The Official Civ4 Ideas Thread

Status
Not open for further replies.
Originally posted by Dom Pedro II
I think an important feature is that Civ 4 should use the same sort of graphics it used in Civ 3. I mean, I'd hate to think that all of the people that have worked so long and so hard to make hundreds upon hundreds of units as well as other graphics for Civ 3 are now going to have to do it all over again for Civ 4...
I hope it's a better format, less tedious to do units for, and with a possibility for better quality.

If they do them in 2D, let them be 16 million colors, not 256.

And if they do them in 3D, I don't have to do the Renders, and storyboards, and pallettes and all knows what. I just do the animation, saves the file, exports it to the games format, and use it in game.
 
I'm sure one of the greatest and most important changes for Civ IV will be more culturespesific and unique Civs! It will be 4 or 5 culturegroups, perhaps with their own technologies, buildings, and units, I think this is more important then more Civs! More Civs can allways be added in expansions, Civ IV must give something extraordinary new to the gameplay. More UU's and other unique stuff will be in, I garantee you ;)
 
Feature:Realistic Population

I dont know if this has been said before but the groth rate in civ3 is crap I mean in some third world countries in the cites the people are starving and they babies still keep on coming .I mean for example:
City one has 10,000 it has a chance to get to 100,000 people in one turn...... i mean it is true in the real world and also lot's of cities dont have aqueducts or hospitals and they still keep on growing
 
Originally posted by FranciscoHernan
i mean it is true in the real world and also lot's of cities dont have aqueducts or hospitals and they still keep on growing
Yeah, but they are dying, and won't be able to work much if they are sick a lot. Or are not fed enough.

In Civ3 a population point is another effective group that can actually work and produce something.

Sorry to discuss in this thread.
 
I have more:

I was thinking the other day that it would be cool to allow old governments to come back. For example, if one were to take over France and another country were to take from the conqueror they should have the option to allow an independent French government. Wars of liberation essentially, not just building an empire.

And well organized civil wars would be cool to.:tank:
 
Make settlers cost significantly more shields in order to slow down the early growth.

On most Civ3 maps the only viable stategies are variants of racing to fill up the map ASAP.
 
Get rid of culture flips or signifcantly alter them.

I am one of those gamers who does not appreciate very low probability chances of very significant game changing events when playing computer games. (For example, no volcanoes errupting.)

On most maps a hex corresponds to lets us say 200 miles. One viable strategy is to station your army in the next hex, 200 miles away from the city that has been taken from another civ., so that your army will not be totally destoyed if there is a culture flip.

Civilians (rebels) in a medium size city somehow totally destroy a large stack of modern armor, if there is a culture flip.

One example of a more sensible outcome is that if there is a culture flip, there is a small chance that each military unit in the city will defect. (Chances would be independent for each unit.) Those that don't defect are not destroyed, but relocated to the closest available space. Just an example. In general try to avoid arbitrary all or nothing large events.

P.S. The introduction of culture was an excellent idea.
 
Not new ideas:

Allow larger maps.

Allow more civilizations.

Have more resources.

Have more city improvements for later in the game.
For example TV and/or Radio Stations could affect happiness and/or corruption.
(The later improvements still seem to be geared towards building the spaceship, which many of us do not find much fun after the nth time.)

Have a much better diplomatic system.

Improve the trading system.
 
Revise the manner in which the AI decides how much a luxury is worth.

The AI always assuming your luxury is worth less than its own, does not have the right feel. This is also true with respect to research results. I am content with the AI having an advantage in one area, being able to build faster.

The AI always counting up how many happy faces each side will get also does not have the right feel. There may be player opponents who would do this, but not all of them would do this all the time.

Many players might instead reason, you are getting about twice as many
happy faces as I am, so maybe I will charge 150% as much as I would charge if things were equal.

I would be content with some civilizations using the current algorithm, if others used some other algorihtm.
 
Parse the research tree into smaller units. More total advances, each of which on average produces less benefit and costs less. (Minimums and maximum turns revised correspondingly.)

Allow more playing time in the ancient era, as per one of the Conquests.

Add the post-modern era to the research tree.

Add more useful wonders to the modern era.

Return to allowing extra research to carry over. It does not add to the enjoyment of the game to have to fiddle with the slider for science percent solely in order to make sure you do not waste anything.
 
Substantially revise the corruption algorithm.

Possible ideas:
Somewhere in the corruption algorithm use the log function, so that corruption does not grow to 95% as quickly.

Reduce the maximum corruption percentage.

Have the advance of radio reduce corruption. (Could also apply to telegraph and/or telephone.) The idea being that with radio government leaders can stay in touch much more easily with distant cities. Technological advances in communication and speed of travel have made a given distance from the capital much less of a problem on average in later eras than in earlier eras.
 
More unit abilities, such as:
Loot: a chance that killing/capturing an enemy unit will give you a bonus in gold.
Ambush: Certain units are invisible on certain terrains; ambushers get a 2x combat bonus against enemies who unsuspectingly move into the tile where an ambush has been set up. Would allow for greater guerilla tactics.
Ignore enemy defensive bonus from terrain, walls, etc: Possible siege towers or attack helicopters?

