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Author Topic:   CITY IMPROVEMENTS (ver1.0): Hosted by CyberShy
CyberShy
Civer

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posted May 20, 1999 13:10     Click Here to See the Profile for CyberShy   Click Here to Email CyberShy   Visit CyberShy's Homepage!   Edit/Delete Message  Reply To & Quote Message
Welcome in the City Improvements Thread.
To make clear what this Thread is about:

• City Improvements
• New ideas about possible things that improve a city

This means we talk about things you can only change IN the city-window, but has nothing to do with trade, economy, food, science or whatever else, and it has nothing to do with wonders and units as well. Just clear about City Improvements.
========================

Explanation about this Thread:
At the top I've posted 2 postings myself,
this one, and one that will be updated every day. The 2nd one is the most important one, since that one will contain in a clear way all the suggestions that are done so far in this Thread.

You can post new ideas and discuss them below, and I'll order them all in the 2nd post. This will give a clear overview to this Thread, and if you need more details, then just read the entire Thread.

Have fun, and be aware of the importance of this discussion !!

CyberShy
Civer

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posted May 20, 1999 13:10     Click Here to See the Profile for CyberShy   Click Here to Email CyberShy   Visit CyberShy's Homepage!   Edit/Delete Message  Reply To & Quote Message

List of Current City Improvements:

• Baracks
• Granary
• Palace
• City Walls
• Temple
• Library
• Courthouse
• Marketplace
• Aqueduct
• Colosseum
• Harbor
• University
• Bank
• Cathedral
• Power Plant
• Stock Exchange
• Sewer System
• Port Facility
• Coastal Fortress
• Super Highways
• Factory
• Airport
• Mass Transit
• Hydro Plant
• Police Station
• Recycling Center
• Supermarket
• Nuclear Plant
• SAM Missile Battery
• Offshore Platform
• SDI Defense
• Research Lab
• Solar Plant
• Manufacturing Plant

Ordered by purpose [MBD's idea]

• Food
Granary, Aqueduct, Harbor, Sewer System, Supermarket

• Defense
Baracks, City Walls, Coastal Fortress, SAM Missile Battery, SDI Defense

• Science
Library, University, Research Lab

• Money / luxerious / Economy
Marketplace, Bank, Stock Exchange, Super Highways, Palace, Courthouse

• Production
Power Plant, Factory, Hydro Plant, Nuclear Plant, Offshore Platform, Solar Plant, Manufacturing Plant

• Hapiness
Cathedral, Colosseum, Temple

• Special
Recycling Center, Police Station, Mass Transit, Airport, Port Facility,




List of ideas for new Improvements:

• Theater [EnochF]
• City Clock [EnochF]
• Hospital [EnochF]
• Cinema [EnochF]
• Pharmacy [EnochF]
• Television [EnochF]
• Security Monitor [EnochF]
• Fusion Plant [EnochF]
• Base Support Structures [Trachmyr] <== read more under the 'new ideas' section
• Pastuerization Plant (Adds 25% to total food due to the reduction in losses to spoilage.) [Sieve Too]
• Pesticide Plant (Adds another 25% to total food but increases pollution) [Sieve Too]
• Doctors house [to the already suggested “Pharmacy” and “Hospital”. A series of three related improvements.] [Ralph]
• City Park [Benefit: Makes one addional citizen content. Requires: Sanitation (Maybe a new advance, something like Modern Fertilizer) Cost: 60 shields Maint: 1 gold]
• Theme Park [Benefit: Two citizens happy. One additional gold for every 4 population. Plus 5 gold for every wonder in city(tourism). Requires: Mass Media advance(if Mass Media advance not in game then Electronics), Cost: 240 shields, Maint: 4 gold
• Transmitter [Benefit: Makes two citizens content(by distraction). With the advent of Mass Media(Electronics if Mass Media not in game) provides one additional gold for every two citizens(advertising). Requires: Radio, Cost: 120 shields, Maint: 2 gold
• ISP [Benefit: Plus 20% science in city. Plus 2 science for every other city with an ISP, including cities in other civs.
Requires: Computer, Cost: 160 shields, Maint: 3 gold] [ALL above by HarryKattz]
• Medieval Fairs
• forge
• textile mill/loom
• suburbs
• highways,
• public schools
• parks
• circus [all by wheathin]
• Bomb Shelter [Protects citizens from artiliery attacks, missle attacks, and bombing runs from aircraft. Prevents the city from going down in population from these attacks.] [Travathian]
• Stationary units (Possibly custom-designed) [Isle]
• SECURITY STATIONS [(automatic genetic and/or fingerprint identification when accessing city areas/buildings everywhere): automatically "detects" spies within city limits and may have a chance of making them fail. Spies may later gain an ability to have a chance to be hidden from security stations and decrease their fail chances.] [Freddz]




List of other /new ideas

• Make improvements that belong to a nation or a religion or a gouvernament. [CyberShy]

examples:
# Muslim nations will never be allowed to build churches.
# Temples only work till 500 AD
# Communism disalbes churches / temples. (till another gouvernament is chosen)
# Wind Mills are typicall dutch improvements
# Mc Donalds has double the impact in the USA then in other countries etc. etc.



