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Brent is offline Brent
Prince

Dec 2000
time: 21:36
  Old Post 14-09-2004 10:45
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Re: StefanJ

You can send settlers beyond communication range but you lose control over them. They find a place to build a city, which goes completely on Governor. Maybe it can build settlers to establish more cities or maybe not. When communication range reaches them you regain control, at first at least. You need skill to keep them. You can send settlers beyond communication range on ships too. Maybe it's a big risk whether they survive the voyage, but there can be big rewards if they do and you can regain control.

$TaLuHgPad is offline $TaLuHgPad
Chieftain
ex-USSR
Jul 2004
time: 07:36
  Old Post 16-09-2004 22:48
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Good day , Sirs !
I want to say something about organization of general ideas. Really valuable general ideas should be systematized and linked from the front page of the site, so that newbie (like me) who has just joined the forum , would be able to find them and read them easily. I think that it is easier to read it in one page rather than reading whole forum.

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:36
  Old Post 17-09-2004 01:05
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Well, that's sort of the whole point with this list! A thread with links to all idea threads is stickied btw. Welcome though!

Argos65987 is offline Argos65987
Warlord
NJ, USA
Nov 2001
time: 00:36
  Old Post 17-09-2004 01:28
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One thing I keep thinking of is geared more for the editor than the game. I would like to have a summary screen in the editor that breaks down the vital stats for the map I am working on with info such as:

-type and number of each resource and luxury
-number of civs and number of starting locations assigned
-% of land to water or even better % of terrain type
(15% desert, 30% grassland, etc)

Brent is offline Brent
Prince

Dec 2000
time: 21:36
  Old Post 17-09-2004 04:29
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Tailoring the Game

Be able to enter in the desired game length and have the game make suggestions for pregame options. The game can take into account game lengths and options for games you've previously played. It can also scale research and build times for you, and movement rates.

Have the game make suggestions during setup based on the options you've chosen so far, like which civs would be good rivals for the one you're playing as based on history and game characteristics. Let it make suggestions concerning number of civs and terrain.

$TaLuHgPad is offline $TaLuHgPad
Chieftain
ex-USSR
Jul 2004
time: 07:36
  Old Post 17-09-2004 14:51
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Nikolai , thx for welcome !
But I'm afraid you didn't get my idea. I mean to make separate html-file with all ideas written on top of this file. You can click on interested idea and you will be redirected to description of this idea. Like FAQ.

$TaLuHgPad is offline $TaLuHgPad
Chieftain
ex-USSR
Jul 2004
time: 07:36
  Old Post 17-09-2004 15:07
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Ànd now some general ideas.

1.Inconstant population
In all civs population is constant - one "head" - 10,000 , two heads - 30,000 , three heads - 60,000 . By the time 1st Civ was programmed , it was hard enough to make more or less real population growth ,and by this time this system was OK. But 15 years have past and nothing changed.
I propose - population grows every turn on a % coeficien. (e.g. Growth coeficient=5% , city's population is 10000, so it will be 10500).
Of course this turns over whole conception of Civ - there is a question - how the city would collect resources (if there wouldn't be "head" system)? how it would be possible to build a settler then ?

$TaLuHgPad is offline $TaLuHgPad
Chieftain
ex-USSR
Jul 2004
time: 07:36
  Old Post 17-09-2004 15:22
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So, from here comes 2nd idea To make coutry and city population . As you know , until 19 century , for about 90% of all state's citizens were living in country. So , every mine or farmland would have a population. Settler , a unit of (for example) 1000 men would "settle" a farmland or mining or lumber mill (in forest). Then you will direct , to what city would this square of farm or mining transfer all resources.
Fish would be gained from fishing boats that would settle sea squares.

$TaLuHgPad is offline $TaLuHgPad
Chieftain
ex-USSR
Jul 2004
time: 07:36
  Old Post 17-09-2004 15:26
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Third idea is to make units produced from living men and weapon.For example , you want to make a musketeer batallion (600 men). So ,your city's population would be reduced by 600 ; you will lose 600 muskets and you must pay X money for their training. It would add some realism to game. No comments.

$TaLuHgPad is offline $TaLuHgPad
Chieftain
ex-USSR
Jul 2004
time: 07:36
  Old Post 17-09-2004 15:36
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Opps, I mentioned muskets ? But there is no such "resource" in standart Civ ! This is based on my 4th idea of making a production chain . From ore - gun (in weapon's foundry), from plutonium - nuke . Of course , some natural resources your state wouldn't be able to get , so you'll have to trade, and that would stimulate trade . No country can survive without trade - only colonial empires (because of their colonies) and the Soviet Union (because of unlimited resources and controlling half of earth) survived without trade.

