities. Depending on which border it connects with (assuming the civ in question has more than one region), it could then acheive a bonus instead of a penalty.

    Another example: you have two civs with equal numbers of totally equal cities. Civ A has all of its cities within a single "culture mass," while the Civ B is divided into two culture masses on two different continents. Civ A would receive higher bonuses than the divided Civ B.

    This idea would make small isolated outposts on remote islands or continents more likely to fail (or fail to be useful), which increases the realism of the game. Over time, the AI civs would "reorganize" into contiguous cultural regions as they worked harder to acquire cities bordering their main mass and gave up more easily on non-productive remote cities. This also makes it harder to expand to new continents whether you're doing it by conquest or by Rapid EXpansion (REX). For human vs. human games, this increases the complexity. Players have more things to consider when choosing the location of that next city, which should keep things interesting.

    One last thing: cultural mass should also factor in to whether or not a city is likely to culture flip.
  • Bifurcation
    I agree with the other posts that some form of national bifurcation should be possible. Perhaps you could call it a "rebellion" that causes some contiguous portion of your civilization to strike out on their own (e.g. Byzantium splitting from Rome or U.S.A. splitting from England). The triggering mechanism should of course be tied to population unhappiness and corruption. Also, bifurcation should be impossible (or at least less likely) while the civ in question is at war (people uniting in the face of a common enemy and all that).

    Bifurcation should be less probable in situations where it's likely to result in the rebelling cities falling to a neighboring aggressor. Bifurcated (rebelled) new civs should start with the same tech and reputation as the parent civ.

    PS—if my "culture mass" idea from above is implemented, then distant and separate cultural regions (masses) could have an increased likelihood of rebelling.
  • More Unique Units
    Unique units are easily one of the coolest things about Civ III. More, more more, please! We could have two or three UUs per civ, and maybe an additional unique unit based on region (Asia, Europe, Mediterranean, etc.). More unique units per civ would make possible another idea: have some civs get more unique units and fewer traits, or vice versa. How would that be for variety? If you also added my negative traits idea from above, then you could really mix things up and have more variation amoung civs.
  • Tie Pollution to Resources
    If you have more polluted tiles within your borders, then the likelihood of a resource within your borders disappearing should increase, particularly animal-related resources like cattle. As things stand now pollution is only a minor nuisance; this would make it more intersting.
  • Research by Category, not by Specific Advance
    I would like to see something similar to other games where you get to choose the general category of research, but not the specific advancement. This way, you can't predict ahead of time what specific advancement you're going to get (unless you've reached a bottleneck in the tech tree). Better still, make it so you devote a different percentage of your research to each of the different categories.
  • More Traits Please
    I like this trend started with Civ 3: Conquests. The more traits the better.
  • 3D Graphics in Foreign Advisor Screen
    This would be an easy way to represent the relationships between more than 8 civs without giving your 2D artists permanent migraines. If we can have 16 civs in a single game, then I want to see all 16 civs simultaneously in the foreign advisor screen. Down with the "more civs" button!
  • Emigration
    If you generate enough unhappiness and/or corruption in your civilization, you should have a chance of losing a small amount of population and workers to other civs. More oppressive governments (e.g. communist or fascist) would be more likely to produce outgoing emigrants. Certain governments (e.g. democracy) would be more likely to receive immigrants (whether they want them or not). Immigrants in your population retain their nationality as if they were captured, and so they can get angry if you go to war with their parent nation.
(Edit: corrected spelling)
 
I don't know if anyone has mentioned this yet, since I didn't read pages 3-26, but I wonder if anyone else finds the chronology a little messed up in Civ. Especially in the modern age, I find it hard to swallow wars that last 50 odd years and something like the statue of liberty taking 30 years to build. I just personally think the basic unit of time should be at least as low as months. Micromanagers would love this, and the people who tend to automate everything can hit enter 11 extra times if they want.
 
One thing that bothers me is when your culture pushes across open sea squares onto a new continent ... I think you should only be allowed to have culture from one city pushing across only if you already have a city over there.

