What do you think should be on CIV4 (improvements from CIV3)?

What would you like to see implemented in the game? (note: this was a merged thread)

  • Your regional model sounds fine...

    Votes: 1 14.3%
  • Historical emphasis in other ways...

    Votes: 2 28.6%
  • Forget the history, add to the gameplay!!

    Votes: 3 42.9%
  • Other... (if you could come up with it :) )

    Votes: 1 14.3%

  • Total voters
    7
1) Vassal states. All those pesky little islands that produce nothing worthwile and are a pain should be given the option of being made a 'Vassal State' that doesnt suffer from corruption but pays you a tithe per turn based on an average of its production. The state is self governing and its army is controlled by the computer but it will never go to war unless to defend its own existence. Vassal states should be harder to culture flip. This would reduce micromanagement and make the game more interesting IMHO.

2) During wars the turns should slow down for everyone in the game so that each turn during a war is equivalent to a month not a year. Research and all other construction is likewise slowed by the same factor. This would stop 'thousand year wars' which are just dumb. All units should have their hits doubled and have the option of retreating each time they get injured to conserve units. Units would be hard to construct during a war so each one now becomes a precious commodity. This will probably need a fair amount of tweaking to get it right and balanced but you get my drift.

3) Goody huts within your territory with a 1 tile radius of unimproved land around them should give a per turn culture bonus to the civ who's land it is in.

4) Railroads should just double the road movement rate not have instantaneous travel.

5) Wonders built should add to your overall score at the end of the game despite the culture bonus they give.

6) Wonders that are over 50% built by a civ should not be buildable by another civ. This would stop the 'wonder cascade' happening where a civ could instantly change to a different wonder and build it even if the previous wonder was totally different to the current one thus denying people who have been building the wonder for years.

7) When a Wonder is made obsolete it should then generate income for a city. This is to reflect the Tourism angle.

8) Nuclear War should generate triple the amount of war weariness in ALL civs in the game, pollute all squares downwind (or to the east or west for game purposes) for a 10 tile length and take triple the amount of time to clear up for workers. Workers clearing nuke pollution should have a 25% chance of dying each turn. If over 75% of a civs cities have been nuked within 10 turns the civ is destroyed and its entire population turned into one big Barbarian horde (using Riflemen). All organic resources (grapes, horses, wheat etc) within nuke polluted areas should be destroyed. Nukes should cost triple the shield cost to build. Currently nukes are totally trivialised in this game.
 
Two things, more Civs for one. The second is kind of strange. I think it would be cool if you could get enemy units to defect. Like if you were assulting a city you could "convince" them to surrender and fight for you. How cool would that be :)
 
OMG guys ive read through the whole thing and Ive heard some of the stuff over and over again dont waste your or my time buy writing the same stuff over again... I WILL SUMMERIZE THE 10 best ideas ive heard

10. The Idea to have social engenering like the one in SMAC instead of government types, but they will have names.
example: if you have a ruler but allow ownership (+1 production per tile or something) but no freedom (-1 happiness) then you will be a monarchy or someting.

9.Immigration were if your culture and economy are thriving other nations peoples will move to our citys (represented by there border city decreasing by one and our city increases by one) it would be a lot better than the culture flip.

8.once you have the necessary reasources to build a more advanced unit. You shouldnt be able to build the previous unit ever. Even if you run out of minerals to make them. Did the french make spearmen when the german invaded in WW2? It would also be less fun along with being historicaly inacurate.

7. The idea of having a resistance when you are conquered to recruit people from your former citys to sabotage and assisinate the invaders.

6. making Armored tanks less numerous and more devistating. I meen do we really have armys consisnting of all tanks late in the modern age? I think it would be cool to have more humans and less more powerful tanks. adds strategy and makes it more fun

5. any entrance in any boundry is considered an act of war and if the tile is undefended then it will become the boundary of your own. Unless your are fighting in a far off place.

4.more deeper diplomacy. Have alliances form organizations (like NATO) cordinate attacks with allies. Secretly or overtly give aid (money,men,nukes) to allies. Condem attacks on other nations. Bribe nations, gather nations to inact international laws (sorta like UN).

3. Costumize your units to have a more varied feel. Give your guys a new gun that can bombard one tile away or night vison and bullet proff vest to improve sight and armor but lower speed or something and ultimatly have the most advanced army in the world.

2. Having Civilization alignments. Like Good Evil and Nuetral and your foreign policy, government type ,treatys youve held or broken and who you align yourselfs with make your alignment either one of the three. Some nations will be seen as the upholder of Democracy, the Evil Empire, or The Dictorial Facist state, makes the game more interesting having nations go in and invade a nation and place there government in place (i.e Japan WW2 and Iraq GW2).