$TaLuHgPad is offline $TaLuHgPad
Chieftain
ex-USSR
Jul 2004
time: 07:36
  Old Post 17-09-2004 15:47
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But how could be this trade's conception made in game ?
Every respected Diethy conqueror wages war with everyone. So you wouldn't be able to get resources ?
Well, the ansewer is based on my 5th advanced trade subjects idea.First , as I plan another idea of multi-state's system (100 or more) , all those states (big and small) would be trade subjects (those , who with you can trade). As well as ... traders ! There wouldn't be caravans and supply trucks anymore - there would be independent traders (well, how much they are "independent" depends from your government system).So , if you want to buy or sell some resource , you go to the Global Market , where all offers and demands are displayed (excluding those , who come to those countries, who you are in war with).

$TaLuHgPad is offline $TaLuHgPad
Chieftain
ex-USSR
Jul 2004
time: 07:36
  Old Post 17-09-2004 16:04
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I mentioned "independent traders " ? What is that ? How they are made ? Well, that explains my 6th population idea .In 2nd Civ there were professions , but human beings are not things so they choose profession by themselves. In 3rd Civ population was divided into nationalities.But this is not enough !
My idea is not to leave a cosmopolitan "head" system , but to personalize population by nationalities , religions , their professions etc. They would be personalized by the row of factors that would be inprinted in game and those, who are caused by your government type(like life niveau).Number of free trades (as well as some other specific professions) would be made depending of your state's living level and your government type.

$TaLuHgPad is offline $TaLuHgPad
Chieftain
ex-USSR
Jul 2004
time: 07:36
  Old Post 17-09-2004 16:26
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As our population is not a cosmopolitan robot-head , but is personalized , it has it's own demands. For example , to make it's own nationalist state or to make a democratical revolt against "cruel monarchy".Or to make a communist revolt in "capitalist empire". That is how my 7th political idea was born !
The idea is based on some sub-ideas :
1.Multistates idea.You start on a POPULATED world with 50-100 tribes.But you will choose only 7-8 main nations (like in "European Universalis"), who will actively develope.All others are just tribes whose business is only protect their home.
Every tribe has it's own special units , techs (CONNECTED to global tech tree) and buildings.
2.Demand system. As every society developes , it has some demands ,depending on a row of factors .In case you do not satisfy all their demands , some of them become unlucky (in case of X% of unluck , city revolt happens, in case of Y% of unluck, revolution happens).If you satisfyu them , than Patriots ("happy" citizens) occure (if you make from them units , they gain Veteran status , if they become traders , they trade in your interests).
3.Developed government system. You can choose between row of government types (fundametalism, commnunism , etc) , between administrative types (federalism of unitarism) , and you can write constitution.
Depending from your government type , you would have some rights (like resettlement under nazism and communism or jihad proclomation under fundametalism). To support your system and crash enemy's , PROPAGANDA is required.
NOTE ! For every tribe suits and doesn't suits some governments (e.g. 4 Europeans - Social-Democracy is good , for Russia - absolute monarcy or communism is good, for Arabs - fundametalism).

$TaLuHgPad is offline $TaLuHgPad
Chieftain
ex-USSR
Jul 2004
time: 07:36
  Old Post 17-09-2004 16:34
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The last thing I want to mention is city idea is based on two principal ideas :
1.multibuilding idea .You can build MANY churches , MANY factories, etc. For every building , a number of some specified type of your citizens is required (e.g. , "vice men" for shool , saints for church , workerd for foundry , etc.)
2.Tax system. Money you get is based on (TaxRate*LivingLevelOfTheCity*Population)/corruption level.

UFFFF....that is all in common. If you'll find some of those ideas good , I will tell you more about them.

P.S. where can I find list of some good ideas already mentioned on this forum ?

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:36
  Old Post 17-09-2004 17:04
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TaLu: It's really nice that you have ideas, but try to keep them in one post, or else the mods might get mad at you...

Other than that, without me having time right now to read them all throughout, I agree with what I see.

Brent is offline Brent
Prince

Dec 2000
time: 21:36
  Old Post 17-09-2004 23:27
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Idea 5: 100ish civs would be good, but I would like to have Caravans again.

Idea 6: For the purposes of this game, I think we should be in control of things like the professions of our citizens. I do like the idea of each citizen having a nationality, a religion, and a profession, and more.