Also I thought it might be interesting if instead of 2 spaces out from your city as your growth area, your city could build in any of the area it's culture spread to. It could be done so that a tiny city could be in the middle of a metropolis with 10, 000 culture,. This way you could have super cities like new york or tokyo with smaller cities around/amalgamated into em.

Make cities grow more on the map to fill adition squares in the imidiate squares surrounding your city at huge sizes of 20+.

Clean up the railroads. Fix roads in hills and mountains so it's not the same road/RR overlay on hills/mountains as it is on grassland. It looks horrible and I always end up making my own map where no roads are allowed on mtns.

More corruption reduscing features like many people have in their mods for more modern day city improvements. Like I was saying to my friend the other day ... Is Hawaii affected with bad corruption just because it's in the middle of the pacific? No. Ships. Planes. Wireless. Phones. TV. Internet. Satelites. Everything brought together brings the gov't into nearly every house thus bringing the corruption levels the same. In the quickie mod I made for myself to use I stole the idea of five additional FP ... State Capitals. They became available individually throughout the industrial era only after a certain amount of a new city improvement was had (5, 10, 15, 20, 25 of the imp's). The new improvement is City Courts that requires that you already have a Courthouse. That plus also airports reduce corruption. I like to think already the comp uses these advances just as much as me. Makes the game more fun on Huge maps.
 
Yes, more corruption reducing imps would be good. Firaxis did a great job with the police officers in C3C. I don't think more Forbidden Palace type wonders is the answer, though. Underseer's immigration idea is fantastic though, I really like it.
 
Submarine/Anti-Submarine Combat


Purpose:

- Distinguishes between submarine and surface unit combat as well as between Industrial naval warfare and Modern naval warfare.

- Naval unit combat changes more significantly and makes for a changing combat environment for the player.

- Mimics the drastic effect this technology has had no modern inter-state warfare and the superior abilities of this revolutionary weapon.

Features:

- Only units with anti-sub ability can attack/see submarine units.

- Submarines only receive damage when engaging in combat with sea units that have anti-sub ability.

Possible Features:

- Submarine units can travel below ‘Ice’ terrain –non-submarine units cannot, thus giving unique strategic advantage particularly where use of nuclear missiles is concerned. This emphasizes need to use submarines to counter this threat as opposed to other anti-submarine units.

- Submarines can select which unit to attack in a stack of units.

- Submarines are not affected by nuclear attacks while at sea.

- Submarines can enter territory of other civs while at peace without being detected (i.e. not be expelled without being detected first).

Gameplay:

- Acquisition of prerequisite tech results in change in player combat tactics: Submarines replace Battleships as primary naval-superiority/assault unit.

- In order to prevent submarines from becoming an exploit, they only attack for one round of combat (i.e. defender is not necessarily destroyed following combat). Note: existence of anti-submarine units ensures that submarine threat is countered.

- Dependent on whether or not the AI can use special abilities appropriately and whether it can effectively use units with these abilities.

- Allows weak civ to counter complete dominance of heavy surface sea units of powerful enemy civs --keeps gameplay somewhat more balanced.

- Note that early ships would be unable to attack submarines, which at the very least somewhat more in line with technological reality.

- This would probably not affect gameplay in a negative manner except that it significantly diminishes the effect of Industrial naval forces thus promoting naval air and submarine combat over ship-to-ship combat.

Potential Exploits:

- Using submarine units to block choke points (e.g. only Ocean tile touching city), thus preventing enemy non-anti-sub units from entering those squares –would effectively stop all enemy naval traffic if that civ has not discovered prerequisite tech for anti-submarine units. AI would probably not use this strategy thus player would have unfair advantage. Solution: You probably wouldn’t want to send your ships out with submarines in the area anyway, therefore the only important factor would be to ensure that the AI knows how to use this exploit so as to maintain balance when playing in Singleplayer mode.
 
Terrorist units, chemnical bombs and stuff like that.

we could build cities in the sea.....better, build litle cities in the atmosfer.

Two planet game, we star in earth, and them, when we lunch the space chip, we could get to another planet and star over.

More natural disasters...like tornados, earthquake, meteors....floods...

More wonders....and buildings in city. Outher wepons, like a satelite, solar reflexion. we could destroy units 1 square per turn.