Religion: This is complicated, but I think, along with your type of government, you could choose your religion as well. Like governments, different religions have different strengths and weaknesses. Here's an example:
Judaism: Settlers only cost one population, scientific
improvements 10% cheaper. Slaves require
support in gold.
I believe, with your choice of traits, governments, and religions, you could really customize your civ a great deal. Perhaps with a high culture, you could "convert" neighbors and steal from their population one citizen at a time. "conversions" may also be a way to spawn a great religious leader, a unit I think is really missing from the game. Ah...listen to me go on. Hope you're listening, Firaxis!
 
First off, sorry to post twice in one night...more ideas came to me. Secondly, some of these ideas have been expressed before, so I'll try to keep it short as possible.
1) Enhanced diplomacy/espionage:
- bribe barbarian villages to attack rivals or stop attacking you
- assasinate enemy great, scientific, or religious leaders
- bribe rival leaders to defect: high culture, and some gold would
be required: scientific leaders would be more likely to defect to
scientific civs, religious leaders to religious civs etc. I think the
aspect of individual men being able to lead a civ to glory or ruin
with their wheelings and dealings is something missing from
the game.
- Mutual non-agression pacts
- demilitarization: as part of peace negotiations, demand your
enemy surrender some of his military over
- Resource stealing: Steal resources that are renewable, like
horses of silks. Obviously, you can't "steal" iron or something
that must be dug out of the ground.
- Horses can appear once a civ has contacted another civ with
horses
2) Bring back the fundamentalist government
3) Revolutions can occur in unhappy, corrupt, and far-away cities.
1/3 of the units in that city defect, 1/3 are destroyed, and 1/3
escape to nearest city. The rebels form a new civilization of
whatever culture group the city was (possibly as one of the
civs not playing) This fledling civ starts off with double culture,
the same techs as the civ they broke from, and in a golden
age to actually give it a chance.
4) Rights and civil liberties: certain advances will trigger
unhappiness over civil liberties. Rights may include:
- Abolishment: no more slavery, makes the growing number of
abolishonists happy (triggered by industrialization?)
- Land ownership: creates happiness and avoides social strife,
but takes 1 food, 1 shield, and 1 commerce from city square
Certain governments require certain liberties. for example,
democracy automatically abolishes slavery, as communism
automatically forbids land ownership. All these changes would
allow for even further customization of your civ, and tyrants
would have very unruly populations
5) Natural wonders: special tiles, like "Mt. Fuji" or "Victoria Falls"
that give moderate bonuses.
6) Pollution patrol: Workers remain in fortified posistion until
pollution pops up, then they automatically go to clean it up.
After pollution is cleaned, they return to fortified posistion
7) Artificial synthesis of rubber, silks, dyes in modern era. Perhaps
a "synthesis plant" improvement that gives those resources to
a city where it's built.
8) Resistors or unhappy citizens may turn into guerilla units (more
modern barbarians?) that harass you.
9) Immigration: High culture, more civil liberties, and a more
representative government causes rival's citizen's to join your
neighboring cities one citizen at a time. "immigrants" are not
immediately productive citizens, however an "immigration
office" improvement will assimilate them more quickly (wonder:
Statue of Liberty; immigration office in every city)
10) Modern infantry, early atomic unit, attack choppers, and units
with both attack/defense and bombard (such as
crossbowmen, bombardiers etc.).
Overall, I think many of these would improve the game. As it stands, the most powerful are those gifted with the strongest traits or best land. Some of these changes might make the game more dependent on cunning, social manipulation, and shrewd diplomacy. Sorry for the length of this post, by the way.
 
Some ideas I am sure somebody has proposed but I can not be sure they are posted:

- Fishing fleets: coastal cities can build fishing units that can be sent to exploit fisheries. This should be done in three ways of explotation, Ecological, the amount of fish obtained is low (one) but the resource will be there, Industrial, you get two of food, but there is a chance that the resource will go away or that it will start giving just one, and if it is not left for recovery it wil die out, and the third is plainly plunder, the resource will dissapeared in a matter of turns, but you get for example four of food.

- Giving independence back: if you have one city that belonged to a civ that was destroyed, and the population of this city is still in its majority of that civ, it will be nice if you could give them their independence back, and of course they will be very very polite with you.

- Helping your friends, it is necessary to defend your allies to be able to station troops in their cities to protect them from enemies. It could be done in two ways, one it will be that you force them to accept those defensive troops or else, in this way they will be not very happy (there could be even a resistance group), and the second way is that they ask you for help and protection, and not only they will be thankful, but also they ca not go to war against you till all their wars are over.

- Free market economy, another AI "player" should play, that will be the merchants, they will buy all you want to sell them depending on demand and supply for the price, and also you can buy all they have to sell depending on the supply-demand, to get the merchandise you should have one (at least) harbor. That wil be more realistic, it could be the case as it have happened historically that you are at war with a civ, and indirectly you are selling them resources. That allows also blockades, if your enemies block your ports, you can no longer get resources. Of course the old way still goes on, and if you have terrestrial connection with someone that wants to sell resources to you it works.

