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Kramsib
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Father and protector of PROGRESSIVE GAMES, SANTANDER, Cantabria, España (Spain), Unión Europea (European Union)
Sep 2001 time: 06:33
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Hi everyone, the Spanish Civilization Community in Apolyton has made this list of ideas for Civ IV. We want join this project with our communal contribution.
Some of us have some more ideas but we all subscribe the following list.
quote:
MAP AND TERRAIN.
1. Terraform options.
2. Channels, straits, … (We refer to those square vortex which are passable both, naval units and terrain units, like in Civilization II ).
3. Multimap (like Civilization II Test Of Time).
4. “Add” button for creating new terrain types in the editor.
5. “Add” button for creating new square improvements.
6. Place names. It would be good to have the option to put the place names in game (and obviously when editing an scenario).
7. Sailable rivers, fords, bridges, cliffs, … for localised scenarios in reduced areas.
UNITS
8. A more realistic combat system which includes hit points and supported damage.
9. Include an option in the editor to create air units in a Civilization II style.
10. Allow barbarians to take cities. Allow negotiations with barbarians to avoid an attack or pay them to attack other civ. At least, make this an editable option in the editor.
DIPLOMACY
11. More editable options for scenarios. Not only war and locked alliances, but also mutual protection pacts, embargos, … trade exchanges too.
12. New diplomatic options like asking a civ to do an action against or in favour another third.
13. The ability to edit the attitude of every civ for a scenario.
14. The ability to trade military units, not only workers.
15. It seems a good option to extend the idea of locked alliances to other treaties, like locked embargoes or locked mutual protection pacts, …
ESPIONAGE
16. More options, bribe cities, bribe units, poison water deposit, introduce nuclear artefact.
17. Use special units for subversive actions.
18. It seems to be good to combine the Civ III diplomatic system with special units to carry out the dirtiest covert operations.
GENERAL
19. More info in the advisors’ windows. The domestic or the commercial advisor could show info about the costs per city or per kind of building, which civ we are reciving money from, which civ we are sending money, …
20. Use continuous percentages instead of intervals of tens.
21. Include an indicator of the quantity of gold accumulated and the gold left to get an advance.
22. Include more leaderheads per civ, wonder movies and animations for conquest of cities, victories, civil disorders, “we love the leader days”, advisors, …
23. EVENTS.
24. Allow the editor to modify savegames / use savegames to create scenarios.
25. Bring back the Civil Wars in which a Civ were divided into several factions when its capital was taken.
25. bis When a city is far enough from the capital city and fells in civil disorder, it could proclaim its independence, thus beginning a civil war.
26. When a city flips there should be a fight among the garrisoned units and the revolted citizens. The CTP system is a good idea to get inspired.
27. The ability to bring food to other cities.
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Brent
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1. don't really care.
2. optional.
3. for instance, be able to link the eastern edge (in the ocean) of a North America map to the western edge of a Europe map.
4. sounds good.
5. sounds kinda good.
6. yes.
7. yes.
8. don't really care.
9. sounds good.
10. sounds good.
11. sounds kinda good.
12. sounds good.
13. sounds quite good.
14. sounds kinda good.
15. sounds pretty good.
ESPIONAGE don't really care.
19. sounds kinda good.
20. could be good.
21. don't really care.
22. Leaderheads: more, yes, but not animated. Wonder Movies: definately. Animation for first conquest of a city only. Movies for Victories: definately. Civil Disorders: no popups. We Love the Leader Days: cool. Advisors: not CG.
24. sounds good.
25. program in names specifically for splitoffs, like Mexico and Argentina for Spain. Have splitoffs from eachother adversarial for a long time.
25. yes.
26. sounds good.
27. good.
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Plotinus
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Yes, sailable rivers - this had occurred to me before. Either certain naval units should be able to go up rivers, or land units should get movement bonuses along them. That would nicely simulate, say, the way that the Vikings penetrated into Europe and Russia during the Dark Ages.
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Kramsib
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Father and protector of PROGRESSIVE GAMES, SANTANDER, Cantabria, España (Spain), Unión Europea (European Union)
Sep 2001 time: 06:33
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And another Idea from Alfonso
29) Make a distinction among city names, those which are landlocked and those with access to the sea.
In other words, there would be two lists, one for landlocked cities and another for coastal cities, when you build a city on the coast, their names are from the second list, and if you build a city which has no access to sea the names are taken from the first list.
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