More diferent civs...the civ that ends with better weapons, has an adantage of that who, starts, with a diferent warrior.

upgrades to irrigations and mines.

thanks
 
The Canal Idea is great!!! :goodjob:
  • Maps:

    Don’t forget to include World Map. In C3C was forgotten. And add an option of on/off: starting location – present location or random.

    Trading Maps: Include Sea Map as a possibility of trading with others civ’s (MapMaking: to civ’s of the some continent; Navigation: to civ’s of other lands.)
  • Terrains:

    By “saving forest and jungle” you create National Parks (or Internationals), and gain an extra food, shield, commerce and science and reduce 2 icons of pollution (for starters, going up to 5). This effect only start with Engineering (shield and commerce), Medicine (science), Ecology (food and none pollution). These also reduce global warming.

    CANALS
  • Others ideas:

    01. Tech: Abolishment (with a Great Wonder – The Human Rights)

    02. Effect: Immigration (The Statue of Liberty – Great Wonder)

    03. Modern Barbarians: Terrorist, Guerrillas...

    04. With Ecology create the Environment citizens faces, reducing pollution.

    05. New type of ‘conquers’: Union Civ. Have a possibility to joy forces with others civ’s, creating a larger empire or democracy without conquer them. And that way you increase yours points (without the conquer benefice of course)!

    06. Tech Government: Imperialism (The Industrious Monarchy). And bring back Fundamentalism (civ 2).

    07. Tech from others Civ’s: Refrigeration (civ2) or Terraforming (AlphaC)

    08. Create the concept of Mega-metropolis: if larger than 30 (faces), your city limits increase by one, but with a restriction only 2 per 20 cities of your on civ, plus 1 for the next 10 cities. So if you have 19 cities only 1 can become Mega-metropolis, 21 -> 2 Mm, 30 -> 3, 40 -> 4, 100 -> 10. Problem: don't yet what improvement could originate this.

    09. UN need a new life (just like me :lol: )

    10. If you don’t have horses, and you import them you should have the possibility of ‘breeding them’ in your land.

Zenon_pt
 
Hi! Here goes some more of my ideas:
  • Theathres/Cinema:

    Effect: increase culture value by 25% in the city where is built it (plus 25% when discover Cinema Arts (as an end tech after Radio), with the possibility to built a Small Wonder – Broadway, Sydney Opera House, Royal Academe??? (Don’t now yet), to turn one unhappy citizen to happy.

    Problem: In with tech should 1st appear this improvement, Constructions, Free Artist, Education??? Or create a new tech for it? If so, maybe a result between Writing, Literature and Mysticism: Drama Art or Culture Artistics...
  • Prisons:

    With Code of Laws, to control 15% of the corruption existent on the city. Or by building 8 Police Stations you can build Bastille or Alcatraz Prison, to decrease 20% of corruption.

    Problem: decrease 15% culture value in the city here is build and produce at less 1 police officer (civ faces), maxim 2 with Small Wonder, in metropolis cities with 14 faces minimum. (Could decrease to 25% depending the type of government you are.)
  • Wonders:
    Small Wonder

    SGL: Create a Small Wonder like the Epical Heroes to the Scientist Great Leaders. Name: Maybe the Epical Nobel Achievements (when appear your 1st SGL and after you use him to a SGA). Effect: Increase the probability of appearing new SGL (like the Epical Heroes).

    Happy face - Ancient units
    If you have an ancient Unit, e.g. you are in Modern time and you have 1 catapult or 1 Spearman or 1 Impi unit, something at lest 1 Scientific Era old (including Knights) but not terminal like Cavalry. The city were it’s will turn it on a “Small Wonder” or “Militarism Museum”. And produce one extra trade and culture. The only request will be: you need one ancient unit with at lest 1 Scientific Era old and not a terminal unit. Tech: Combustion, Radio or Nationalism.
  • Others ideas:

    1. In Industrial Era, you can build a bank on friendly city civ. This start with the Tech of The Corporation and a new tech: Globalisation permitting you to build one bank per friendly civ.

