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Cruddy
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quote: Originally posted by vmxa1
Please no events. Anyway we have one, global warming.
I hate events that you have no control over them, they just happen. |
How about optional events? I mean, there's been a few Civs that have suffered, if not perished, due to volcanoes, earthquakes, famines, floods etc. Plus, of course, they happen to your opponents too... And volcanoes give some very fertile soil (food from mountains - yippee!)
As for global warming - PLANT MORE TREES!!!
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Mad Bomber
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Columbus, Ohio
Nov 2002 time: 00:27
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quote: Originally posted by Master Zen
If I had a dime for every suggestion thread... 
1) Combat system of Panzer General |
Th best combat system for a turn based game I have ever seen, but doutful it could be implemented with the huge disparity between units of CIV 3.
quote: Hex spherical world, kinda like a giant soccer ball |
Oh, the resources! Will the next generation of computers be able to handle this? Might have to wait for CIV 5, perhaps CIV 6!
quote: 3) irrigation and farmland |
Yes, a much needed implementation!
quote: 4) unit-creation workshop like in SMAC |
Will it still feel like a civ game with this? Firaxis probably already attempted this and felt it was not in keepng with the CIV tradition, not to mention the different names of units!
quote: 5) resources are more abundant but more are required to maitain units (i.e. may tiles have oil, but one oil only maitains say 10 units) |
agreed, also the size of the resource should be variable (you could have a very large oil deposit or a small oil deposit with several levels in between)
quote: 6) Real transprotation network, where connecting cities nets more $$, transportation also doesn't increase tile production so you don't have to add roads and railroads to every tile, just to connect cities. |
People will still RR everything, as their will be no reason not to! Just have them pay a maintenance cost (1g/10 tiles)
quote: 7) Public works system like CtP |
Agreed
quote: 8) Penalty for hacking jungles and chopping forests |
Should be tied more closely to GW.
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altF18
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Earth
Mar 2003 time: 05:27
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My ideas for a new Civilization:
Acts & Bills - these appear in a new screen called the Senate where you could pass or repeal them, with the Senates consent (in Communisms and Despotisms, the Senate, under another name, always accepts your choice)
A few acts & bills i've come up with are
Emancipation Act - this would free all slaves from Your civ, and prevent you from having them, which would give a happiness bonus. Better as an Act than a National Wonder.
Constitution - makes the general populace happier, due to, er, i don't know what the costs would be. Somehow it'll prevent you from oppressing your citizens much.
I thought of more, but can't recall them now. Anyways, the possibility for many good Acts & Bills is numerous, and they would add a certain depth to the game.
Everyone agrees with the resource point idea, where say, Oil provides 25 points and 1 point supports 1 tank.
But how about we add a new concept into the game, that would actually have you advancing when you get into the post-Rennaisance ages?
This is Energy, a new bar that is created later in the game. Energy would be generated from resoucrces such as Refined Oil, or Petroleum, which is refined from Crude Oil in cities with Refineries.
While most of that oil goes towards Energy, surplus could be sold off or traded - or Manufactured into Petro Products. (which in turn are sold to the city for certain money based on the demand of the citizens - or traded off) All that process would require Micromanaging under Communisms and Socialist states, but Free Economy governments would choose what to build and how much of, (though i think you should master Foreign trade)
But back to Energy. Instead of making refined oil a whole new resoucre, like i suggested above, it wont be.
Instead with Crude Oil, you could make the petro products and trade/sell/buy, but if you want the Oil to support your Energy, you'll need an Oil Refinery.
Than you could dictate how much gets used and what surplus is left for manufacturing/trade.
So an oil resource of 10 units would be shared with 5 units going to Energy and the rest being traded of manufactured, or simply stockpiled.
(it'll be hard to stockpile in Free Enterprises because any leftovers are sure to be used up for Manufacturing and commerce)
Coal resoucres could support energy with a coal plant, Natural Gas could support it with a gas plant, Uranium with a Nuclear Plant, and water with a Hydro dam. (very little energy from water, like 2)
All this Energy would be used to support Factories, which would require a certain level of Energy to keep your civ Industrialized, Units, post-Renno units wouldn'y require Oil, but Energy - tanks take up 1, Battleships 3, fighters 1, and so forth. So Energy would be needed to support the Military. And finally, the city itself, the general population, with the dicsovery of Electricity, would guzzle up those precious Energy units.
1 per pop. unit, in order to keep them happy, plus, (i need another effect here)
make them more prodcutive? or something.
but they'll need it in the modern age, so if you wanna stay civilized, you'll have to get it and keep a good energy supply up.
This goes along with Real Life but also would add that certain new level of depth and strategy building to the game. Energy of course could be traded between cities, even foreign ones, after negotiations.
Though it'd be nice to need Lines to transfer energy, that would only clutter up the map, so that should be left on the unseen level.
Factories which would require energy would be the basis of the Modern nation, allowing cities to manufacture more goods than whatever squandry amount they did ere Industrialization.
Let's say before you could only produce up to 4 units per city, either 4 of one Good (four Textiles from Furs)
or 1 of 4 four goods (one textile, 1 wood products from Timber, 1 this from that, etc.)
This would be max, until Factories come in. Now you could Employ pop. units into Manufacturing, and each pop. unit added into this production zone would add another Four units able to be used.
Now you could expand your Trade Empire.
Sounds complex? Fear not, once you think about it and go over it, it's not. I think it;ll make the game more interesting and add to the Industrial and Commercial side of the game. New reasons to build a Colonial Empire rather than just rule the world for the Bloody sake of ruling it. Now you have Goods make your citizens happy, and you and your Civ Rich!!!
(under Capatilist govs, you only get a good percentage of profits from the sale of Goods, the imaginary Big Corporation selling it gets the rest - this is because that Big Corp would also be paying the costs of Manufacturing it, whereas in Nationalised systems, you'd have to pay for each factory worker unit, which would lessen the profit you make)
Which leaves me wondering why Communists are communists, besides the control, wheres the economic benefits?
All this would be represented with the new concepts i just laid out.
And Civ 4 would surely be about more than war.
what do you think? ideas for improvement on it?
ideas for Acts & Bills?
i'll look forward to it!!!!!!!!
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Roggan
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i think the only quastion ssold be wen were how and why
Last edited by MarkG on 20-04-2003 at 13:03
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