• I'd resuggest in this new thread that the player be allowed to build miltiples of certain improvements [within limits, of course], with diminishing returns for subsequent iterations. [Druid2]

examples:
[lab = +100% ... lab*2 = +180% ... lab*3 = +%230% .. max build of "n".. which is set in a modifiable parameter file]

In addition to this idea: In big cities, more than one improvement of one type should be needed. I don't think there was only one Granary in ancient Rome. [Ecce Homo]

In addition to this idea: each new building of the same type will have a reduced effect, let's say 25% less than the previous one. Suppose you built 3 stables, then the first one builds a cavalry regiment using 100 shields, the second using 125 shields, the third using 150 shields. Some improvements, such as aqueducts and sewer systems, should not be able to build multiple times [Transcend]

In addition to this idea: Give cities the option to build multiple improvements when they become bigger. City of 10 can have 1 Marketplace, city of 18 can hae 2 Marketplaces, city of 26 can have 3 marketplaces etc.etc. [CyberShy]

In addition to this idea: 1 Granary in a 8 people city works 100% but one granary in a 9+ city works 70% and one Granary in a 15+ city works 50%. Now you're forced to build a 2nd Granary when your city become 9. [CyberShy]



• That city improvements that effect science be dedicated to a technology category and the benefit gained through that improvement can only be applied to that category (or could be changed with a penalty.) [Zorloc]


• Base Support Structures... a new city improvement
This Improvement includes ALL of the CRITICAL structures of PAST under a single name and structure, including all the benefits of it. The old buildings will be replaced, and the upkeep costs will be low. Auto upgrade or build upgrades when you move to a new age. (read more below in Trackmyr's post] [Trachmyr]


• There seems to be some general agreement with the suggestion that some unit chassis and weapons require improvements to be built before the unit itself can be done.
In this case, extra city improvements will be needed in order to produce units - about 15 - 20 new structures need to be designed (spanning the whole of history, though). [Shining1]


• City improvements must become inactive when technology gets better. (like wonders don't work forever) and be replaced with others. [CyberShy]


• Allow cities (or require) to increase effectiveness in a few abstract aeras.
1) Food Production/Storage
2) Industry
3) Religion
4) Entertainment
5) Defence
6) Health
7) ect.

you can then chose to "Increase Industry Infrastructure"... which will give a bounus based on:
(level of industy) - (city size)) * percentage increase of all indusstry city improvements [Trachmyr]



• Reduce The Number of Improvements
CivI had a reasonable number of improvements, and it was still a management nightmare IMHO to "max out" a city. In Civ2 I rarely even bother any more because there's just a never-ending list of gotta-haves. [Mark_Everson]


• My idea: As a city grows, the player may get messages like "A private enterprise applies to build a Factory in London". You cannot take use of privately owned buildings' production, but they will give you tax income. [Ecce Homo]


• More ancient improvements are needed,
How about public bathes like in Ancient Greece and Rome? Burial grounds, which become modern day cemetaries? In feudal times you had keeps, which watched over the surrounding area, these could be similar to a Headquarters, but not quite as powerful.[Travathian]


• A city can select the percentage of its resources that go into each area (e.g. science, money, happiness, ect.). New technologies(e.g. Banking, Scientific Thought, ect) would increase the effect that the same amount of resources have, perhaps with a temporary decrease to simulate improving the current facilities. This would allow more realistic cities, instead of cities that do everything, you would have a science city, with alot of research, a industrial city with a high production, ect. It would also be easier to manage [Blue Moose]


• I dont like multi-boosting improvements which boost both energy AND research, or both research AND happiness. Keep things simple.
Part of the fun in building city-improvements in CIV-2 was that i always had an exact overview what each and every improvement added to the overall picture. If we start to mess things up with “multiple-“ and “multi-boost” city-improvements, that exact overview easily gets lost. [Ralph]


• Population growth is affected not only by available food, but also by birth rates and death rates. Thus, there should be improvements that reflect this. At the least, things such as the Aqueduct, Drug Store/Pharmacy, and Hospital in CtP should have a large effect on maximum city size, an effect that could be generated by having them result in increased food (paradoxical in that more old people would eat *more* food, but it is as close a representation as we can get). [wheathin]


• allow upgrades, with the existing improvement counting for 50% of the cost of the new improvement. [Wheathin]


• a. decreasing costs for improvements - as the game progresses, while established cities have much higher production levels, newly founded cities take forever to get up to speed. If the costs dropped each era, (maybe with a multiplier, and each imp has an "era" variable) it'd be easierfor your cities founded in the 1800's (like most of America) to be worthwhile before 2100.

b. Rollover on the build queue - production that's leftover is applied to the next item built... important with:

c. Allow multiple builds in one turn - so these cheap but needed imps can be finished quickly.

d. "Packages" of cheap imps for later in the game, all built one after another. (In effect, readymade queues of items) Thus, by the modern era, an "ancient package" might include Granary, Marketplace, Church, Courthouse, Colisseum, Aqueduct, Sewer, Library, Public School, and Barracks. By selecting this single "package item" in the build queue, a newly founded city could build all the ancient imps in 2-4 short turns, thus saving a player lots of needless clicks and micromanagement, and time. [Wheathin]



• I would like to be able to contract a CORPORATION to build my units, let the religions build their places of worship and leave me the task of keeping the city safe, clean and happy [CormacMacArt]


• I would like to see more governance type improvements, and less general type [NotLikeTea]


• As governer, we should be building the millitary structures (city walls, baraks, etc), public services (grainaries, aquaducts, etc) and that's pretty well it. Other improvements should be controled only second hand, by influencing religions, city planners, etc. [NotLikeTea]


• Stationary long range units as a land improvement would be cool: a unit that fire automatically when hostile units approaches.
[Freddz]




