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Seeker
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London Ontario
Jan 1970 time: 00:32
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1. Imperialism 1's simultaneous trading market system. A real market system where supply and demand rule, unlike the Civ system.
In Imperialism, you must use Labour (of three different levels of skill, so that Britain's higlhly trained workforce beats Russian clodhoppers)to collect timber, Labour to process the lumber into timber, and more labour to turn lumber into finished wood products. You can sell at all three levels, raw resource, processed, and finished product based on 'does anyone want it'.
In Civ, luxury resources would have to be made more important to make workers stay happy, so that Tea or Coffee is always in greater demand than, say, Copper.
2. Europa Universalis 2 has a lot of good influences for Civ, especially in making alliances, and relations, and all the things that affect relations.
The semi-mystical 'Stability' number. affected and affecting so many things, might be interesting in Civ (under whatever name), but would be better if it was a value out of 100, and not only 7 possibilities like in EU2.
3. Combat AI that follows set strategies or 'personalities' like in the old SSG game Warlords 2, where the Warlord-level computer opponents could be given fun personalities (pachydermal: slow inevitable buildup of powerful expensive units, ratsbane:makes war 'on the cheap', betrays alliances, tries to quickly overwhelm poorly defended cities, Sir Pureheart: like the Gaians from SMAC, he hates pollution, treaty-breakers, likes to fight 'honorably', Horselord: Like to have a highly mobile army of the fastest available units, always tries to 'outflank' you)
These AI combat styles could be set or random.
4. Rail capacity like in any number of games. Improvements and tech (Steam, Electric, Monorail, Magnetic) increase this capacity.
5. Sid Meier's Alpha Centauri: The social engineering screen for changing governments needs to be in Civ IV but with more options. Also, the Units Workshop would be cool, especially if there where some default culture specific names for the units we make up.
Most Important: Units that work, and work for a long enough period that you can build and use a lot of them. There should always be 'a point' to make new units and a useful purpose for them (I'm thinking of the Civ 2 aircraft carrier and dragoon here).
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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quote: Originally posted by skywalker
Rail capacity would be difficult/impossible to implement given the current tile improvement system, would screw over the AI, and would mess up the pathing algorithm. Plus, it wouldn't really prevent that much movement once you have everything railroaded. |
This sounds like more of a call to dump the "current tile improvment system."
Rails should never cover every square mile of a nation. It's one of the things that people have been complaining about in Civ 3 since day one.
Suggestions have included an upkeep cost for rail tiles, as well as the absolute necessity of having rails boost ONLY movement, and not any sort of production. Also, do away with infinite movement.
Doing away with infinite movement could very well adderss the problems of rails without having to implement a rail use cap.
As for SMAC style government, there are good discussions about this in a few threads here, and I think it's a great idea.
I haven't played EU or Imperialism, but the types of labor and such sounds like too much hassle for the Civ system if we had to worry about it directly. Perhaps have the education level of your civs have an impact on production levels. Education level would be figured based on population with libraries and universities and such. Too dumb a populace, and production suffers. If everyone is perched in an ivory tower, then production declines, in part to simulate the fact that the "salt of the earth worker" isn't out there, and in part to keep the late game production levels (when everyone will likely have all the education based improvements and huge populations) in balance.
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Shogun Gunner

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Potomac Falls, Virginia
Oct 2000 time: 00:32
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quote: Originally posted by Fosse
Rails should never cover every square mile of a nation. It's one of the things that people have been complaining about in Civ 3 since day one. |
Try day one of Civ1... 
quote:
Suggestions have included an upkeep cost for rail tiles, as well as the absolute necessity of having rails boost ONLY movement, and not any sort of production. Also, do away with infinite movement.
Doing away with infinite movement could very well adderss the problems of rails without having to implement a rail use cap.
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There has to be some stop to the infinite movement issue. I have read several good ideas on how to deal with that (two right here in this thread). An upkeep cost puts the proper burden on the player (and AI) to decide if railroad is really needed.
I do like the connection between railroad in a tile and improved production...I guess because it makes sense. In the real world, that's how most stuff is moved around. However, the playability factor is more important in this case, so I could leave it behind.
If the railroad production bonus is dropped, then we could pull back a good idea from Civ2 regarding irrigation and farms as an upgrade improvement. The railroads would be implied by this upgrade. Mines could also have an upgrade path to "strip mining" or some other term implying moderning mining methods. Once again, railroads implied, but not visible on the map and not built to enhance production.
I can't remember where I just read this (what thread in Civ Games General/Future) but someone proposed that railroad bonus for military units could be infinite only between cities in your own borders. Units need to get off the trains IN CITIES, and then engage the enemy. Seems like a good idea and it employs common sense.
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MrBaggins
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quote: Originally posted by Shogun Gunner
Scripting? |
CTP has included scripting from the get go.
Civ2 had a very basic scripting language that has been put to great effect in various scenarios.
CTP1 extended this by including a moderately useful scripting language called "SLIC"
CTP2 extended the (now C-like) functionality of this language significantly and now most of the game world (even diplomacy) can be altered in some way or another, allowing for, not only scenarios, but even significant additions to the game itself... like, say, adding city sprawl expansion, natural disasters and disease... or most anything you can think of.
Firaxis, though, in its infinite wisdom, has dained scripting too "something bad" for the masses, and gone the route of gui editor alone, instead.
CTP, like Civ2, went the GUI editor AND scripting route.
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SAMUEL2904
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From CTP2 I want videos when you build a wonder.
And from the same game, that I can control my airplanes.
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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quote: Originally posted by skywalker
Actually, eliminating infinite rail movement would do nothing for the propensity of railroads - you need them to have a productive industrial era empire. |
Not if you remove the railroad production bonus. That is the reason we build them in every tile, and infinite movement is the bonus side effect.
I support removing the production enhancement and also adding an upkeep cost.
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