1. Having civilizations split and being able to restore states. It would be unacceptable in the modern age to help and allie by reclaiming the citys from the enemy then keeping them. They should be able to return to the nation witch they originaly come from or u will be considered a conqeror your self. States should break up when there moral is low or they were incited by a foriegn power. In turn you can incite a people of another power by giving it forign aid to certain organizations that will pop up. Then when it is independent you can funnel money in (i.e Isreal type countrys) or when your country splits you can have a civil war or let them be. if all this was implemented this would be a serious contender as one of the all time greatest games to have ever been played.
 
There is one thing I would really like:

An AI that was smart enough it didn't have to cheat. At chieftain the AI would simply be stupid, at deity it would outsmart you without needing production bonuses or knowing where oil will be in the future (it could guess of course!). Sadly I know that right now this is beyond the bleeding edge of games software. One day though! :cool:
 
hey you never know...thoose deep blue guys can make some meen chess AI lol
 
hey sid (or whoever reads this),

i'm civ-fan since 93, when i bought civ1 for my atari st :crazyeye:
now i have two ideas how to advance this already great game.
in addition to both, i would add more turns to make the game longer, and both topics give you enough techs and improvements to fill the extra time.

first, storeable ressources.
once you discover a new ressource, you should be able to build in each town a special storage for each type. each store, lets say an oil tank, stores 10 units of oil in this city. with a dozen of citys, that would make a total nationwide storage capacity of 120. put a small display in one corner of the screen to monitor what you have (oil: 27/120).
every oilfiled would fill your store with 1 unit per turn, so it would be a nice task to gather as much ressources as you can to secure a decent flow.
the point is, it is very difficult to trade a whole ressource, because 1. you probably need it yourself and 2. you don't want become an opponent able to build units like hell in 20 turns. i guess its easier to trade a certain amount of a ressource, so you can control how much advantage an opponent can take out of the deal. if you sell 16 units of oil, you would face max 16 tanks in case of war. give your ally some oil, so that he can give you some serious help.
i think this would make the game less monopoly and would raise the importance of diplomacy. in my last game, there were only two oilfields on the whole standard map, both on egypt territory (guess who won).

the second idea is to make the game more individual. its based on the uu feature, which i like, but i think that's not unique enough. i would prefer to create my own special units instead of copying the ones of the real history. if you have no oil, what sense does a panzer make?
creating own special units sounds too complicated, but i think its not. everytime you discover a tech with a new unit, there should be some extra techs, two per unit or so, that are not necessary to advance further in the tech tree. they are only there to make that type of unit better. you could go through the game without any of those upgrade techs, using only standard units if you want. but if you like individuality, make your units special (and lose some turns of science thereby). this could slow down a bit a great power that wants to show its greatness by creating own units.
lets say you discover the archer, there could be one upgrade better arrows or better bows, that give you better attack. it could also be better defence, more movement points, higher visible area, higher bombardment range, less production costs, whatever. so, if you upgrade better bows, you could give your unit a special name. call it superbowman if you want. wouldn't it be cool to let the opponents military advisor say "the best unit of them is, what we know of, the superbowman (archer)"? such an upgrade could also be a nice trade item. these units do not need special appearences, let them look like the old ones, just with different namens.

so thats it, besides i would really love to see a civilization world in fully 3d :) why should this not be possible? there are so many awesome worlds created in 3d all over your gamestore, just put a grid on it, like in earth 2150. you need citys, units, field improvements and animations. i don't think its impossible, so come on :D . i would love to smoothly zoom in and out, turn around or change the view angle. more ambient sound effects, like owls, when your screen is centered an a woodpiece. woodpeckers, ****oos, cold windnoise in mountains, train noises on railroads, perhaps a post horn in earlier times, city noises, each more loud or more quit, respect to your zoom level. i want to get into my country and my population. perhaps day/night change that moves slowly over the globe, but does not have any effect on the game expect of looking nice ;) i wanna see forests swaying in a decent breeze.
perhaps one or two additional govenrment types.

so go, make the greatest game of all times even more great, and i'll give you my money.
 
Some great ideas here, especially from Greyhawk. For me? Almost anything that made me feel that I am competing with half a dozen AI's, not just one big cheating AI.
Oh. And I would like the civilization splitting back. I really miss that.:)
 
Originally posted by one_man_assault
hey you never know...thoose deep blue guys can make some meen chess AI lol

Chess has 64 squares, a maximum of 32 players and a small set of rules compared to Civ. The strongest chess programs still rely more on brute strength than skill - basically they look down every feasible path 10 or more moves ahead and predict the best move based on that.