- Resources will be much realistic if they were produced as units (for example each mine of iron produces two of iron) and transported to the places were you have the factories that require iron. The model will be the one of Colonization, that I find much better and more realistic.
 
Pacts
We should be able to form pacts, a deeper form of alliance where your allied civ is considered almost as important as yours.
In a pact you should be able to to move your units on the same tile as your pact-member, being able to defend his cities and units. You cannot declare war against your pact-member, not even through MPP. All civs your pact member declares war against, you will also be in war against. Your nations are bound to eachother, until the Pact is broken. It cannot be broken within a certain time limet, like 20 turns, after that it's renewed, or ongoing until one of the civs leave the pact. If the other civ do not agree upon the other civs departure out of the pact, there wil be a Rep-Hit. A small one.
You cannot sign any form of agreement against your pact Civ, like a trading embargo. In fact, resources could be shared and used by all civs in the pact, without trading.

If you conquer a city that was a former city of one of your pact members, it will automatically become the pactmembers city once again, or this could be a choice. But if you don't give the city back to the other civ, he will like you less.

And as I said earlier, pact members should be able to have their units on the same tiles, and in eachothers cities.
 
I'd like to see the ability to pop up a text box and enter database (SQL) - like commands. Something along these lines:

select all cities on this continent where temple=false and size>3 then insert into build queue "temple"

another example:

if city=coastal and size<=6 and growth=0 then insert into build queue "walls"

The whole idea is outlandish and would require some substantial programming to implement. It's just that when you're building a nice empire and trying to micro 50-100 cities on a huge map it can all get a little tedious.

Personally, I'd love the game to ship with a programmer's interface (DLL's or C header files) so fools like me could dream about writing bolt-ons for the game and real programmers :scan: might actually be able to offer useful enhancements. Anything from better 'bot players to a spreadsheet-like diplomacy screen.

The idea is too utopian and "out there", hackers could crash your computer with rogue code and also, there would be the problem of a standardised game (for GOTM or other competitions). Maybe you could choose to load custom modules at the start, using an ini file or something and modules could be vouchsafed by civfanatic members.

Of course this won't ever happen but still, I dream the dreamer's dream (whatever that is when it's at home :rolleyes: )
 
Originally posted by Howard Mahler
Get rid of culture flips or signifcantly alter them.

(...)

Civilians (rebels) in a medium size city somehow totally destroy a large stack of modern armor, if there is a culture flip.

One example of a more sensible outcome is that if there is a culture flip, there is a small chance that each military unit in the city will defect. (Chances would be independent for each unit.) Those that don't defect are not destroyed, but relocated to the closest available space. Just an example. In general try to avoid arbitrary all or nothing large events.

P.S. The introduction of culture was an excellent idea.

I think a small change can make culture flip better: the cultural influence should cause resistance. And resistance, instead of disposing the entire city, should kill units, turn by turn. And then if you don't reinforce the defensive units, when the number os units is less than the city size, then the city can be disposed.
 
Originally posted by Gingerbread Man
Feature - Spherical World

What it does - makes the world spherical, instead of pipe-style.

How it would work - switch the tile shape to hexagonal system, map the tiles onto a sphere.


A spherical world is one of the more revolutionary ideas that have been proposed (I see a lot of minor tweaks on this list). But why not take it one step further and lose the grid altogether. Organically placing cities, mines, irrigation (each with their own range of influence) and drawing roads along easy terrain or through military chokepoints would add a new creativity to gameplay. Difficult to program, surely, but I've seen a sperical game before ("Dominion" or something like that came as a demo with another game - it was a real time game played on a spherical world with amazing zoom capabilities.)
 
Terrain Naming

This is simply the ability to name different parts of the terrain such as continents, oceans, mountain ranges, rivers, etc. I propose it to work like the naming of cities, where it's automatic with the option of renaming, when under palyer control.

This would of course have no effect on gameplay but yet be beneficial to one's enjoyment by emmersion into the world created. I also propose the ability to toggle these names on and off so as not to crowd the map for those who don't like it.

The only challenge in programming is to have the map generator recognize the break between terrain formations.
 
change in combat system! one proposal:

every unit can be build in three types:
-scout type: These cost little to nothing (no population)
-garrison type: These cost more, get a radius to attack enemy units randomly, which are travelling through your city land. cost 1/2 a population (means: if you build 2 of them, your population will sink 1), only have a attack value in your empire
-army type: These cost the same as garrison, have a greater chance of creating a leader, and probably are better in attack, cost 1 population.

-> Whenever a scout unit is attacked by a army, the scout will lose. but when a scout and a scout are fighting, it can go either way.
-> Everythin is possible: A sword warrior as garrison, a hoplite as a scout, ... although it won't make much sense.
-> the idea is to stop with 'having units' into having a army (as one of a country)

Of course, this is for land units... :) I haven't thought about sea/air...
mfG mitsho
 
Status
Not open for further replies.
Back
Top Bottom