    Effect: The some effect as the bank, but for our own profit.
    Note: only allow one extra bank per city. In other words, you have your bank in your city, e.g. Moscow, and the French build their there bank. Other civ can’t build there, but they can build it in Kiev or Riga… You build ‘your’ bank in London. Now only England may build their bank.
    Problem: you will need one thing: your opponent must build the marketplace.

    2. You can also create culture embassies (one per civ on one city only) or create a Small or a Great Wonder for doing this effect (maybe the Marco Pole’s in civ 2).

    The 1st will increase wealth and gold per turn and the 2nd increase culture value, increase the probability of culture switching by 20%, and improves your reputation by 50% maximum (depending of how many AI civ left. E.g. in a game with 8 civ started, one already gone 25%, 2 – 20%, 3 – 15%, 4 – 10%, 5 or more – 5%, although if none gone yet, than 50%) like the Eiffel Tower on Civ 2.

Zenon_pt
 
Real time. Civilization as it is, just real time.......just to watch those battles unfold.
 
One of the things that makes civ so appealing over a long term is the flexiblity. I never play with the standard rules because there are some things that just don't work right for me and some units/civs/buildings, etc. that I just like having too much. There are areas though where there is not enough flexibility like the ai.


1) A more varied combat system.

Some have mentioned system of counters like AOK as an option. Something that gives us more reasons to have a variety of units as opposed to building all of one unit. This could be implemented by adding more abilities that units can have. Offensive or defensive bonuses against certain groups is the most obvious options.

2) Food as a resource able to trade between your cities and others.

Would require granaries and distribution networks at least with unlimited distribution after railroads connect your cities.

3) Ability to add worker jobs and customize the effects.

There should be worker jobs that let you benefit from areas under your influence that are not workable by a city like farms and mines, etc. They could benefit the nearest city or some central pool.

4) Tiered approach to agricultural improvement.

Ability to developed more advanced forms of agricultural improvements like crop rotation, plant propogation, etc. and have these impact your agriculture.

5) Naval leaders and "armadas".

Have naval leaders that appear like military leaders which can be used to create armadas which are naval armies.

6) Flexibility in the ages played in a game.

Have more ages, and have the ability to limit the ages included in a game. Can start later now, but how about ability to restrict to bronze and iron ages? This would include the option to progress into a future age which should represent a logically possible near future.

7) Ability to customize the ai.

In aok the ai can be programmed through a scripting language that a non-techie can learn in a day. With a community like the one here, it would not take long before we had a robust selection of opponent ai's that were smart enough to beat someone like me without cheats. It is frustrating that the only way I can get more challenge is have the ai get production bonuses and starting bonuses. Lets see it choose to mine once in a while on harder levels, or to recognize when they have lost twelve of twenty cities there is no deal to costly to end the war.

8) Larger gap in combat units abilities.

Make it less likely for a spearman to hold off a modern armor by spreading out the abilities.

9) Units should be able to swap in and out of armies or upgrade in armies.

This was available briefly as a bug when PTW came out, but went away. Should come back.

10) Units should be tradeable commodities.

If I really need a tech and have some swordsmen garrisoned that my neighbor really needs, they should be able to be sold. This makes more sense in modern times when weapons are bought and sold instead of it being more like mercenaries.

11) Last but not least, Poland as one of the standard civs. Also more African, Asian, and American civ options as well as Phoenicia.

The Husaria were the most dominant military unit of their time and greatly impacted history when they prevented the annexation of mainland Europe by the Ottomans.


Additional small or cosmetic type issues--

- ability to add culture groups
- generic named wonders consistent throughout -- Library of Alexandria changed to great library, why is Statue of Zeus called Statue of Zeus instead of something generic
- offshore resources available and can be worked with platform, etc.
- more levels of barbarians

Some of the buildings I have used in mods (mine and others) that I like the best are:
Wind Farm - gives bonus production after ecology
Iron Forge - small wonder, req. iron, bonus production in ancient
Fisherman's Wharf - Bonus food/production in water squares
Theater - culture and happiness
Museum - culture
Academy - ancient research boost with philosophy


Some of my favorite unit additions
Yeoman (Brit UU worker with longbow ability)
Elephant Archer
Javelineer/Skirmisher
Trireme (Phoenician UU upgraded galley)
Lancer (ancient pike requires formations)
Mounted Archer
Husaria (Polish UU upgraded knight)
Camel Riders
Special Forces (explorer move with bombard, radar)
Machine Gun (swordsman path)
Heavy Infantry (rocket launcher with bombard)
 
EDITOR/UNITS/UNIT ABILITIES

i like to give some modern destroyers the ability to carry one helo for ASW search and prosecution.