While more and more chess knowledge (what I would term real AI) is being added to the chess programs, these are fundamentally applied at the leaves (e.g. the bottom of the search) rather than at the top.

Such an approach just isn't feasible for Civ. so it would need real AI.
 
I guess your right. If youve played Galactic Civilizations you will know that its developers are taking complex AI to a new level...
 
While there already is another thread on this subject that's about 400 replies long, I'll put my two cents here:

-The ability to see what terrain tiles are worke by what city from the world map screen. It's annoying to constantly zoom in and
out between the two.
-A wider variety of bonus resources, including:
Some with a positive and a negative effect
Some ultra-rare resources
More, common resources
Bonus resources that get revealed as the tech tree progresses
-Cheaper espionage as time progresses. The way it is now is the opposite of how it is in real life. Investigating a city screen in 3000BC would be very difficult for a far-flung civilization but very easy during modern times.
-All UU should be able to trigger a GA
-Random events: natural disasters, internal strife
-Modern barbarians: terrorists and separatists
-A bonus for a civ. using their preferred form of government. Perhaps only available when other government techs are researched and decreased each time a new one is.

The main one is seeing resources on the world map, though. It should be toggle-able also. And the ability to remove improvements/cities/units and keep culture borders visible.
 
I just wish the Republic wasn't such a good gov't that democracy is worse (in that it isn;t worth the anarchy) and that even though Monarchies ruled the world for much of the time, the republic is still much more frequent.
 
I would like to have the ability to build a bridge between continents and offshore islands....maybe limiting it to only one or two tiles maximum length. Sort of like the Chesapeake Bay bridge or in the Florida Keyes. This would be really useful in 'archipelago' type worlds where your civ is broken up between islands. This would allow the civ territory to be considered as 'one continent' and allow for roads and railroads to cross the bridge. It would be cool too if the bridges could be attacked in war-time to 'disable' your enemies by dividing their forces.
 
as i posted in Apolyton under the name of altF18, here's my Ideas for Civ4!

My ideas for a new Civilization:

Acts & Bills - these appear in a new screen called the Senate where you could pass or repeal them, with the Senates consent (in Communisms and Despotisms, the Senate, under another name, always accepts your choice)
A few acts & bills i've come up with are
Emancipation Act - this would free all slaves from Your civ, and prevent you from having them, which would give a happiness bonus. Better as an Act than a National Wonder.
Constitution - makes the general populace happier, due to, er, i don't know what the costs would be. Somehow it'll prevent you from oppressing your citizens much.
I thought of more, but can't recall them now. Anyways, the possibility for many good Acts & Bills is numerous, and they would add a certain depth to the game.

Everyone agrees with the resource point idea, where say, Oil provides 25 points and 1 point supports 1 tank.
But how about we add a new concept into the game, that would actually have you advancing when you get into the post-Rennaisance ages?
This is Energy, a new bar that is created later in the game. Energy would be generated from resoucrces such as Refined Oil, or Petroleum, which is refined from Crude Oil in cities with Refineries.
While most of that oil goes towards Energy, surplus could be sold off or traded - or Manufactured into Petro Products. (which in turn are sold to the city for certain money based on the demand of the citizens - or traded off) All that process would require Micromanaging under Communisms and Socialist states, but Free Economy governments would choose what to build and how much of, (though i think you should master Foreign trade)
But back to Energy. Instead of making refined oil a whole new resoucre, like i suggested above, it wont be.
Instead with Crude Oil, you could make the petro products and trade/sell/buy, but if you want the Oil to support your Energy, you'll need an Oil Refinery.
Than you could dictate how much gets used and what surplus is left for manufacturing/trade.
So an oil resource of 10 units would be shared with 5 units going to Energy and the rest being traded of manufactured, or simply stockpiled.
(it'll be hard to stockpile in Free Enterprises because any leftovers are sure to be used up for Manufacturing and commerce)
Coal resoucres could support energy with a coal plant, Natural Gas could support it with a gas plant, Uranium with a Nuclear Plant, and water with a Hydro dam. (very little energy from water, like 2)
All this Energy would be used to support Factories, which would require a certain level of Energy to keep your civ Industrialized, Units, post-Renno units wouldn'y require Oil, but Energy - tanks take up 1, Battleships 3, fighters 1, and so forth. So Energy would be needed to support the Military. And finally, the city itself, the general population, with the dicsovery of Electricity, would guzzle up those precious Energy units.
1 per pop. unit, in order to keep them happy, plus, (i need another effect here)
make them more prodcutive? or something.
but they'll need it in the modern age, so if you wanna stay civilized, you'll have to get it and keep a good energy supply up.
This goes along with Real Life but also would add that certain new level of depth and strategy building to the game. Energy of course could be traded between cities, even foreign ones, after negotiations.
Though it'd be nice to need Lines to transfer energy, that would only clutter up the map, so that should be left on the unseen level.
Factories which would require energy would be the basis of the Modern nation, allowing cities to manufacture more goods than whatever squandry amount they did ere Industrialization.
Let's say before you could only produce up to 4 units per city, either 4 of one Good (four Textiles from Furs)
or 1 of 4 four goods (one textile, 1 wood products from Timber, 1 this from that, etc.)
This would be max, until Factories come in. Now you could Employ pop. units into Manufacturing, and each pop. unit added into this production zone would add another Four units able to be used.
Now you could expand your Trade Empire.
Sounds complex? Fear not, once you think about it and go over it, it's not. I think it;ll make the game more interesting and add to the Industrial and Commercial side of the game. New reasons to build a Colonial Empire rather than just rule the world for the Bloody sake of ruling it. Now you have Goods make your citizens happy, and you and your Civ Rich!!!
(under Capatilist govs, you only get a good percentage of profits from the sale of Goods, the imaginary Big Corporation selling it gets the rest - this is because that Big Corp would also be paying the costs of Manufacturing it, whereas in Nationalised systems, you'd have to pay for each factory worker unit, which would lessen the profit you make)
Which leaves me wondering why Communists are communists, besides the control, wheres the economic benefits?
All this would be represented with the new concepts i just laid out.
And Civ 4 would surely be about more than war.
what do you think? ideas for improvement on it?
ideas for Acts & Bills?
i'll look forward to it
 