List of new purposes / names for old improvements

• Superhighways ==> Shopping Mall / Mall / Downtown / Commercial Centre [VaderTwo]
• use the highways as an option in the roads/terraforming area instead [VaderTwo]
• I'm in favour of retaining all CivII structures, though possibly in a somewhat modified state [Shining1]
• Granary should be made obsolete by some tech and they can all(or some) be upgraded to something more modern. [Depp]
# In addition: Change the graphics for the granary at higher techs. [HarryKattz]
• citywalls should limit city size to 6 or something [Depp]
# in addition: increase maintenance costs for city walls by 1 gold for every three population over 12. This would represent the drag on distribution caused by bottleneck gates and the expense of letting out the seams as the city grows. [HarryKattz]




List of people involved with this thread

• CyberShy
• MBD
• Druid2
• Zorloc
• Mo (please some more explanation)
• EnochF
• VaderTwo
• Ecco Homo
• Trachmyr
• Sieve Too
• Transcend
• Shining1
• Mark_Everson
• Travathian
• Ralph
• Depp
• Blue Moose
• HarryKattz
• wheathin
• CormacMacArt
• Isle
• NotLikeTea
• Freddz

[This message has been edited by CyberShy (edited May 26, 1999).]

MBD
Junior Civer

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posted May 20, 1999 14:31     Click Here to See the Profile for MBD   Click Here to Email MBD      Edit/Delete Message  Reply To & Quote Message
I think it might help if you took the current list of city improvements and broke it down according to the purpose of each building (like granary and aqueduct are for city population growth.) That way you can get a sense of where additions or changes are needed.
I'd also like to be able to "look" at each city in a simplified 3-d way at any time in the game.
Druid2
Clash of Civilizations
Military/Coding Org.

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posted May 20, 1999 14:50     Click Here to See the Profile for Druid2   Click Here to Email Druid2      Edit/Delete Message  Reply To & Quote Message
I'd resuggest in this new thread that the player be allowed to build miltiples of certain improvements [within limits, of course], with diminishing returns for subsequent iterations.

[lab = +100% ... lab*2 = +180% ... lab*3 = +%230% .. max build of "n".. which is set in a modifiable parameter file]

......
I *love* your idea of a constantly modified summary. Also be sure to expand your list of improvements to include the SMAC improvements [space stations, etc.]. And you might need some way to indicate how the function of the improvement might change.

[This message has been edited by Druid2 (edited May 20, 1999).]

Zorloc
Civer

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posted May 20, 1999 15:39     Click Here to See the Profile for Zorloc   Click Here to Email Zorloc   Visit Zorloc's Homepage!   Edit/Delete Message  Reply To & Quote Message
I proposed this in the Tech section:

That city improvements that effect science be dedicated to a technology category and the benefit gained through that improvement can only be applied to that category (or could be changed with a penalty.)

This matches well with Druid2's multiple improvement's proposal.

Mo
Civer

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posted May 20, 1999 16:08     Click Here to See the Profile for Mo      Edit/Delete Message  Reply To & Quote Message
I would still include the library and university which would help all fields. The new improvements should be cheaper or/and have a greater affect than the library or university. This would balance it out. Also you would have to be allowed to research more than one technology at one time. This would make sure that your improvments don't go to waste while you are researching a different field.

Look at the technology thread, it also touches on those topics.

[This message has been edited by Mo (edited May 20, 1999).]

EnochF
Civer

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posted May 20, 1999 16:29     Click Here to See the Profile for EnochF   Click Here to Email EnochF      Edit/Delete Message  Reply To & Quote Message
Specifics.

Nix the Power Plant. Substitute a City Generator that comes along with Electrification or Electric Power, whatever it ends up being called.

Make sure that all improvements that boost production are cumulative. That's one of a few tiny areas in which Call to Power has an advantage over Civ II.

Call to Power has some worthwhile Improvement ideas. I'd keep:

Theater
City Clock
Hospital
Movie Palace
(call it Cinema)
Drug Store (call it Pharmacy instead)
Television
Security Monitor
(some cities are already building these downtown)
Fusion Plant

Given the choice between Library and Academy, I'll go with Library. An Academy, though, might be a good replacement for Barracks in earlier ages.

VaderTwo
Civer

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posted May 20, 1999 16:34     Click Here to See the Profile for VaderTwo      Edit/Delete Message  Reply To & Quote Message
I would change the name of the Superhighways to either Shopping Mall or Mall or Downtown or Commercial Centre, etc. and use the highways an option in the roads/terraforming area instead.
Ecce Homo
Civer

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posted May 20, 1999 16:35     Click Here to See the Profile for Ecce Homo   Click Here to Email Ecce Homo   Visit Ecce Homo's Homepage!   Edit/Delete Message  Reply To & Quote Message
MULTIPLE IMPROVEMENTS: In big cities, more than one improvement of one type should be needed. I don't think there was only one Granary in ancient Rome.
CyberShy
Civer

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posted May 20, 1999 17:01     Click Here to See the Profile for CyberShy   Click Here to Email CyberShy   Visit CyberShy's Homepage!   Edit/Delete Message  Reply To & Quote Message
Mo, can you explain your idea some more ?
You said that it might be a good idea to research on 2 different fields at once, so you don't waste your improvements ? But how can you waste your improvements by researching another science-topic ?
I think I misunderstand you.

If any of you have a good idea for updating the 'master-posting' and order the right info in there, please tell me.

Tell me as well when you think I did something wrong in it.

CyberShy

Trachmyr
Civer

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posted May 20, 1999 17:42     Click Here to See the Profile for Trachmyr   Click Here to Email Trachmyr      Edit/Delete Message  Reply To & Quote Message
I posted this in OTHER, but it was not picked up, nor was there any real feedback. So I'll post it again.

Base Support Structures... a new city improvement

This Improvement includes ALL of the CRITICAL structures of PAST ages (Ancient, Bronze, Iron, ect.) under a single name and structure.

This would include stuff like: Granaries, Aqueducts, Markets, ect. But NOT barracks and other more specailized or optional structures.