Helo: immobile, sees invisible, lethal sea, range 2-3
(modern helos can carry Penguins for ASuW, so lethal sea IS legit)

it has to be an air unit for the recon mission and just playability...
but i can only give the destroyer the "transport only aircraft"
ability. This lets the AI load a Bomber onboard -
....heck of a catapault..... and recovery?... ouch.

Upon reading many of the posts on unit creation and customization, it seems many good ideas/units can't be implemented due to not being able to give a unit its own set of unique abilities other than whats currently available.

We make do with cross flagging unit abilities and come up with some pretty weird combinations to make something work sometimes.

It also seems a good percentage of the problems have to do with transport. So confine the following idea just to that.

My suggestion: Include extra, generic, unit abilities in the box in the editor.

Call them: "Special 1", "Special 2" or somesuch and "Transport Only Special 1", "...Special 2". Make them compatible with any other ability (foot unit, immobile, nuke, tactical missile, cruise missle, transport only "*" etc.).

Then you could additionally flag my helo above "Special 1" -
& additionally flag the destroyer "Transport Only Special1" -

I figure 3 such Specials might be sufficient depending on how much you like to mod......
 
1.) River Tiles
River tiles should be able to be traveled on by naval units so you can recreate attack strategies like those of the Vikings and how they used rivers to attack Paris. River tiles should prevent units from crossing the terrain, but once bridge building is discovered you can reach that other land. (You could also just use a ship.) Just make sure that when you attack, that you don't burn your bridges so to speak.

2.) Spherical/Hextagonal Map
The spaces on the map should be hextagonal. This would allow many more ways to move, which would make combat and retreat strategies easier to mobilize and hard to thwart.
The sphererical map is because the world isn't flat. It could also allow better map development. In the scenerio editor it would be possible to make both 2D and 3D maps increasing the variety in scenario modding. "Holy crap! It's round!?"

3.) Nothing should be left only to a scenario. Everything should be avalible in the main game. EVERYTHING!

4.) Great Religious Leaders
They would be 'neutral' units and able to walk into enemy cities. When there you could use it to try to 'convert' the city's people to your religion. They could also be used to increase your citizens happiness for 20 turns.

5.) Great Naval Leaders & Armadas
Great Naval Leaders will appear in the form of a ship. They could be used to create armadas (Armies for the sea.) or rush improvements in coastal cities.

6.) New attribute: Barbaric
I REALLY want this as an attribute. Instead of razing the city and getting ruins to appear, you instead get a Barbarian Encampment that creates soldiers for you. I believe this would be a REALLY nasty attribute to add to the game. (Especially if you end up with it coupling with the current Militaristic attribute.) In ancient times these guys would be increadably powerful.

7.) Breaking Factions
When citizens of a city are unhappy for so long it'll bring an AI player into the game playing as that city/cities. If too many break off you may end up facing down a civil war. This would make players more motivated to not leave everything automated all of the time.

8.) Culture Specific Building
Each culture should be able to build some specific unit. Aside from that when wonders are built, they should change their qualities based upon cultures and even the city they're built in. Library of Alexandia becomes Library of Washington or whatever the city is named.

9.) Physical Spies
Physical Spies would be a great addition. It gets dressed in selected enemy colors as a worker and sent in so you can see troops possitions, corrupt ungarrisoned cities, destroy production/improvements, or assassinate Great Leader units. This would allow espionage missions on a more personal level. If your enemy recognizes a new worker that isn't working they could have one of their combat units kill it. (Would work the same way for you as well.)

