What would you have wanted different in Civilization 4?

Levgre

King
Joined
Jul 24, 2006
Messages
904
One idea I was having is it would have been nice if some, if not all, resources were "produced and stored".

By that, I mean, like every turn you work an oil well, you get 1(or some number) unit/s of oil.

Then, oil would be consumed every time you produced one of those units that needed it.
It would be nice if a system was made that oil was consumed when you moved or fought with those units, but that is more complex and harder to balance, perhaps.

Regardless, a system of building up storage of resources would've been nice, so you could trade resources in quantity, you could build up strategic reserves, and the trading of resources would be more significant and more nuanced... nations with multiple oil wells could truly become oil nations, as it is, if you have one well you are set. There is no supply and demand.



How it could work for wonders is you assign your resource to be funneled to them, and say 1 unit of copper lasts for 50-100 hammers of production for the Colossus.... 6 units of copper total needed to build it at the hurried pace.
 
Bombardment should work like in Civ3.
That is all.
 
I find it intensely irritating that it is almost impossible to capture all of a civ's cities on a crowded continent without other civs' cultural borders enveloping all.

Nuclear weapons aren't powerful enough, either.
 
Yeah i agree that Nukes don't seem to have the power they once had.

What i really yearn for though is the old style Map editor. Don't get me wrong, World Editor is fantastic, but as an "extra". I really did prefer the Civ 3 style of rules and map editing, before starting the game. Perhaps there is a script around here to bring it back?

Oh, and i would prefer a few more diplomacy options / leniancy.

Other than that, i'm pretty impressed so far...
 
I find it intensely irritating that it is almost impossible to capture all of a civ's cities on a crowded continent without other civs' cultural borders enveloping all.


I agree with that, i have for long been an advocate that you should be able to set borders with the advent of nationalism, so you can work all tiles in your cities radius, and you should be able to barter with other civilizations for tiles in your city radius, or claim them with military, and the opposing civilization has the option to have a border war over this tile, go into full blown war, or let you have the tile for the next xx turns..

I also wish that there was a 6th civic line of options with Colonialism.
In that some of the choices encourage growth, science, and culture(Think French colonies in that they set up universities ect) Colonys need this since at the moment they will never end up with dominance +relations with master civ..
Another option for a warmongerer to be able to draft troops from colonies cities(Think British Empire) -relations with Master civilization..
maybe a 3rd option that would mean more revenue towards the Master civilization.. no modifier to relations.
4th option of slavery and +20% production to master civ --relations with master..
5th option you think of it yourself im lazy..
 
Yes, set borders would be a good idea.
And the colonial option for civics, good idea.

Talking of civics, I think ideology should play a much bigger part in diplomacy in the late game, no, not just a bigger part, an enormous part...

For example, State property civ - Free Market civ , massive drop in relations, and vice versa.
ideological wars ftw.
 
Yes, set borders would be a good idea.
And the colonial option for civics, good idea.

Talking of civics, I think ideology should play a much bigger part in diplomacy in the late game, no, not just a bigger part, an enormous part...

For example, State property civ - Free Market civ , massive drop in relations, and vice versa.
ideological wars ftw.

Yeah i would attempt to make a mod, a trial to see how a 6th set of civics affects gameplay but i dont even know how to use the world builder let alonee XML :D!

You get + Relations for common civics.. i guess that is an attempt to bring States with similar ideologies together
 
Yeah i would attempt to make a mod, a trial to see how a 6th set of civics affects gameplay but i dont even know how to use the world builder let alonee XML
Oooh. On the Rhye's and Fall mod on BTS, there is actually a 6th set of civics concerning colonialism.

Dammit. I wish the limit of my computer knowledge wasn't just installing programmes. Then I'd understand XML. :(
 
Oooh. On the Rhye's and Fall mod on BTS, there is actually a 6th set of civics concerning colonialism.

Dammit. I wish the limit of my computer knowledge wasn't just installing programmes. Then I'd understand XML. :(

I demand someone pirates and slightly edits these civics from Rhye's.. sure the Civics would be easy.. but implementing a good code for the AI to use them effectively would be difficult i guess :(!
 
I would have liked bombardment to work like how it was in CivIII...
 
Regarding Rhye's - it shouldn't be much more complicated than copying most of the files into "Custom Assets". Theres a mod that a number of us use, BUG (BTS Unaltered Gameplay) - and instead of installing/loading as a MOD you place the files/data in Custom Assets. That way the changes are always in effect.


As for what I would have preferred in BTS, a better thought out Corporations system. Compared to the Spies interface and game mechanics - the Corporations just feel wrong and don't seem balanced.

Of course this is the CIV4 General discussions, maybe the CORP bit doesn't count ;-)

CIV4:
* When you take a capitol City, the City gets a Forbidden Palace.
+ And the CIVs remaining cities take a 10 or 20 turn unhappiness penalty.