This structure will give all the advantages of included buildings (and replaces those buildings), but at reduced upkeep cost

This structure will AUTO upgrade when you enter a new AGE if you have built all included structures of the previous age. Otherwise you may pay for the diffrence, or build the upgrade (labor required depends on how many structures have been completed).

This structure builds much faster than if building all of the componets. And you can RUSH BUY at no penalty.

The result is, that in the middle and especially the late game, you don't have to fumble about building arhaic structures. You will be able to found and develop a thriving city, without the need for that city to have been there from the beginning. Personally I hate building Granaries in the 1900's.

You MUST still build structures of your CURRENT AGE or you WILL fall behind. Waiting for the AGE to evolve would also be a poor tactic.

Tell me what you think...

Sieve Too
Civer

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posted May 20, 1999 17:51     Click Here to See the Profile for Sieve Too   Click Here to Email Sieve Too   Visit Sieve Too's Homepage!   Edit/Delete Message  Reply To & Quote Message
New improvement: Pastuerization Plant. What does it do? Adds 25% to total food due to the reduction in losses to spoilage.

Also, Pesticide Plant: Adds another 25% to total food but increases pollution.

Transcend
Civer

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posted May 20, 1999 18:32     Click Here to See the Profile for Transcend   Click Here to Email Transcend      Edit/Delete Message  Reply To & Quote Message
Lots of wonderful improvements. However, they can only be once per city. It is more realistic that you should be able to build the same improvements multiple times in the city. Everyone knows that city like Rome have dozens of temples, or that New York have hundreds of supermarkets(market places). In Civ3, each new building of the same type will have a reduced effect, let's say 25% less than the previous one. Suppose you built 3 stables, then the first one builds a cavalry regiment using 100 shields, the second using 125 shields, the third using 150 shields. Some improvements, such as aqueducts and sewer systems, should not be able to build multiple times. Someone introduced the idea of region already. I think multiple city improvements would that scheme perfectly.

yin26
Moderator

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posted May 20, 1999 18:39     Click Here to See the Profile for yin26   Click Here to Email yin26      Edit/Delete Message  Reply To & Quote Message
CyberShy,

I just added you to the Thread Masters' List. Can you check to make sure it's right? Also, Welcome Aboard!

------------------
CIV3 DEVELOPMENT LIST COORDINATOR

**(un)Officially Making Lists for Firaxis Since SMAC Enhancement 3!**

Shining1
Civer

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posted May 21, 1999 02:58     Click Here to See the Profile for Shining1   Click Here to Email Shining1      Edit/Delete Message  Reply To & Quote Message
Some points:

There seems to be some general agreement with the suggestion that some unit chassis and weapons require improvements to be built before the unit itself can be done.

In this case, extra city improvements will be needed in order to produce units - about 15 - 20 new structures need to be designed (spanning the whole of history, though).

Aside from that, I'm in favour of retaining all CivII structures, though possibly in a somewhat modified state.

CyberShy
Civer

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posted May 21, 1999 04:50     Click Here to See the Profile for CyberShy   Click Here to Email CyberShy   Visit CyberShy's Homepage!   Edit/Delete Message  Reply To & Quote Message
In addition to the 'muliple improvements per city' idea:

• Give cities the option to build multiple improvements when they become bigger. City of 10 can have 1 Marketplace, city of 18 can hae 2 Marketplaces, city of 26 can have 3 marketplaces etc.etc.
• 1 Granary in a 8 people city works 100% but one granary in a 9+ city works 70% and one Granary in a 15+ city works 50%. Now you're forced to build a 2nd Granary when your city become 9.
• City improvements must become inactive when technology gets better. (like wonders don't work forever) and be replaced with others.

SnowFire
Civer

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posted May 21, 1999 16:37     Click Here to See the Profile for SnowFire   Click Here to Email SnowFire      Edit/Delete Message  Reply To & Quote Message
"Make improvements that belong to a nation or a religion or a gouvernament."

"Muslim nations will never be allowed to build churches."

What the? Ever heard of a mosque? Are you trying to say that Islam is less able to content their followers than other cultures? I'm not Islamic, but if I was, I'd be offended. Besides, what place does this have in a civilization game? The "cathedral" represents high religion in any culture and in any religion. There are no pre-set cultures and religions in Civ, that is all kept in the background. The other things are horribly sterotypical as well. The one thing I agree with is communism disabling churches, and I would only halve their effect myself (in return for much easier police control over people), because that's not a culture thing, that's a government thing.

"In addition to this idea: In big cities, more than one improvement of one type should be needed. I don't think there was only one Granary in ancient Rome."

Reminds me of a really bad game called Destiny. These things are abstractions. Just as a "chariot" doesn't represent one chariot, but rather an army, a granary does not represent just one granary. The "second level" is the job of things like acqueducts and sewer systems. By the way, in Destiny, you had to keep going back and building tons of old structures over and over again. No fun.

"City improvements must become inactive when technology gets better. (like wonders don't work forever) and be replaced with others. CyberShy"

I disagree with this. They may change their roles, but they should not become obsolete, except in perhaps a few rare cases.

Also, for us non-CTPers, what the devil do all those other improvements do? I'd be most impressed as to why I should be building a "City Clock" when you'd think that would go on at a far less micromanaging level.

