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Civ 4 the List: Regional & City Menus

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  • Civ 4 the List: Regional & City Menus

    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

    Related Threads

    Game Atmosphere
    Recommend City Pollution Managers

    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

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    • Civ 4 the List: List of Threadmasters
      by DarkCloud

      The List for Civ IV was a project that could not have been accomplished without the hard work and dedication of the many Threadmasters and ideas-finders on the forums. While idea-suggestors are likewise important, I have compiled here a list of the volunteers who went above and beyond the call of duty to take on the task of threadmastering a thread for the List.

      And here they are, alphabetically:

      Asmodean- Former Administrator of the List
      Azazel- Government and Social Engineering
      DarkCloud- Administrator; Civilizations, General, Scenario/Map Editor; List Formatter
      Fosse- The Polls
      Ixnay- Space
      Lajzar- Units
      MattH- Cheats
      Nikolai- AI, Resources, Terrain
      Octavian X- Wonders
      Platypus Rex- Regional and City Menus
      TechWins- Diplomacy
      Trifna- Movement/Supply, User Friendliness

      August 31, 2012, 18:13
    • Civ 4 the List: Closing Remarks
      by DarkCloud

      And so now the list has drawn to a close. Thousands of ideas have been culled from the Civ III community at Apolyton. Hopefully the list that we propose here has been easy enough to search through and hopefully it will lead to a great parnership between the players and the corporation.

      Good luck with your struggles and please, keep civving!

      -DarkCloud
      List Administrator

      PS: Here's a link to the Civ III-Ideas List compiled by Apolyton Fans on July 14, 1999 - Civ III List in case you wish to compare it to the current creation

      August 31, 2012, 18:05
    • Civ 4 the List: The Polls
      by Fosse

      Introduction

      Realizing that some polls about hot topics have already left the top page, and that newcomers to the discussion seldom dig through the back pages in order to find out what's been discussed before, I've decided to compile a list of the Civ 4 List related polls.

      I've abandoned keeping a running talley of votes, as it's a great deal of work that is immediatley outdated, and if you really were interested in the results you would visit the poll and read the comments.

      Now... the polls:

      Stacked vs. Single Unit Combat: The Battle Continues
      Should units be stacked into "armies" that fight and operate as a single unit, or does moving them one at a time provide a boost to strategic considerations?

      Resources: How to Handle
      Is a system with stores and limits on resources a better simulation and more fun, or tedious micromangement?

      From Civ 3 to Civ 4
      More of the same, or a bold new direction for Civ 4?

      Squares, Hexes, Octagons...
      Pick your poison, the traditional Civ Map, traditional War Games map, or something else entirely.

      Eras in Civ 4?
      Is the new era system a great addition, or a stifling hindrance?

      Espionage & Assymetrical Warfare
      Does Bond get his own unit?

      To 2000 AD or Beyond?
      Civ, From the Ancients to the Stars; or Civ, The Whole of Human History.

      {The List} United Nations
      A resolution for change... do you Veto?

      {The List} What Should Happen to Civ Traits?
      Should Civ 4 have homogenous Civs or even more differences?

      Terrain Improvements
      "Give me Workers, or Give me Death" vs "Micromagement Gives me Death."

      Nomads and Chiefdoms
      Should Civ 4 let us wander the great wide open?

      Civ 4 ideas - straights and canals
      Do you want straigts? Or canals?

      Civ 4 idea: Armies instead of units
      Once again, armies or single units?

      Health in Civ 4?
      Should we have sick Civs?

      Emphasis on Age
      Which historical era, if any, should get a boost in Civ 4?

      Civ 4 resistance
      Do you want partisans from Civ 2? Resistors from Civ 3? Or something new for Civ 4?

      Fire and Movement
      How should firepower and movement rates affect combat in Civ 4?

      Stacking Limits Y/N
      Assuming we have stacks, what sorts of stack limits should there be?

      Improved Poll: When should Civilization IV end?
      What is a good time for the game to end?

      Future Techs in Civ 4
      Which future era techs would you like in Civ 4?

      What ARE wonders, anyway?
      Well? What are they?

      Pollution Managers:
      Would you like Pollution Managment added to city screen?

      Tech Transmission


      Here is some food for thought from Civfanatics.