10.) Assassins
Specialized Assassin units that have a 50% chance of automaticly killing non-mechanized units, but then would commit suicide after attacking. They can't take cities as a drawback and this would REALLY p/o the AI players.

11.) Guerilla Warfare
Guerilla units can be made to wage an annoyance type of warfare with an opponent without actually declairing war unless they get wise to your ways.

12.) Stacked Combat Attack
Stacked combat attacking would allow you to preform an all out attack by selecting a function like "Activate Stack" and having them attack. The assault would continue unit one stack is dead and buried. This would make it so those weaker units don't get away to ware on your nerves when the next turn it's a veteran that used to have one point left. With this idea, diversety of troops would also make the combat better because if your stack is based full of offensive units with no defensive ones then you could probably be wiped out by another all offence stack.

13.) New Age Armies
Since stack combat is avalible now, armies will seem like little more than an annoyance. To resolve this problem, I suggest allowing armies to combine all of their stats. This includes A, D, M, BA, BD, and abilities such as the Blitz attack. All of them would also add their weaknesses to the pile as well. If a unit in the army can't cross jungles then the entire army can't do it.

14.) Near future units/techs. Atleast 50 years would be REALLY great! This would make for tuffer combat situations and would be semi-realistic.

15.) MORE!
More stuff that makes sense to the game and more of everything done in Civ3 in general without moving two steps back gameplay-wise again. More civs, improvements, wonders, small wonders, combat units, non-combat units. Take a large example from the DyP mod and then add some. Maybe even making another era or two just to contain it all.
 
1) variability in game complexity to allow beginners to grasp the game more easily, while letting more advanced players have the complexity they want, the game might not reach full complexity until reagent

ie. in chieftain tanks might only require oil, cities might not 'flip' sides
culture might have less of an influence on a game and you need less food for your cities then as the player progresses you keep giving them new challenges.

2) also i thought that some form of game speed stetting at the start might be good so that on fast a turn might be 10 years but on slow a turn might be one year, however technologies would still take just as many years to developed if you gave them the same funding.

This would allow people who don't want to play for days the opportunity, but it would also allow wars in slow to take 10 years instead of 300



sorry if this has already been sujested
 
I just had an idea about more logical scientific research, mainly with the militaristic Techs.

I think that the techs should be separated into Types, and you can research a militaristic tech at the same time as a (hmm) other type of tech. You divide the funding between the tech types.

AND, here comes the important part of my idea, your Military tech research goes faster during war. i.e. you learn stuff by winning and loosing battles, new strategies, new weapons etc.

Also, we all know that the great wars of our history has been what has pushed the technology forward. For instance, would we have the jet engines or computers by now without WW2? (We probably would, but maybe not that hi-tech as they are.)
 
I think that one of the most importain new features needed is a improved military system. I feel that the fact that a huge empire (which has problems in itself) which only has like 500 units is a problem. I also think that a general system is need most of all. For example a well trained general with less troops could very easily destroy an army much larger with a well less trained general. I also think that moral and supply lines could be added in. But anyway back to the army size, if any of you guys have ever played Total War imagin the system with out ofcourse the battle scenes. I really dont think that this would take up alot of memory after all computers are getting faster and civilization III only need 128 mb right now so boosting it to a minimal for 256mb is not that far out of the way.

I also would like to see some better settings and enviorments are needed. I think that a game engine such as goul II would be great. Now i no that it is mainly only used with first person shooters e.g. Solider of Fortune II. But it works well with 3D graphics. Again I dont really feel that this would slow it down that much for the same reasons.

Now i think that the most importaint part is a new system for A.I. not that it is really that bad now but a little bit more skill for example i would really like to see the AI conduct Strikes with like planes and then the main force instead of just throwing anything at you as they have it. I think that if they plan a little better it would be really great for the game. And make it harder. Also please just fix the little problems for example i was playing the other day and it is like 1986 and we are really far in the tech tree and the spanish declared war on me and the first troop to come out of a city was a spearman., now come on that is just to crazy. They keeped attacking with like charriots and horseman and i am going to wipe them down. Now i no that alot of their troops are regular but gurrrr cant they just disband them or upgrade with i have never seen them do.
 
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