I suggest you check out the technology forum as well. My suggestion is that you take the basic library (or equivalent), and you dedicate it to any of the 5 disciplines when it's built (I have a category system where all science is divided into 5 categories). When you build your university, you add another discipline to focus in. These two categories of science get special bonuses in research at the city. I’d kill the "research lab" of CivII and then add extra attributes to conventional facilities, like "Nuclear Power Plant: (Basic effect with resources.) Speeds physics research in city, if it has a library or university dedicated to it, by 50%. Or "Stock Market: (basic money effect). Increases economics research by 50%, if city is dedicated to that discipline." "Capitol: Government center, blah blah. Increases philosophy research by 100% in city." "Hospital: Increases population growth by 15%, makes two drones content. Increases biology research in city by 25% if yada yada yada." You get the idea.

Which reminds me. Considering that Sid just worked on SMAC and not CTP, I think we should base our suggestions more off of SMAC or CivII as a model than CTP.

Trachmyr
Civer

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posted May 21, 1999 16:55     Click Here to See the Profile for Trachmyr   Click Here to Email Trachmyr      Edit/Delete Message  Reply To & Quote Message
I have DESTINY... the game requires multiple structures to be built like many suggest. However the game feels like your working on a NEVER-ENDING pile of spread sheets. Great idea, but in the end the game was trashed bt it.

A compromise would to allow cities (or require) to increase effectiveness in a few abstract aeras.
1) Food Production/Storage
2) Industry
3) Religion
4) Entertainment
5) Defence
6) Health
7) ect.

you can then chose to "Increase Industry Infrastructure"... which will give a bounus based on:
(level of industy) - (city size)) * percentage increase of all indusstry city improvements

just a thought, but I do not recomend it... it's hard enough to make great cities as it is, and the idea of building city improvements is an abstract for instituing new tech within that city.

Now for similar structures that provide entirely diffrent advantages (Like the Var. Libraries for diffrent science fields) I am open to... But an idea for spending Reaserch into BASIC THEORY (from the Tech list) for modifiers to research specific tech fields, would accomplish the job much more efficently and w/o 10+ new structures to buils. After all if 15% of your reaserch is going into "Physics", then you probally have libraries dedicated to that field.

Mark_Everson
Clash of Civilizations
Project Lead

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posted May 21, 1999 22:43     Click Here to See the Profile for Mark_Everson   Click Here to Email Mark_Everson   Visit Mark_Everson's Homepage!   Edit/Delete Message  Reply To & Quote Message
Trachmyr: Yeah, Destiny was awwwwful, quite an accounting game . And I'd had such high hopes for it... It was amazing, they screwed up virtually every area of the game!


I know already my suggestion isn't going to be popular here, but IMO its gotta be said.

Reduce The Number of Improvements

They just lead to ridiculous amounts of micro-management of cities.

CivI had a reasonable number of improvements, and it was still a management nightmare IMHO to "max out" a city. In Civ2 I rarely even bother any more because there's just a never-ending list of gotta-haves.

Well, anyway, I've said it. And now I can just walk away and hope the flames don't singe my back

------------------
Mark Everson
Project lead for The Clash of Civilizations
(That means I do the things nobody else wants to do ;) )
This Radically different civ game needs your suggestions and/or criticism of our design.
Check our our Forum right here at Apolyton...

Ecce Homo
Civer

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posted May 22, 1999 11:52     Click Here to See the Profile for Ecce Homo   Click Here to Email Ecce Homo   Visit Ecce Homo's Homepage!   Edit/Delete Message  Reply To & Quote Message
I have made some suggestion about a "Capitalist AI" that can build improvements instead of the player.

My idea: As a city grows, the player may get messages like "A private enterprise applies to build a Factory in London". You cannot take use of privately owned buildings' production, but they will give you tax income.

I believe this can decrease micromanagement in the late game.

Travathian
Civer

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posted May 23, 1999 03:57     Click Here to See the Profile for Travathian   Click Here to Email Travathian   Visit Travathian's Homepage!   Edit/Delete Message  Reply To & Quote Message
This is my first post here, but I thought I would start by saying all of the new ideas for city improvements look great, except for one thing, they have all been developed in the past 100 years or less. Definitely in need of more in the ancient and mideval time frames.

How about public bathes like in Ancient Greece and Rome? Burial grounds, which become modern day cemetaries? In feudal times you had keeps, which watched over the surrounding area, these could be similar to a Headquarters, but not quite as powerful.

Darkstarr
Civer

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posted May 23, 1999 05:02     Click Here to See the Profile for Darkstarr   Click Here to Email Darkstarr      Edit/Delete Message  Reply To & Quote Message
The part where Destiny messed up the most was that you had to maintain the education level throughout your empire to do research. Instead, cities should have simply not have been able to research the top level items until their education quotient came up to specs. But yeah, it was an accounting nightmare.

I'd nix the "You can build it again." Idea. It really does lead to accounting and supermicromanagement. We want to have fun.

As noted, there has been several suggestions to tie military chassis types to city improvements. ala MOM. One more thing to slow down the War Monger, but Civ was a Building an Empire game first, so that isn't a bad idea. If it is tied into variable city production radius, you gain things like:

Horse Stables/Ranch: +1 Produciton Radius, permits the building of Horse Chassis units (Mounted Scout, Horse Archers, etc)

But lets keep down the supermicromanagemetn and accounting/spreadsheet game issues...

-Darkstar
(Knight Errant Of Spam)

Ralph
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posted May 23, 1999 06:58     Click Here to See the Profile for Ralph   Click Here to Email Ralph      Edit/Delete Message  Reply To & Quote Message
Why not add a new series of purpose-related buildings in order to battle HEALTH? The health-factor should be fleshed out considerably in CIV-3.

Add “Doctors house” (or whatever) to the already suggested “Pharmacy” and “Hospital”. A series of three related improvements.

The effects of the health-improvements should cumulative just as Marketplace – Bank – Stock Exchange.