* Ability to issue (next-turn) commands to units that have no movement left.
+ Currently units w/ no move ignore commands and you have to re-issue it next turn.

* The cheekiness/humour of the Advisors from CIV3.

* Able to repair bombardment damage by building walls.
+ Even if the City already has walls, and/or walls are obsoleted.
Spoiler :
If the city in already has Walls, limit additional defense to:
+ MAX_CULTURE_DEFENSE + 50% + Other Defense Bonuses.

IE: City with 80% Defense (has Walls) is bombarded to 10%
Rebuild the walls, and re-up the City defense to 60%
* Tile Fortification instead of Unit Fortification.
Spoiler :

To Fortify a unit needs at least 1 move. All units can fortify a tile, incl. Mounted.
After fortifying 5% is added to all Friendlies defense, and movement is reduced to 0.
Thus 3 units can fortify a tile to 15% in one turn. 5 units: 25% in one turn.

NOTE: Mounted don't benefit from Tile Fortification, but they can contribute.
* The ability to bombard Tile Fortification and Forts.

* A combat system similiar to Warlords 3, instead of Rock/Paper/Scissors
Spoiler :

For those not familiar, basically units had a STR from 1 to 14, Heroes could get up to 15.
A D30 was rolled for attacker & defender:
Attacker < STR, possible hit, if Defender rolls > STR, else miss.
Defender < STR, possible hit, if Attacker rolls > STR, else miss.
Both roll = STR, Both hit each other.

Variable HPs/HITS. The Elephant should be harder to kill ;)
 
I find it intensely irritating that it is almost impossible to capture all of a civ's cities on a crowded continent without other civs' cultural borders enveloping all.

Sure if you just warmonger, plan a bit. Get an Artist beforehand to culture bomb. Burn one of their cities to the ground and drop a settler in the vicinity - either in the same place or a better strategic position, and have the new City build culture until its borders expand. You will gain 6-10+ turns of culture gains instead of a CITY that is revolting the whole time.
 
Any chance I can get a video/screenshot of these 'great' advisors everyone is talking about?
 
Oh yes and i posted this a long time ago and not much response so i shall repost :mischief:
Spoiler :
- First.. Does anyone else ever wish when you have multiple vassals, some of which are close together, that you could unite them into like a permenant alliance, under which they would still be your vassals, or better yet unite them as one civilization, an Issue would be you doing this on purpose so they break free from the Extra land i guess, solution maybe could be they require 75% of your land and population instead of 50%, this i think could really make vassals useful, and of course the AIs would only do this if their relationships were pleased atleast, and if it would be beneficial to both, not merging a 7 city vassal with a 1 city vassal.

-Second.. Am i the only one who wishes their colonies not vassals concentrated more on expansion, and military to take their surrondings meaning they gain land which is power which would work to the whole point of an AI's aims to win, maybe force colonies to only put 50% of their commerce into research max, so i can exploit whoops i mean trade, resources for their gold or hopefully make them expand more, thinking about it Colonies need a revamp with the AI, because its playing with Normal AI which is built up on starting from 4000bc, not suddenly appearing in 1500 AD on Terra..

Third - The fact i supply my colonies with tech and they have not self researched anything at all feels as if colonies are just a waste, yes if i beeline the tree for industrialism for tanks, and let them grab one of the backwards techs i dont have maybe they would be useful but really thats not optimal, the fact is i have been infrastructure building since 4000BC, my colony just started/ inherited theirs, it is weak and wont be strong so why try, im thinking Colonies really need to set their main Aim as expansion..

3.5- Colonies are just always on good terms with you, i have never had one go under friendly relationship, maybe add a few modifiers in like -1 for every tech you have and they dont with, 'Your are not sharing your technological discoveries with us' which would work into the whole system of colonies not trying to tech up but expand more since it would force you to give them techs or face revolt..

Im just saying all of this because i feel vassals and colonies are never really useful to me, military or tech wise, even if i vassal monty or mansu for the specific purpose to tech or be a military ally. The only situation where i have found vassals useful is, continents maps attacking a backwards continent, quickly vassaling an AI, sending him tech and gold to upgrade his troops, then declaring war on the next AI, and my vassaled AI will take the brunt of the troops since they have borders with each other, and the AI i just declared war on always attacked.. 'liberating' a city to a colony/vassal is slightly useful in that it takes the Garision with two free troops, meaning i have just saved 2 troops so they can go back to the front line. Really though for me they are just not worth the effort.

What do you think? Hopefully someone who likes to Mod reads and considers making some mods to make vassals and colonies more benefiting..
 
Any chance I can get a video/screenshot of these 'great' advisors everyone is talking about?

meeting.gif

I liked them more in the ancient ages :(
 
Back
Top Bottom