      -Respectfully Compiled by Fosse

      ...
      August 31, 2012, 18:03
    • Civ 4 the List: Wonders
      by Fosse
      Introduction The concept of the great Wonders of the World in Civ is as old as the series itself. For years, civvers around the world have built Pyramids, Great Libraries, Magellanic Voyages, and trips to the Moon. And, as Civ has gone from I to II to III, wonders have been added, removed, or have changed in some way. With Civ3 came the idea of Small Wonders that each nation had the oppertunity to build individually, further widening the effect of these great projects. As Civ4 looms over the horizon, how will the concept of Wonders of the World evolve further? Summary As you can see, I'm still coming up with ideas already proposed and boiling them down into a list. The links I have found to all threads in this forum pertaining to wonders has been included. If you have some more links, or brand new ideas, please feel free to post them in this thread. Related Threads http://apolyton.net/showthread.php?threadid=75460 http://apolyton.net/showthread.php?threadid=106609 http://apolyton.net/showthread.php?threadid=107349 http://apolyton.net/showthread.php?threadid=117222 http://apolyton.net/showthread.php?threadid=107895 http://apolyton.net/showthread.php?threadid=111317 http://apolyton.net/showthread.php?threadid=114759 http://apolyton.net/showthread.php?threadid=115569 http://apolyton.net/showthread.php?threadid=117740 http://apolyton.net/showthread.php?threadid=117222 Table of Contents New Wonder Ideas Changes to Existing Wonders New Wonder Concepts Conclusion The Ideas I. New Wonder Ideas This section goes on the idea that the concept of the ‘wonder’ in Civ will not change from Civ3 to Civ4, that players will still accumulate production in a race with other civs in their attempt to build a wonder. Listed at those specific ideas for a brand new wonder. Statue of Liberty No so much a new wonder, but bringing back a great one from Civ2. A civ with this wonder, in Civ2, could switch to any government type, irregardless of possession of the prerequisite tech, with no anarchy time. In Civ2, it was rendered mostly useless by the fact that one could switch governments without penalty every four turns (the classic Odeo years).Arrian Banaue Rice Terraces >Ancient - allows irrigation on hills (weak, needs more benefit, maybe cut irrigation time or allow hills/forests/mountains to act as irrigated square for the purposes of irrigating next to it).Solomwi Channel Tunnel Modern/Late Industrial - allows ground units to move across single tile straits without ships.Solomwi Machu Picchu Late Ancient - allows settlement on mountains.Solomwi Attitude/Reputation Wonders Bring back some of the old ones from Civ2 that could modify relations with neighbors. (Eiffel, Marco Polo, etc.)Solomi Apian Way (Small Wonder) Originally Roman Empire, huge boon to trade (25-50% for every city connected by it) and unit movement along its length (4 tiles instead of three like other roads). For those who love micromanaging, the Wonder could cost a city less to "produce," but workers would return to existing roads for an additional one or two turns per tile, resulting in a straighter road graphic or a different color. Building the AW from scratch would take 25% longer than normal roads. The benefit would be only on city-to-city connecting roads, not on every city radius tile, but it would also apply to roads to Resources and to your civ's borders in anticipation of expansion by settlements or conquest. The benefit would continue until replaced by Railroads (not the Tech but actual construction). For those who despise micromanaging, give the option to pay more and have the work magically appear when the Wonder is produced. The entire cost would then be based upon X base plus y for so many tiles to link all cities with one road at the time of the Wonder's completion, meaning if you add more cities while in production, the cost continues to go up - but again, you dodge the microM. The Round Table (Great Wonder) A la King Arthur, this would make representative forms of government faster to discover and to implement with shorter or nonexistent anarchy. Lewis & Clark (SW) This would double Movement Points of all units exploring black-out tiles, except when barbarians have been uncovered, so you'd have to deal with them normally. Speed wouldn't be affected by another civ's units. Pony Express (SW) Faster communication improves Science and Culture and would reduce corruption in far away cities on the same continent. It would also speed up building the first Road between each city. Any additional city tiles worked for roads would still take the normal time. International Red Cross (GW) This would be a major diplomatic boost, as well as better treatment for captured units and faster healing for battle-wounded units. Recover...
      August 31, 2012, 17:58
    • Civ 4 the List: User Friendliness/ The Manual / Help Files
      by Trifna