Idea 8.1: I'd like to be able to build more than one temple in the same city, but would there still be cathedrals or would their effect change?

$TaLuHgPad is offline $TaLuHgPad
Chieftain
ex-USSR
Jul 2004
time: 07:36
  Old Post 18-09-2004 15:12
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Brent ,
1.Well, in reality STATES didn't make Caravans - caravans made free traders like Marko Polo. Of coure , it is much harder to release this idea in game , but there is no light ways ! Per Aspera ad Astra !
2.Our control of the professions should be depended from the government type. E.g. HOW can you FORCE someone to have some profession under modern democracy ? And how you would be able to make a hi-tech scientist in poor 3rd World states ? I think it is better to make a "population AI" , who will generate more or less useful professions , so you wouldn't have worry about that.
8.1. I think that every propagandical building (like cathedrals) should make a "propaganda points" - kinda resource , like electricity in Red Alert (you can't use it but from it's size depends something). Of course , the more cathedrals\temples\colloseums you build, the more propaganda points (and ,as a result ,less unhappy and more happy citizens) you have.

$TaLuHgPad is offline $TaLuHgPad
Chieftain
ex-USSR
Jul 2004
time: 07:36
  Old Post 18-09-2004 15:19
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Ah and I forgot to mention about one idea , that is very valuable as you already have huige empire (of about 20 cities or more). Pattern of a city developement . I think it is really hard and boring to build in EVERY city "defendingUnit1-barrack-granary-marketplace-cityWalls-temple-factory-bank-..." scheme. So my idea is to make some pattern and add to city option "pattern option" - you choose one of the saved patterns and your city developes by this pattern scheme.

Brent is offline Brent
Prince

Dec 2000
time: 21:36
  Old Post 18-09-2004 23:31
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Re: Professions: fair enough.

Re: City Patterns: could be good.

Heresson is offline Heresson
King
of frogs
Jun 2000
time: 06:36
  Old Post 19-09-2004 00:03
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quote:
Originally posted by $TaLuHgPad
Brent ,
1.Well, in reality STATES didn't make Caravans - caravans made free traders like Marko Polo.


That's not always true, especially when it comes to ancient Mesopotamia, Syria, Crete.

And I'm very much in favour of multibuilding stuff

Heresson is offline Heresson
King
of frogs
Jun 2000
time: 06:36
  Old Post 23-09-2004 16:48
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I have an idea.
You see, in civ, You don't know what game is the sav, until You open it. I think it would be very nice if it was like in Imperialism II,
when if You click on a sav, You get information about it, and a screenshot of the game.

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:36
  Old Post 23-09-2004 17:45
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Good idea!

Heresson is offline Heresson
King
of frogs
Jun 2000
time: 06:36
  Old Post 23-09-2004 18:35
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I have another one. They should hire me as a consultant for the civ4 project!

Max Sinister is offline Max Sinister
Warlord

Nov 2003
time: 05:36
  Old Post 24-09-2004 19:28 Visit Max Sinister's homepage!
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Hey, I've got ideas too! So they should hire me too!

Heresson is offline Heresson
King
of frogs
Jun 2000
time: 06:36
  Old Post 24-09-2004 20:15
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Sorry, I was first.

Elephant is offline Elephant
Prince
Phila PA
Aug 2002
time: 00:36
  Old Post 27-10-2004 02:29
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How about a "historical replay" function where once you have quit or won you can watch the game replay from the beginning (without black areas) with stop and zoom abilities? It could become a way to show others what you accomplished, and watch the AI reactions to your moves.

Heresson is offline Heresson
King
of frogs
Jun 2000
time: 06:36
  Old Post 27-10-2004 14:14
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yes, I liked historical replay in civ1

Max Sinister is offline Max Sinister
Warlord

Nov 2003
time: 05:36
  Old Post 27-10-2004 17:15 Visit Max Sinister's homepage!
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Suffering from ads?

? How do you mean that? I mean, we have it in Civ3 already... (BTW, I liked it too)

centimetre is offline centimetre
Settler

May 2004
time: 05:36
  Old Post 02-11-2004 05:35
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Not sure if this has been mentioned

When a City is managed by the Governer there should be an option to switch to building a Worker if the city will lose a Citizen due to low food. There should be 3 options, Automatically Switch, Prompt or No Action.

Brent is offline Brent
Prince

Dec 2000
time: 21:36
  Old Post 02-11-2004 06:25
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looks like a good idea.

 
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