Introduction
A big part of playing Civ games has always been the city screen. This is traditionally where you set production for your cities. Where you check on a city's status, etc. What could we envision for Civ IV? Perhaps new features. New ways to make cities interact with the rest of the game. Perhaps divide the nation into regions, each with their own screen. Post your ideas here
Summary
A lot that is suggested here will be new to the game "and hopefully added". Help think of the ways these changes should look, what information is needed on the screen. If all possible, add screen shots.
The term Region will represent the terms region and state in this thread
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Table of Contents
1.0.0 Regional Menus
2.0.0 City Menus
Conclusion
The Ideas
1.0.0 Regional Menus
1.1.0 Copy/Paste Build Orders And Assign to Specific Cities/Regions
1.1 Have a big screen with everything a city is building and have the option to copy and paste build orders. This would work well for both city and region.
1.2.0 Assign Workers to Regions
1.2 Assign some of your workers to regions, if we still have the Civ3 worker system, and have the regional menu govern the workers (or public works).
1.3.0 Subdivide Empire into States
1.3 i am sure this has been addressed elsewhere, but it is relevant to this topic as well. i like the idea of being able to subdivide your empire in states (maybe as a product of a tech, like federalism). the state would be four or five cities, bound together (the sum total of their cultural influence would determine the border), with a designated capitol. the border would have to continuous. this state capitol help off-set corruption, and it allows you to bring up an in depth menu for the cities in that state. so rather micromanaging on 6 different city screen, you could micromanage all six cities (and indeed the state itself) from the state screen.
Should there be a region wide unhappiness for loss of a city? Editable, change to/from a region? Limit number of Regions
1.4.0 More Options for Automated Build Queues
1.4 More options for automating build queues would be nice. They might not be important for games on small maps and/or for games on very high difficulty levels, but average level epic games (huge map) really suffer because of horrific amounts of micromanagement.
The MOO3 system, allowing different priorities based on the role of a planet (a city or a region in CIV), works very well. Something along these lines exists in Civ3, but in order the empire to function properly, you'd have to set those priorities for each city individually and then change them as the game progresses and cities change their roles in your empire. So basically, though there seems to be a system implemented in Civ3, it still forces you to manage each city individually. That's a thing MOO3 is way ahead of Civ3 and something that could really improve epic games.
Or, if a similar system can't be implemented in CIV (there could be trouble with it, I know that), at least do two things:
2.1 Add the possibility to have multiple build queues designed by the player.
2.2 Allow adding any buildings and units to such queues. If by the time the city tries to build them they are not allowed, just discard them and move to the next position in queue or ask the player what to do. The current system won't let you add a Cathedral after a Temple, so you are bound to have to set the production manually. And it's no fun once you have 40+ cities...
3. Be able to specify to your governors specific favorite construction projects and specific things to never build.
4. I'd also like to think about some levels of national management, which would introduce alot of simplicity. There is already a precedent for it in the Ministers, but I think maybe adding some ministers and expanding their role would really reduce micromanagement.
For instance, the Minister of Labour could replace the current worker model with a national workforce of some sort to do tile improvements. I think this would be a better solution than regional workforces, because that's still alot of micromanagement. You could manage the entire national workforce as a whole from the Labour Ministry, if you had to really manage it at all. Tile improvements you could just do with a right click on the the tile you want to work, limited in some fashion by the manpower available in your workforce.
2.0.0 City Menus
2.1.0 Automation of Tile Usage
2.1 I would like to see some automation of tile usage placement. I think the easiest thing would be three sliders - growth,production,commerce. If you peg the production slider, it uses the tiles that will produce whatever is in your que in the shortest time. This includes knowing when to work a food tile so that the city will grow and be able to work 2 production tiles. That's the sort of micromanagement that, though I am capable of doing, I find extremely tedious.
The sliders could have a green/yellow/red range such that if all the sliders are in the green, the city never starves. But if you put the production slider into the yellow, you're saying that you're willing to let some population starve by working only production tiles if it will get it done faster. Red means that you'd even be willing to Pop Rush, or Pay Rush the production.
2.2.0 Linking City Screens Backgrounds with Culture Groups
2.2 This is not an idea about adding new features but it's about city screen. How about linking city screens background (something like Civ3 uses) with culture groups, like it was done for city graphics on map in Civ2 + Civ3? This way viewing in cities will be different for different culture groups (for different Civ4-games or simply in one game during espionage/building embassy). It adds a little more atmosphere.
2.3.0 Tile Queue for Tile Improvments
2.3 And maybe a tile que, hold down the shift key and click in order of the tiles with the same improvement?
2.3.1 Same Buttons for Worker Improvements used in City Improvements
How about using the same buttons that control the workers be used for city improvements and tile improvements, etc... see image in the posts below. Each button opens another seriers of buttons. The mini map could turn into the que list?
Conclusion
The biggest change that could happen, that I can not remember being in any other game, is the option to set up regions, and then control what happens within that region.
Another feature that I would consider a first would be the ability to customize any build que.
With the news of C4 in the process, lets hope these ideas have some impact on the final look.
Threadmaster Note:
Being a threadmaster has been a first for myself. If I did not provide the proper enthusiaism or motivation, the blame falls on myself. I would still voulnteer to do this again without question.
Respectfully compilled by Platypus Rex
With special thanks to: Nikolai