Depp
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posted May 23, 1999 11:47     Click Here to See the Profile for Depp   Click Here to Email Depp   Visit Depp's Homepage!   Edit/Delete Message  Reply To & Quote Message
Hello

Some comments on the discussion:

Multiple buildings: sounds very good

Like the new buildings

Something new, upgrading buildings!
Granary in 21th century???? No.
City Walls in a 2 million people city? No.

Granary should be made obsolete by some tech and they can all(or some) be upgraded to something more modern.

And citywalls should limit city size to 6 or something

What do you think?

Blue Moose
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posted May 23, 1999 12:54     Click Here to See the Profile for Blue Moose   Click Here to Email Blue Moose      Edit/Delete Message  Reply To & Quote Message
I agree with Mark Everson that the number of improvements should be reduced, instead I would suggest a system as follows: A city can select the percentage of its resources that go into each area (e.g. science, money, happiness, ect.). New technologies(e.g. Banking, Scientific Thought, ect) would increase the effect that the same amount of resources have, perhaps with a temporary decrease to simulate improving the current facilities. This would allow more realistic cities, instead of cities that do everything, you would have a science city, with alot of research, a industrial city with a high production, ect. It would also be easier to manage. Any comments would be appreciated.

------------------
May reason keep you,

Blue Moose

SnowFire
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posted May 23, 1999 14:44     Click Here to See the Profile for SnowFire   Click Here to Email SnowFire      Edit/Delete Message  Reply To & Quote Message
"Granary should be made obsolete by some tech and they can all(or some) be upgraded to something more modern."

Perhaps you know something I don't, but food storage facilities are STILL all over the place, and aside from refrigiration, the technology hasn't changed that much, except that silos are made out of metal now. You could make an argument for obsoleting stables, but not a granary.

HarryKattz
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posted May 23, 1999 18:11     Click Here to See the Profile for HarryKattz   Click Here to Email HarryKattz      Edit/Delete Message  Reply To & Quote Message
City Walls

City walls are no protection against artillery, aircraft, or missile. That's pretty close to obsolete.

As a final nail in the coffin, maybe we could ask Firaxis to increase maintenance costs for city walls by 1 gold for every three population over 12. This would represent the drag on distribution caused by bottleneck gates and the expense of letting out the seams as the city grows.

I don't think city walls should limit population.

HarryKattz
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posted May 23, 1999 18:13     Click Here to See the Profile for HarryKattz   Click Here to Email HarryKattz      Edit/Delete Message  Reply To & Quote Message
Granary

There are still at least two large granaries(we call them silos) here in Ft Worth.

Maybe we should ask Firaxis to change the graphics for the granary at higher techs.

Also, I'm for the Shining1's idea that certain improvements are needed to build certain kinds of units. Like stables for mounted units, airports for planes, etc.

HarryKattz
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posted May 23, 1999 18:17     Click Here to See the Profile for HarryKattz   Click Here to Email HarryKattz      Edit/Delete Message  Reply To & Quote Message
Perhaps we should ask Firaxis to include a...
City Park

City land set aside for use by the public.

Benefit: Makes one addional citizen content.
Requires: Sanitation (Maybe a new advance, something like Modern Fertilizer)
Cost: 60 shields
Maint: 1 gold

Helps happiness in a pinch. Frees up a citizen for science or tax.
Requiring something early, like Sanitation could cause a balance problem.

HarryKattz
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posted May 23, 1999 18:21     Click Here to See the Profile for HarryKattz   Click Here to Email HarryKattz      Edit/Delete Message  Reply To & Quote Message
Maybe we should ask Firaxis to include a...
Theme Park

Large parks like Disney World or Six Flags.

Benefit: Two citizens happy. One additional gold for every 4 population. Plus 5 gold for every wonder in city(tourism).
Requires: Mass Media advance(if Mass Media advance not in game then Electronics)
Cost: 240 shields
Maint: 4 gold

Only helps in large cities. Expensive enough that you will not build it unless you need to.

HarryKattz
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posted May 23, 1999 18:23     Click Here to See the Profile for HarryKattz   Click Here to Email HarryKattz      Edit/Delete Message  Reply To & Quote Message
City Clock

In my opinion, this should stay over in CTP. Before clocks, roosters would wake people up. Just seems so trivial.
I think we should ask Firaxis to ignore it.

HarryKattz
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posted May 23, 1999 18:26     Click Here to See the Profile for HarryKattz   Click Here to Email HarryKattz      Edit/Delete Message  Reply To & Quote Message
Television

In my opinion, television should be a tech advance(Mass Media) instead of an improvement. Televisions are household commodity items. The real city improvement involved would be the transmitter.

I've gotten the impression that the CTP people over at Activision didn't think things out

HarryKattz
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posted May 23, 1999 18:28     Click Here to See the Profile for HarryKattz   Click Here to Email HarryKattz      Edit/Delete Message  Reply To & Quote Message
Perhaps we should ask Firaxis to include a...
Transmitter

Benefit: Makes two citizens content(by distraction). With the advent of Mass Media(Electronics if Mass Media not in game) provides one additional gold for every two citizens(advertising).
Requires: Radio
Cost: 120 shields
Maint: 2 gold

[This message has been edited by HarryKattz (edited May 23, 1999).]

HarryKattz
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posted May 23, 1999 18:32     Click Here to See the Profile for HarryKattz   Click Here to Email HarryKattz      Edit/Delete Message  Reply To & Quote Message
The Internet as a wonder just doesn't seem right to me. Wonders are localized, that's against the whole point of the Internet.

I would prefer the addition of a city improvement called the ISP.