      Introduction User Friendliness- what makes the game easy to play. The Manual- the guides to Civ I and II provided historical information and pull-out charts that gave the game character- will Civ IV have such things? Or will the manual merely be a cheap on-line PDF? Help Files- how easily can the owners of the game find their way around it once accessing the game itself? Summary While this wasnt the most glamours of sections, it is in some ways the most important because without easy accessibility, Civilization would be both unfun and impossible to play. Many ideas which could fall in this area were included in other sections, thus its sparseness can be explained by the universality in where these help information can be put in. Table of Contents The Ideas Conclusion The Ideas Historical Garbage: Forget the historical stuff about units. Most people never read it and it doesn't enhance gameplay.-Kuciwalker (It should be noted, however that a significant group of civvers actually appreciates these historical things and the fact that they are in the game makes it more educational and acceptable to teachers and parents trying to teach their children through learning. It also makes the game more 'intellectual' and provides a good reference.)-DarkCloud Generating Civlopedia Entries IN THE EDITOR:: Make it easy to generate Civpedia entries IN THE EDITOR.-Kuciwalker A "?" to click on and point at elements: I propose that somewhere at the top of the screen there would be a litte interrogation mark to click on. If you click on it, there will be a bunch of very visible interrogation marks each place on the present screen you can get a little text explaining how it works, what it is and everything that's nice to know. This would help many, without even bringing the need of a complete tutorial (though a tutorial can always be nice, and it could use the information put with this interrogation marks system).-Trifna "Hovered on" information: I also think that there should be, in the options tablet, a checkbox that when clicked, will cause the mouse button (when it's hovering over an object) to describe the object in a short description-DarkCloud Improved file save/retrieve: Would it be too much to ask to slightly improve the file save and file retrieve dialog boxes? I feel like I'm back in Windows 3.x with the spartan [...] file operation box. What I would like to see is a page ripped from Microsoft's book on this. First, make the box a little bit bigger. If I'm doing some file operation, go ahead and cover most of the screen. It's not like I'm playing the game while opening/closing a game. Second, I need to see some properties information displayed regarding my file saves. A small thumbnail of my map would be nice. Also, some information like: When was the file created (game started) Date last saved How many civs active Current scores/perhaps a histograph? Whether the game is SP, MP or PBEM Speaking of PBEM. Could a seperate interface be developed for keeping MP and PBEM games organized? I create seperate folders, but I think with minimal effort, a little nicer front end could be developed to make it easy to store, organize and launch games.One last thing...the manual makes it a point to say that it doesn't store email addresses. This is a pretty simple thing that would help the player tremendously.-Shogun Gunner Using the standard Windows open-file box: Why not use the standard Windows open-file box, with an extra part to display some info about the actual savegame you have selected?-Kuciwalker Mini-map, and opening a game in one click: A mini-map thumbnail is essential.I'd also like a way to open games with one click from the main menu.-MattH For a printed manual: The manual should be printed, not digital! I find it much nicer to be able to paw through actual paper.-MattH ...Digital is transient... paper is for all time-DarkCloud Being able to pause at any time: Be able to pause the game in the middle of anything it's doing to look at settings, etc. When it's cycling through automated or AI units. Be able to change orders in the middle. Be able to more easily observe what the AI is doing before it's finished.-Brent Conclusion This section is pretty explanatory and compact, but basically people want ways to easily determine what different sorts of data is on the map and to easily plunge into a game of civ....
      August 31, 2012, 17:55
    • Civ 4 the List: Units
      by lajzar
      Introduction This is meant as a discussion of two principal aspects of the game: what units should appear in the game, and the effects of the various unit attribute flags. Of secondary importance is finding a way to integrate unit statistics with whatever combat method is chosen; it is generally agreed that balancing stats will depend a lot on how combat (stacked vs 1:1 vs other) is implemented. Summary One recurring theme across the various lists for each generation of civ was for a unit workshop, similar to smac. I believe this would be bad for civ. While it could reflect the historical range of units if constrained with a uitably detailed complex ruleset, this rulset would be unreasonably complex for a game, forcing an extra level of management. In addition, it would make it extremely hard to mod the graphics, and all but impossible to create mods with fantasy units. Most people agree that civ3 had far too few units in the game. The big jumps in the capabilities at each critical tech gave an overwhelming advantage to teh tech leader, as well as giving a somewhat disjointed view of history. With assymetric units, there is clearly a strong desire for these functions to be implemented. The main debate is on whether or not units are the best means of implementing these functions. This a decision that should be made on a group by group basis. There is very little desire for religious units or lawyers, but worker functions are evenly split on whether units are the best method to put them in the game. Related Threads Civ4 Idea: Armies instead of Units Stacked vs. Single Unit Combat - The Battle Continues Some sort of unit design allowed? Civ4 Units Table of Contents 2.0 Miscellaneous Thoughts 5.0 Units Conclusion The Ideas Organized by: Lajzar...
      August 31, 2012, 17:52
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