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J-S
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The idea is to post short comments on how to make the game better. This way, we could all (Activision included) have an average idea of what a sequel should be like.
RULES:
- stick to the subject: suggestions for a possible CTP3.
- make your suggestions as short as possible.
- no arguing (if you agree/disaggree with someone's suggestion, than just pm him).
I'll start off with a few... 
Last edited by J-S on 11-10-2002 at 02:35
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J-S
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- Special resources: required for building certain units/improvements (like in Civ3).
- City improvements: certain buildings should be required to build some units (like for example you would need a factory to build a tank, etc).
- Terrain improvement:
sea platforms: gives a bonus to production.
barracks/factory: produce units but must be connected to a city..
- Diplomacy: way to trade units (more diplomacy options).
- Wages and food rations: citizens should charge wages only after an advance like "monetary based economy" is discovered. Then, after that maybe food rations could be suppressed (they have to start buying food), depending on your goverment type.
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Maquiladora
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No killer bugs
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Aolathiin
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Just a few ideas off the top of my head.
--Angkor Wat needs to be a wonder. Seriously, I'd consider it the third most impressive wonder of the ancient world (behind the Great Wall of China and the Great Pyramids of Giza) and virtually no one's ever heard of it.
--A more complex template for AI personalities. This is how I'd organize it:
Section 1--Priorities. Food, Production, Gold, Science and Happiness are ranked one to five in terms of how the civ prioritizes each one.
Section 2--Settlement. Determine if the civ 1) builds only a few cities or lots of cities, 2) spaces its cities close together or fairly far apart, and 3) if it tends to keep its territory contiguous or doesn't mind having cities scattered all over the place.
Section 3--Attitude. On of six possibilities:
1)Warmongerer, just conquer baby!
2)Fundamentalist, concentrate on missionary efforts, and declare jihad if met with resistance.
3)Outlaw, shy away from overt war, but pirate and slave raid foreign civs like there's no tomorrow.
4)Appeaser, avoids war at (almost) all costs, more apt to give in to demands in order to keep the peace.
5)Trader, concentrate on the acquisition and sale of goods with other civs.
6)Diplomat, wants to talk, enjoys diplomatic give and take, tries to convince other civs to give advances, maps, gold, etc, and is willing to make it worth their while.
--Allow for mutual defense treaties, meaning that a declaration of war on one means that the other is automatically at war with the attacker.
--Lots and lots of available civilizations. At least 100.
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J-S
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- Territory: change the way this is calculated. I like the way Civ3 played with the "culture" as a territory expansion factor. However, this could be improved by having a unit ability to "conquer" res nullius (territory tiles that have no owner): that is, make them your own. After 30 turns if you did not build anything on or near the conquered tile then it goes back to being neutral terrain.
- Diplomacy:
a) a "trade territory tiles" option.
For example, you could offer to sell to another civ the tile x in exchange for 100 gold pieces, or threaten them to give you tile x.
b) a "build x improvement" option.
For example, you could offer another civ to build a barracks in one of their cities in 3 turns (depending on wich of your cities is gonna build it) in exchange for 100 gold.
- Peace traties: for us warmonger types, it would be so cool to be able to impose on a defeated opponent a "don't build for x turns x unit" (like Europe banned Germany to build heavy ships after WWI).
Keep those ideas coming!
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Maquiladora
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- A real time view of the city where you can "place" buildings in certain locations that get built over time, ala Imperium Galactica.
- Colonising party. If this unit settles in particularly bad terrain, the colonising party unit will terraform for the surrounding tiles. ie clear forest/jungle.
- True elevation of terrain tiles effect combat results, similar to SMAC.
- Option to play out battles for cities in real-time, (Imperium Galactica)
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J-S
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- Cities: they should expand beyond the original one tile. Say for example each tile can support up to 10 population, after the city grows beyond 10 then it would expand to an adjacent tile. With construction advances the amount of pop a tile could support can increase (high buildings). Check out Tokio: it actually expanded to the point of "absorving" nearby small towns.
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:22
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Yup, I was surprised as well when I first noticed that but it's really only 17 pages. It makes sense though, if you consider a couple of factors: when we still posted there, we used uBB, which by default only displays 15 or 20 threads per page, as opposed to the current 30 of vBB. Back then, we tended to make longer posts and put more info in a single thread - rather than starting new threads, we threadjacked a lot more. Also, a LOT of discussion took place in email groups, not the forum. I think that accounted for more than 50% of all discussion at it's peak (I got like 30-40 emails a day at that time, and that's not including personal/work/school stuff ), and it was the more valuable discussion too. From about March 2000 (I think) onwards, much of the discussion gradually started to move to the CtP2 forum (but a lot of those posts have been lost in crashes/server moves/etc).
Also, a lot of posts aren't indexed, so if you're looking for something specific from the old days, you probably won't be able to find it with the search feature. I know what you're talking about with that terraforming unit, it's been discussed several times in fact. The SLIC group (remember that? ) looked into it and I clearly remember having a discussion about it with Nordicus - but I can't remember if that was in CtP1-Creation, CtP2-General, email or ICQ...
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Mr. President
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The leaves that are green turn to brown
Jul 2001 time: 15:22
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(Stop me if I mention something that was implemented in Call to Power 2 - I've only played the original.)
Lots of victory conditions - for instance, in Alpha Centauri you could go for military, economic, diplomatic, or scientific victories.
Complex alliances and blocs, along the lines of NATO or OPEC.
Easy way to upgrade units - especially useful when your Pikemen are far away in the field and you discover Gunpowder.
(Most ambitious suggestion.) The thing I'm most uncomfortable with in CivGames is the way technology comes in discrete packages that you can pick and choose from. I always work around this, by imagining that it's just representative and the Republic wasn't literally invented in 1080 AD, just to use one example.
It might make a little more sense (or at least for a different balance) if you accumulated science the way you normally do, but certain units and improvements only became available at or around a certain number of science "points" or whatever you wanted to call them. For example, you might be able to build Legions sometime between 1,000 and 1,500 science points. (I haven't given any thought to how you'd access new Wonders. ) This might give the feel of technology being more of a continuum and less of a series of islands.
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:22
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No there isn't. Well, plenty of potential, but no money. Last we heard CtP2 sold about 30,000 copies (admittedly, that *was* a while ago), compared to well over 750,000 for CtP1 (and the game is still selling). Commercially CtP2 was a huge failure (it, together with some other setbacks, brought Activision dangerously close to bankruptcy 1.5 years ago), so I don't think any sensible investor would still want to invest even a penny more in this series 
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