So, maybe we should ask Firaxis to include a...
ISP

Benefit: Plus 20% science in city. Plus 2 science for every other city with an ISP, including cities in other civs.
Requires: Computer
Cost: 160 shields
Maint: 3 gold

Yep, helps your opponents too. Forces some tech leveling towards end of game.

HarryKattz
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posted May 23, 1999 18:33     Click Here to See the Profile for HarryKattz   Click Here to Email HarryKattz      Edit/Delete Message  Reply To & Quote Message
Ages

Chopping up the game by ages is a truely vile and pernicious idea!

If this feature is implemented, I will NOT buy CivIII!

In what thread is this travesty being disgust, er, discussed? I'll go over there and raise high hurricane HELL!

CyberShy
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posted May 23, 1999 19:32     Click Here to See the Profile for CyberShy   Click Here to Email CyberShy   Visit CyberShy's Homepage!   Edit/Delete Message  Reply To & Quote Message
In reply to snowfire

I hope you know the difference between a churge and a mosque ? A moslim country should build a mosque, where a christian country should build a church. Maybe kinda the same profits, but it's weird to build a cathedral in a moslim country.

That's what I tried to say.

Ralph
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posted May 24, 1999 06:10     Click Here to See the Profile for Ralph   Click Here to Email Ralph      Edit/Delete Message  Reply To & Quote Message
I definitely DONT like the idea with multiple granaries or research-labs and so on. Its way to complicated both for Firaxis to implement, and for the average (non-hardcore Civ-player) to enjoy playing.

Add a few new concepts like for example the health-factor: Doctors house –Pharmacy – Hospital. Add ideas like; Granary gets obsolete – build Silo instead. But as a whole: keep things just as simple and straightforward as in CIV-2.

I dont agree with Mark everson and Blue Moose that the number of improvements should actually be REDUCED – but on the other hand: there are limits. Some of the SMAC base-improvements feels unnecessary.
I also dont like multi-boosting improvements which boost both energy AND research, or both research AND happiness. Keep things simple.
Part of the fun in building city-improvements in CIV-2 was that i always had an exact overview what each and every improvement added to the overall picture. If we start to mess things up with “multiple-“ and “multi-boost” city-improvements, that exact overview easily gets lost.

Kropotkin
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posted May 24, 1999 06:34     Click Here to See the Profile for Kropotkin   Click Here to Email Kropotkin      Edit/Delete Message  Reply To & Quote Message
I don't like the idea that a improvement just gets obsolete over night, it might have worked for hundreds of years and then one that you can't use it anymore. i would change it so a improvement wouldn't get totally useless after it has become obolete but lose, lets say half of its effect, so if a libary gives for example a +50% in scienceproduction (just example not a idea what the libary should do) and when it becomes obsolete it will only give a +25% increase. When you build a reseachlab the libary will disapear and the lab will mean a +75% increase in scienceproduction. there could be a future discovery that makes all libaries that are left totally oboslete (maybe).

This way a country that is poor and can't build all the new improvements wouldn't be punished when it steals or in any other way gets new discoveries form other civ's.

Trachmyr
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posted May 24, 1999 18:42     Click Here to See the Profile for Trachmyr   Click Here to Email Trachmyr      Edit/Delete Message  Reply To & Quote Message
Removing the emphassis on cities
The position of CIV,CtP,SMAC, and other games of this genere, is that the CITY is the center of society, and the primary focus.

Instead, I counter, that it is the network of all human populaces, all structures (mines. roads, barracks, factories, ect.), and how they interact that decide if a nation is to succede or fail.

Regions
Regions, by their definition, is the combined character of a geographical location. To represent this, regions must be added to CIV3.
Various methods of creating regions has been discussed in other threads. I prefer computer generated, fixed regions. These would conform to terrain and natural boundries (rivers, mountains, Ocean). Regions would also have a maxinum size.
I do not believe that fixed regions would subtract from the game, since real-life regions have remained the same thoughout history, though their names have been changed, and they have been contested.
Regions would form the primary borders of a society, contested regions would have interior borders similar to SMAC.

Habitation and Population
Before cities were constructed, people were nomadic... or semi-nomadic. This needs to be represented in CIV3. My suggestion would be to treat NOMADIC POPULATIONS as a mobile city, but not "improvable".
Eventually settlements were built, which grew into towns, which grew into cities.
I believe settlements should be reprented with evolving grapichs which expand to additional tiles as the settlement expands.

The concept of city improvements is simply an abstract for the implementaion of new technology within a city. I believe CIV gamers can handle a more realistic aproach to city development:
1) Technology implementation- When new technology which can benifit a settlement (let's say an Aqueduct) is discovered, that tech must first be implemented. This cost revenue (an alternative name for GOLD), and is based upon the size of a city (It is harder to incorporate new tech into larger, more stable cities). This expenditure reprensts the cost of materials, the cost to educate engineers, and incentives to implement the technology. Once the technology is implemented, it provides it's benefits to the settlement (in this case a reduction in negative health modifiers due to overcrowding and allowing larger cities). Technology may be implemented on a city, regional or national level to reduce micromanegement.

2) City improvement. A city has many diffrent aeras in which to improve... Housing, Industry, Economy, Recreation and so on. I suggest abstract level to each aera. Thus a city with a level 4 Indusstry typically can produdue more than one with a Level 3 Industry. Improvement require Public Works, similar to CtP. To increase in an aera, a certain number of PW must be spent. Like-wise any nessacary tech must have been implemented. (In our example above, an aqueduct will allow habitation Level 4 & 5 to be reached. If the city was at Habitation 3, it would need x amount of public works to reach 4 now that Aqueducts have been implemented.)
Settlements improve semi-automatically... they only use PW to improve a level if that aera is becoming inefficient due to # of people using it. (# of factory workers for Industry, total population for Habitation). As inefficency rises, a larger percent of available PW will be used to enhance that aera. You may also set Priority numbers to the diffrent aeras. This allows a more "hands-off" approach and highly reduced micromanement (you simply choose what percent of PW to enhance the city, priorities are optional, the computer does the rest based upon your population and workforce). As city level in these aeras increase, the settlement will expand to empty tiles, become denser or expand upwards. If you run out of room, you city will stagnate.