There's been so many ideas for a different railroad simulation, to replace the "ridiculous" infinite movement system. So I thought I'd throw in my own little idea...

Personally I'm most opposed to the current system not because a unit can move from one end of a continent to another in one turn, but more because it can still move, attack, fortify, etc. This is the fundamental thing for me - absolutely free rail movement means you can keep most of your army wherever you like, and be able to meet any sudden attack with your entire force, immediately. In the same way you can gather up your entire worker force to fully develop one tile in turn, or just do something silly like planting a forest to chop it down again and then replant it, or whatever...

Realistically, railroads were a revolution for military strategy because armies could be moved to the front much faster than before. But it would still take some time for the troops to deploy, for their equipment to arrive and be assembled, etc...

So I'm suggesting that a unit will spend its movement on a railroad just as if it were on a road - but once it reaches 0 movement, it may keep moving on the rail-track (if it's still on it) indefinitely. But it may not do anything else at that point, not even disband, fortify, join a city, etc. To stop moving the unit, just press <space>, or click on another unit. At that point you could still go back to the unit and continue the rail-travel, but you won't be prompted for it.

For interface purposes, using the 'go-to' command would "teleport" the unit just like in Civ3 (love that - moving on rails in the previous games was very tedious), and then end its turn (but of course you could still re-activate it and keep moving it on the track).

This is really just a simple modification to the current system, but with fairly drastic consequences. You would actually have to plan the defence of your empire to some extent, and divide your armies between different regions. Distances would at least mean something. Invasions would need to be better planned, since you couldn't instantly deploy your attackers wherever they suit your needs.
 
Originally posted by Greyhawk1


...

3) Goody huts within your territory with a 1 tile radius of unimproved land around them should give a per turn culture bonus to the civ who's land it is in.
...


be possible?

I mean when a goody hut comes within your territory it dissapears and reveals its award or the barbarians.


Keep civilized

David
 
Personally I'm most opposed to the current system not because a unit can move from one end of a continent to another in one turn, but more because it can still move, attack, fortify, etc.


i actually dont really have a problem with this....the reason the developers put this in was to simulate fast movement of troops in late Industrial and Early-? Modern Age. Actually if you think of it thats how far your troops can move in 1 year (1 turn late in the game). Well only thing about movement I complain about is the naval movement. They should have a tech that vastly increases ship speed in the modern age. Cause I know an ironclad could move laps around a Gallion...
 
I hope nobody's already said this. I have a problem with the world map being continuous horizontally but not vertically (as in north-south). I know it would probably be tough to project the map onto a 3D globe, but it would be a lot more realistic. A sort of halfway solution, I think, would be if they mimicked going over a pole and then down the other side. Regular units can't go over the ice, of course, but how about submarines can under it. They can go north from a square at the top of the map and then end up at the top square halfway around the world. Tactical nukes, too, that are near the poles should be able to go over. That's how the US and the USSR had them set up during the Cold War. At least it would be more like earth than the 'donut world.'
Hey, first post.
 
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