Workforce
Your workforce is handled on a city or regional basis, depending on your "National Goverment Level" (Independant/Regional/Federal).

Workforce determines not only what you produce/build but how your cities develop as well (A city lith Level 8 Industry due to a lot of factory workers is much different than a city with Level 8 religion due to lots of clergy. Detroit vs. the Vatican)

All other projects utilize PW, from mines to roads to Wonders(which appear on the map)

The result will be a highly graphical representation of you NATION, not just cities. Also Micromanement of city improvement is eased, to allow for more detailed workforce, supply and economy.

One final note, tiles should be reduced in size to allow this to be effective. I suggest 1/4 size at maxinum.

wheathin
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posted May 24, 1999 20:02     Click Here to See the Profile for wheathin   Click Here to Email wheathin      Edit/Delete Message  Reply To & Quote Message
Several ideas of mine:

1. I think there should be an intermediate class of things to build between improvements and wonders. Large things that would affect a whole civ, which are built in only one city, but which each civ could build (i.e. each civ could build a space program, or each could build a truly massive hydro dam, etc...)

2. New improvements:
Money: Medieval Fairs
Production: forge, textile mill/loom
Overcrowding: suburbs, highways,
Science: public schools
happiness: parks, circus
Food: see below; also a futuristic Gene Bank for both better genetic medicine, but also a more robust and productive food supply.

3. Population growth is affected not only by available food, but also by birth rates and death rates. Thus, there should be improvements that reflect this. At the least, things such as the Aqueduct, Drug Store/Pharmacy, and Hospital in CtP should have a large effect on maximum city size, an effect that could be generated by having them result in increased food (paradoxical in that more old people would eat *more* food, but it is as close a representation as we can get).

4. Upgradable Improvements:

We want realistic ancient improvements. We want to build new imrpovements late in the game. We want to reward players who build them. But, we don't want a zillion improvements to be endlessly clicking on, because then the micromanagement is crzy, and cities founded late in the game can never be maxed out. We don't want our old improvements goign obsolete after we invested so much in them. Summary: we want a lot, but not a lot.

Answer 1: allow upgrades, with the existing improvement counting for 50% of the cost of the new improvement (or whatever).

My Answer 2: 4-part solution.

a. decreasing costs for improvements - as the game progresses, while established cities have much higher production levels, newly founded cities take forever to get up to speed. If the costs dropped each era, (maybe with a multiplier, and each imp has an "era" variable) it'd be easierfor your cities founded in the 1800's (like most of America) to be worthwhile before 2100.

b. Rollover on the build queue - production that's leftover is applied to the next item built... important with:

c. Allow multiple builds in one turn - so these cheap but needed imps can be finished quickly.

d. "Packages" of cheap imps for later in the game, all built one after another. (In effect, readymade queues of items) Thus, by the modern era, an "ancient package" might include Granary, Marketplace, Church, Courthouse, Colisseum, Aqueduct, Sewer, Library, Public School, and Barracks. By selecting this single "package item" in the build queue, a newly founded city could build all the ancient imps in 2-4 short turns, thus saving a player lots of needless clicks and micromanagement, and time.

wheathin

CyberShy
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posted May 25, 1999 08:37     Click Here to See the Profile for CyberShy   Click Here to Email CyberShy   Visit CyberShy's Homepage!   Edit/Delete Message  Reply To & Quote Message
I've updated the 'main-posting' at the top of this thread.

All postings above THIS one are included now in the main-thread. If you disagree with the way I've reflected your ideas, please mail me at rplomp@bart.nl

Trachmyr, your last post hasn't been included, since I feel like this are more topics that belong in other threads. mail me if you disagree.

CyberShy
thread-'head' of the City Improvements thread

Sieve Too
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posted May 25, 1999 10:00     Click Here to See the Profile for Sieve Too   Click Here to Email Sieve Too   Visit Sieve Too's Homepage!   Edit/Delete Message  Reply To & Quote Message
How about an upgrade to a familiar old friend: Police Station. Reduces enemy Spy effectiveness by 50% along with its current ability.

I want to disagree with those thinking that there should be fewer improvements. Nonesense! Those who want to be perfectionists should not be shortchanged. Rest assured, the warmongers will be proposing, and getting, new and exotic means of waging war.

CormacMacArt
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posted May 25, 1999 10:35     Click Here to See the Profile for CormacMacArt   Visit CormacMacArt's Homepage!   Edit/Delete Message  Reply To & Quote Message
What!?!? I have to build a Pharmacy now? What happened to CVS? Its bad enough that I have to build a factory and a manufacturing plant. I would like to be able to contract a CORPORATION to build my units, let the religions build their places of worship (Temples don't work anymore? What about Synagoges and the new Temple that will be built in Jerusalem?) and leave me the task of keeping the city safe, clean and happy.
Bird
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posted May 25, 1999 16:44     Click Here to See the Profile for Bird   Click Here to Email Bird      Edit/Delete Message  Reply To & Quote Message
MarkE: a little late, perhaps, but no flame intended here. I disagree that we need fewer, rather than more, city improvements. Yes, micromanaging can be a real pain, but not everyone plays an expansionist, warmonger type game every time. When playing 1 city o